Browsing the blog archives for April, 2009.


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  • Adding Randomness To Your Game

    4e D&D, Fluff/Inspiration

    4th Edition Dungeons and Dragons has made a fairly strong move away from randomness at the gaming table.  From the point buy system becoming the character creation standard to a leveling system which defies random encounters the dice have become a less necessary tool.

    For those who really do enjoy rolling the dice more than necessary, are there ways of injecting randomness into the game without breaking it?  Of course there are.

    Here are some ideas.

    •  Roll random characters.  Roll a die to determine your race.  Roll a die to determine your class.  Roll dice to determine your ability scores.  Roll dice to determine your powers, skills, background and even equipment.  This can lead to some extremely wacky combinations that can turn out to be very fun.
    •  Make up a random encounter deck per the instructions in the Dungeon Master’s Guide.  Or just make up a list of monsters of the appropriate level and then roll dice instead of drawing cards.
    •  Roll random NPC reactions.  Not just favorable or unfavorable, but a nifty chart like:

    Friendly Reactions
    1-3 Tells a knock-knock joke
    4-5 Invites PC’s to dinner
    6-8 Offers healing
    9-10 Offers most valuable possession
    11-12 Shares childhood secret

    •  Roll a d8 instead of choosing the direction your character moves during combat.  Not the best strategically but definitely fun for chaotic minded types.
    •  Roll to determine which power to use.

    Naturally there are many other ways of injecting some random fun into your game, but these are some ideas to get you started!

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    Tips For Drawing A World Map

    Advice/Tools, Props, Tokens, Cards and Maps

    Creating a world from scratch is a daunting task.  Personally I don’t recommend it unless you know that you are going to be playing a long campaign and that everyone is behind the idea.

    However, sooner or later most of us decide to at least make a drawing of the fantasy world we have imagined.  Here are some tips to make the job a bit easier and to get a more coherent end result.

    1 – Start with a  coast-line.  Draw out the continents first.  The major land masses will help define cultures as well as other major geographic features.

    2 – Decide where the mountains go.  Mountains, if your world follows real-world plate tectonics will be somewhere near the coastal regions where continents collide.  This is not strictly necessary because a fantasy world is a fantasy world, but players will find it familiar.  Mountains also define where water is and which way it will flow.  Rivers flow downhill (assuming gravity is the same on your world as in ours).  This means that rivers will not cross mountains or flow up into them.  Rather they will flow down from the mountains towards the coastal regions.

    3 – Decide on the major civilizations as well as major volcanoes and deserts.  These features further help define the world and the interactions between the intelligent races.  Most races will naturally avoid wastelands, volcanoes and deserts.  These features naturally tend to destroy major cities and civilizations.  Likewise they make trade difficult.  Civilizations will tend to start near sources of resources as well as easy means of transporting them i.e. rivers.

    4 – Finally add other geographic features like forests, plains, small swamps and other geography that will not have a major (i.e. global) impact on the civilizations.  These kinds of features will dominate life locally but do not generally define where or how civilizations are built.  Also many of these features will naturally define themselves, such as swamps forming around river deltas as they empty in the sea.

    Until next time have fun drawing your worlds.

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    How To Spot Game Exploits

    Advice/Tools, Dungeon Masters, Players

    Finding and abusing game exploits is an important ability for pretty much anyone who plans to play a game for the long term.  I’m going to talk about some skills that can be applied in generic terms to just about any game out there, including Dungeons and Dragons.

    Look for the infinite combo.  In other words, anything that adds a bonus but which doesn’t cost a resource, or which costs a resource which can be replenished.  In D&D the primary combat resource is actions.  There are only so many things that a character can do on his turn.  Once those actions are gone he has to end his turn.  Anything that allows more of the most crucial resource, or which bypasses that crucial resource can probably be abused.

