I think one of the best ways a DM can learn how to become better is to actually play the game as a player with some frequency. It helps to open up the lines of empathy to the player's situation as well as gives the DM a bit of a vacation... it is so much more relaxing to only have to be concerned about a single character rather than the whole milieu! One of the things I have learned as a player that I believe helps the game to move along is to think out loud. Let me try to explain.
The game revolves around the DM and the players sharing an imaginary landscape between them, wherein all the action takes place. The majority of the burden of description is with the DM, but the players are also responsible for a great deal of setting creation of their own. The key point is the fact that the world only exists in everybody's imagination and the only way a functional game can happen is if everybody is on the same page as to what is happening and what possibly could happen. Even a slight breakdown in that consensus reality can cause than whole game to grind to a screeching halt.
I've been a player in a game where the DM set up a complex trick room that required a lot of thought and experimentation. It was fun for a while until hours started to pass with no success on the horizon. (The situation was such that the characters retreating was not an option.) Things ended up breaking down into player hopelessness and DM frustration. Later, when everybody talked about what had happened and the DM explained the simplicity of the trigger, the players were convinced that they had already done that very thing trying to work out the trick room and had become dejected when nothing else would work either. The consensus reality between the DM and the players had broken down and left everybody feeling shitty about it. And it was on a very minor detail.
I am convinced that such a situation may have been avoided if the players had engaged in the simple activity of thinking out loud. If, from time to time, they reassessed the different ways they had attempted to trigger the trick room... out loud so that the DM could hear their line of reasoning... then the DM could decide if the players were on the same page as to what has actually happened in the situation, and amend the details if necessary. ("Oh wait... you guys think you dropped a gold coin into the left slot? I thought you said right slot... ") It is a simple way to occasionally reaffirm the consensus reality between the DM and the players.
I find myself doing this a lot when I am a player, because I have a tendency to hatch some pretty crazy plans in my head, plans that may not actually have a basis in the reality the DM is weaving. So, thinking out loud is also a way for the players to "test the waters" of some outlandish ideas. It gives the DM an opportunity to see into the heads of the players to a small degree and, if necessary, gives him a little advance warning about some wild-ass caper the players are hatching. If this gives the DM enough heads up to keep the game from getting derailed by a surprise course of action that he didn't plan on, then so much the better!
(Now, if you are playing in a game that you don't want the DM to know what you are planning to do, because you are worried that the DM will make sure your plan doesn't work if he gets advanced warning, then I am sorry for you.)
Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts
Friday, April 13, 2012
Friday, April 6, 2012
Ubue
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| Illustration by Erol Otus |
I have been running the orange-cover version of B3–The Palace of the Silver Princess in my current campaign, digging on the funky vibe of the whole dungeon, but also changing about 85% of the content to suit my needs. Most of the new monsters in the module are completely shitty, not even worth trying to fix (for those I just replace them with something else that inspires me more), but the ubue are in a class by themselves. It really comes down to the original illustration by Erol Otus... man, that is weird and wonderful! If it wasn't for that gnarly picture I would've kicked the ubue to the curb like the rest, but that picture demands that I use them in my dungeon.
Well, I actually don't go for the whole "cave-man" style of the ubue as written in the module. I have shifted the flavor of B3's setting into something more like a lost unseelie castle, so the ubue have morphed into these strange beings that have evolved out of wild and evil magic from Faerie. I made them psionic and they like to scour old ruins in search of magical items and lore. They like to wear long, arm-less robes of fine bronze plates (kind of Klimt-esque) and dislike brutish combat, preferring mind powers. They still look ugly and weird, though, and have a bizarre blended sexuality.
Here are my preliminary stats for these guys as I work them out. (Yeah, I found some stats for them in Necromancer Games Tome of Horrors, but it was essentially the same "cave-man" creature from the original module, so that didn't work for me.)
UBUE
large
aberration (psionic)
hit
dice: 3d8+12 (24)
initiative:
-1
speed:
40
ft
armor
class: 15 (-1 size, -1 dex, +3 thick skin, +3 bronze robe)
base
attack/grapple:
+2
attack:
Slam +5 melee (1d6+4)
full
attack: Slam
+5 melee (1d6+4) and 2 slams +3 melee (1d6+4)
space/reach:
10
ft/10 ft
special
attacks: Psi-like abilities, multi-attack
special
qualities:
Darkvision 60 ft, spell resistance 10, naturally psionic, power
resistance +13
saves:
Fort 7, Ref 2, Will 5
abilities:
Str
19, Dex 8, Con 18, Int 14, Wis 9 , Cha 22
skills:
feats:
Multiattack, Alertness
environment:
Fey-touched ruins
organization:
Solitary, pair, or clan (3–9)
challenge
rating:
4 [?]
treasure:
Standard
alignment:
Usually
chaotic neutral
advancement: By character class (Wilder)
level
adjustment:
base creature +2
psi-like
abilities: 3/day—defensive
precognition, empty mind, mind thrust; 1/day—force screen.
[For now I just gave them the Phrenic template from the Psionics Handbook, thinking I will flesh out their mind powers more later. I am lazy and move in fits and starts.]
Friday, March 16, 2012
The Lake Goddess
About a week ago Zac S, from Playing D&D with Porn Stars, posted the above image in commemoration of the passing of Moebius. It caught my eye and started to weave little adventure seeds in my imagination...