    Which brings us to the next point.  Identify the critical resource.  If you ask a newbie to D&D what the most important number on the character sheet is, a lot of them will look at one of two things, either hit points or damage.  The truth is that neither of these is really the critical resource when it comes to combat.  There are ways for each class to deal massive amounts of damage, and hit points only matter if you get hit.  How you play the game will overshadow both of these.  What then is the critical resource?  There are several, but the most important in my opinion would be the number actions a character can take and the character’s base ability scores.  Anything that modifies these resources is asking for trouble.

    Now look for ways to modify the critical resource. Anything that adds to or takes away from the critical resource is powerful.  Potentially these things can be abused and badly.  In 3rd edition, for example, there were ways to raise base ability scores far beyond their intended levels.  This meant that characters could do ridiculous things far before they reached epic levels and after that it just got stupid.

    Look for the rule-breakers and special circumstances.  A lot of D&D is about combat.  This means that taking a look at the areas of the game that “don’t have to do with combat” can often be the most devastating ways of breaking combat. One example from basic D&D would be the spell Phantasmal Force.  A basic second level spell that could quite literally end any encounter against any level of opponent in one round.  But a lot of people I played with didn’t figure it out until they saw me play a magic user, at which point the DM would ban the spell.  A lot of people would read the spell and see that it “never causes any real damage” and simply gloss it over, thinking it could only be used in marginal situations or for role-playing purposes.  Not realizing that if you put an army of orcs to sleep for 1d4 turns that you had won the fight.

    Hope these tips help, and have fun breaking your game!

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    Being A Fun Power Gamer

    Fluff/Inspiration, Play, Players

    There are power gamers and then there are really, really annoying power gamers.  You know who you are (or at least the people who play with you know who you are).  You are the kind of person who has to squeeze every last advantage out of every single die roll. The person who has figured out the exact best strategy for each and every situation and then berates the rest of the party into doing it your way.

    So how can you make power gaming fun?  Is it possible to create a powerful character that doesn’t give the DM a headache?  Can you maximize your efforts without overshadowing the rest of the party and making the game generally un-fun for everyone?

    The key to being a fun power gamer is to understand two concepts: limits and differences.

    The limits I am talking about are primarily limits that apply to things outside of the rule books.  The rules are the rules.  Yes there is some room for discussion on certain points, but by and large the rules are defined.  However there are limits that are not written and often also unspoken.  For example as new splat books are published you may be tempted to run out and get all of the latest books in hopes of finding obscure feats that enhance your play style so that your planned character can maximize some combat action such as doing massive amounts of damage.  While the rules allow you to do this, your DM or playgroup may frown upon it.

    Is it unfair for the DM to restrict your game?  Maybe yes, maybe no.  Fairness is more than just doing what is written in the book.  Fairness is also making sure that everyone at the table has fun.  If the DM does not have time, energy or money to get all the latest books and review all of the information then it can become un-fun for him or her and they may simply apply a restriction in order to save themselves time.  If you have used obscure rules in the past to gain an unexpected advantage, don’t be surprised when the DM decides on this course of action.

    What about limits with the other players?  Combat strategy is one way in which a power gamer can get a true advantage over the other players.  It is possible to go through an entire combat without taking any damage.  It is possible to go through an entire campaign without taking any damage.  In fact it is possible for the entire party to escape completely unscathed from combats that appear on paper to be overwhelming.  Not every player understands this.  Most players aren’t even interested in figuring out how to do it.  Most of them are happy to wade in and slug it out knowing (or hoping) that the encounter is balanced and they will survive.

    The power gamer (and different kinds of power gamers) will find himself at conflict at this point.  Yes the combat may go better if the stupid Halfling would get into flanking position and just wait for one stupid turn so they can get in that extra damage.  On the other hand if you tell Joe one more time what to do with his character he may just punch you in the nose.  There are no rules (except house rules) governing these types of situations.  Learning the limits, especially the unspoken limits that other players expect from you will help everyone have more fun.  More than once I have watched players purposely undermine the power gamer’s efforts just because he pushed his min/maxing so far that it detracted from their role-playing experience.

    Now differences.

    There are many ways to play the game, and power can be defined in many terms.  Is power defined by combat ability?  Is it the ability to overcome encounters (no, not the same thing)?  Is it defined by treasure?  Ability to deal damage without magic items?  Being able to do maximum healing?

    When a pair (or more) of players put a definition of power on their character and then play to maximize that power at the expense of everything else they will inevitable come into conflict.  Understanding that these differences exist and that they are irrelevant until they start affecting the level of fun is crucial to avoiding the kinds of conflict that can lead to players actively undermining each other.  Differences in character builds, combat strategies, gear choices, negotiating styles and many other areas can all be equally powerful in terms of having a successful game experience.  If the goal is to have an enjoyable game session there are many ways to achieve this goal and each are as different as the people who play the game.

    Until next time, have fun!

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    Combating Rules Lawyers

    Advice/Tools, Dungeon Masters

    When GM’ing a Dungeons and Dragons or RPG Game session nothing can bog down a campaign or the evening more than when a player who knows the rules to the letter better than the DM keeps trying to force the system and point out any errors the DM may make. One of the best things about a D20 system is its flexibility and a DM should vary from the rules to keep the game interesting and entertaining as long as the decisions made are fair and can be reproduced by everyone (players and DM alike).

    When a DM varies from a rule in the player’s handbook or other guide, they DM should ask the player’s not to interrupt the campaign and argue about it, but all issues or concerns can be shelved for after the game. The DM can choose to permanently use the new rule or option that he introduced or if he agrees with the player, maybe some experience can be awarded for being so actively interested in keeping alignment with the structure of the rules.

    When I used to DM I had a rules lawyer constantly challenge my variations early on, I made it clear that although my gaming was based on Dungeons and Dragons 3.5 Edition at the time, that I had taken the liberty of adapting some custom rules for my campaign. I had a clear published list of the various rules, and differences in my campaign, such as how I handled the healing and herbalism skills were very different than the core rulebook handles them.

    I also did not hesitate to fudge a few die rolls for the effect of a story line, mostly these were in a players favor, I didn’t want a player killed by the enemy rolling a critical hit on the first round of combat, or I told a player that a saving throw was successful when the player really would have been a toasted marshmallow from the enemy wizards fireball.

    All of this is to keep the game entertaining, interesting and keep your players coming back for more. In the end, the rules aren’t as important as keeping players and the game master happy and entertained for the few hours per week that they meet to game.

    This guest post brought to you by Dragon Blogger.

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    How To Run A Session Without Combat

    Advice/Tools, Dungeon Masters, Play

    There are a lot of risks here as a DM.  What happens if they go where you haven’t planned?  What happens if they start a fight with someone you haven’t fleshed out?

    Be warned, you are leaving things wide, wide open for the players.  This means that they will go and do things you are not prepared for.  What do you do?  You get prepared.

    Prepare a few encounters.  The most likely that they will face.  Get some monster cards for some human guards.  Or if you are in elf land, some elves.  Make up a goblin encounter for when the party decides to sleep in the woods.  And then treat any “special” NPC’s just as you would any normal character in terms of game mechanics.  Just change the flavor a bit.

    Finally, practice negotiating with the PC’s.  Just because they start a fight doesn’t mean you have to end it.  Sue for mercy.  Surrender.  Offer a compromise.  There is no need to flesh out combat stats for something that just lays down its weapons and sues for peace.  Either the characters will slaughter it outright or they will role-play, and trust me it isn’t very fun to just slaughter stuff, especially when the possibility of becoming discovered as murderers is real.

    The big question on the backs of some (if not all) of your minds is what about XP and treasure?  Aren’t these fundamental to the system?

    Of course they are.  So get together your little treasure packets.  Just like you would if you were having a normal combat game.  Hand out the treasures after the characters do something interesting.  They spend their time gambling, or working hard to win a chess tournament – very good.  Hand them out a couple of treasure packets and XP for beating a hard encounter.  If they fail, hand out less XP and less treasure.

    If they find out where the Duke’s daughter is being held, let the Duke award them with a treasure packet.  Give them XP for their level.  If they get her back then give them another packet and more XP.  That nifty chart in the DMG that outlines the target XP awards for an encounter by level is ideal for this.

    No go and play nice!

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    Character Ticks - Making A Character Memorable

    Fluff/Inspiration, Play, Players

    Okay, there are characters and then there are characters that we remember (for good or ill) for years and years, long after they have been retired.  These are the characters that are talked about by the gaming group or to anyone who will listen even when the conversation has nothing to do with Dungeons and Dragons.

    One way to make a character memorable is to give that character a trait - a player playable trait - that sparks an emotional, physical, or mental reaction of some sort in the other players.  In many ways this can require a bit of meta-gaming, but in other ways it is just really thinking through who the character is and what he or she is about.

    An easy trick to developing this kind of trait is using a tick.  Something that happens at regular intervals.  Some examples would be a catch phrase such as a barbarian’s battle cry, which is used at the start of every combat, or the character always referring to himself in third person.

    Often during the character creation process we think in visual terms, i.e. the style of armor or the color of the character’s hair.  Unfortunately these things are relatively intangible.  The picture of that character is different in the head of each individual sitting at the table.  The shade of red in your heroine’s hair is going to be different for everyone.  The things that you as a player do, however, are going to be witnessed by all and will bring a much more tangible expression of your character that everyone can relate to.

    I cannot over-emphasize that these need to be verbal or physical actions.  The other players need to hear or see what you do.

    Now, be cautious in that you do not choose something that is very difficult to maintain.  A goofy accent, for example, works pretty good for about half an hour or so but then tends to become forgotten.  By the second session you don’t even bother trying.  Likewise complex or time consuming rituals will simply be annoying.

    Which brings us to the final point of the day which is that these kinds of ticks will probably annoy someone?  You can overdo it, and you probably should – just once.  Overdoing it once will implant it into the memories of everyone at the table.  Overdoing it twice and you will most likely be asked to stop.  Throwing in the occasional reminder will play to the character without driving everyone nuts.  The whole idea is to make the character come alive with those little details that make all of us real.

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    Dungeons and Dragons is Evil

    Fluff/Inspiration

    I knew this kid back in junior high who kept to himself all the time. We all thought he was a little strange, maybe just sniffing too much glue on the weekends or something. We ignored him, but maybe we shouldn’t have. It turns out the truth was much, much more sinister.

    Come to find out he would play Dungeons and Dragons. What is Dungeons and Dragons, or D&D as the cult like to call it? Well, I would just explain it as crack for geeks. It took this otherwise nice kid and turned him into a devil worshiping, dice totin’ maniac.

    Before we knew it he was mumbling things under his breath during class. Once, during algebra the teacher asked about the Pythagorean theorem and he responded ten die six. I knew it was an evil incantation. I got a glimpse of his Trapper Keeper, and it was filled with complex formulas and notes about zombies and demons.

    Everyday at lunch, he and his friends would gather in a corner somewhere and roll their dice. Whenever anyone came near they would give us annoyed looks and turn back to their sorcerous works. Needless to say I learned quickly to simply avoid them.

    Later on I found out that D&D is essentially a forming school for wiccans, druids, and other horrible things. Not only that it is horribly addictive. Players can spend their entire salaries and all of their time dedicated to it.

    My message to everyone today is: AVOID DUNGEONS AND DRAGONS AT ALL COSTS. Do not play this game. Do not let anyone you know play this game. It will ruin their lives. It will ruin any chance they have of happiness. It will turn them into horrible servants of unknown powers. It will make them crave salty snacks. D&D is evil!!!!!!!!

    P.S. April Fools

    (for those of you who don’t know, April 1st in the United States (and other parts of the world) is a holiday where jokes are played, and this post is meant as a joke).

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