The Lake Goddess sleeps in an alpine lake at the top of a mountain, and is a destination for many pilgrims world-wide. The trek is not an easy one, but the view certainly rewards the tenacious. The sleeping form of the goddess is watched over by a sect of monks that live in the mountain-top caldera that holds the lake. The lake water is warm, heated by volcanic plumes, which in turn keeps the environment of the caldera warm as well... a welcome grotto in a place that would otherwise be snow-covered due to the elevation.
The monks charge a tithe from all pilgrims that enter the caldera, and in turn keep the area relatively safe and clear from invading monsters. The monks also keep the environment clean from the pilgrim's trash, which includes the body of the Lake Goddess herself, for pilgrims are known to row out to her form and camp upon it seeking deeper visions and enlightenment. (This can be dangerous, for while it is known by all that sleeping overnight in the caldera can offer transcendent dreams to some... gifts from the Lake Goddess... actually sleeping on her recumbent form can be psychically dangerous, with nightmares wracking the unwary with threats of insanity or death.)
Will the Lake Goddess ever awaken? No one knows. Her body appears resistant to almost all forms of damage, physical or magical. Although, she does appear to feel, for exceedingly irritating attacks on her form have been known to generate deadly responses in the form of turbulent weather and lightning strikes, the appearance of crystal nixies in the water that lure intruders to their death, or even something as simple as a virulent curse.
Some philosophers have went as far as to ponder what it must be like inside the Lake Goddess, for indeed, her nostrils are large enough to allow entrance into her very body for those of small stature and exceedingly foolhardy temperament. Does her inner form liken to that of a human body, with organs and fluids, and an internal defense system? Or is it more like an echoing empty temple of rounded corners and blue marble? One trance-dazzled sage has even foretold that an ancient relic lies hidden in her belly, guarded by thousands of snakes.
Wednesday, January 25, 2012
Mood Music
We have a long history of playing music during our game sessions, and it has nothing to do with generating a mood usually... or at least not a game-specific mood. It is used to engender a "fun" mood, because the game session is really nothing more than a concentrated little party of friends. So, we play whatever we feel like, leaning heavily in the rock department with some forays into rap, usually all of the somewhat more underground variety. (I am being simplistic here because we have broad tastes and to go into a list would take forever. We listen to lots of different stuff at the table.)
Before the guests arrive, though, and I am still preparing for the session... that is a different story. I usually need between one and three hours to get the room ready, go through my game notes and flesh out any specific ideas, and generally get myself in the proper state of mind for DMing. It's all about set and setting, so I have a specific group of records I play that help me to reach that state, depending on which particular game we might be playing.
Before the guests arrive, though, and I am still preparing for the session... that is a different story. I usually need between one and three hours to get the room ready, go through my game notes and flesh out any specific ideas, and generally get myself in the proper state of mind for DMing. It's all about set and setting, so I have a specific group of records I play that help me to reach that state, depending on which particular game we might be playing.
- Lustmord—Heresy: My theme music for taking our group through The Return to the Temple of Elemental Evil. That set a real nice tone for an apocalypse cult.
- Throbbing Gristle—The Third Mind Movements: This became the theme for my Gamma World campaign for it's slightly rabid, end-of-civilization vibe.
- Tangerine Dream—Zeit: The current theme album for my low-level, sandbox campaign. A little spooky with a strong sense of mystery.
- There Will Be Blood soundtrack: Sometimes I play this one before anything else, while I am cleaning the room, as an aperitif.
- The Future Sound of London—Lifeforms: I almost always play this just as my friends are arriving and we are getting started. It is long and a good way to keep things focussed on getting the session rolling. Plus, it kind of acts as a mental trigger for the players. The music has a nice "universal traveler" vibe.
- Sonic Youth—Silver Session: I actually have a number of Sonic Youth's SYR releases that are great noisy-spacy jams, but right now I am digging this album for it's sheer wall-of-noise value. Great for clearing out my head. (Reminiscent of Lou Reed's Metal Machine Music.)
Friday, January 13, 2012
Old School
I consider myself an old-school gamer, even though the version of D&D my group currently plays is relatively recent (3.5e). Why? Because I am old. I've been playing RPGs for roughly 33 years and, I have to admit, my style preferences were probably set a long time ago. Those preferences were largely informed by the writings of one man, Gary Gygax. Those original first edition rule-books and modules written by Gygax had a tone and style that felt mysterious, cryptic, and adult to me. It was a style I wanted to emulate, and to a degree, still do. When TSR kicked Gygax out of his own company and started pumping out second edition D&D I quit buying their products. I only picked up D&D again with the third edition because enough time had passed and I wanted to see how Wizards of the Coast had overhauled the system. Sure, a lot had changed in the rules between 1e AD&D and 3e D&D, and a case can be made that a game's rules set the overall tone of the game, but I actually found a lot in 3e that was reminiscent of the old, original game I enjoyed, just with updated game rules theory.
And then there is the fact I actually don't buy any new games. It is true that I bought 3e D&D when it came out, but I haven't bought any new RPGs since. (My set of 3.5e books was a gift from a player who wanted our group to have the "refined" rules. Cool by me... for free!) Since the time we first bought the 1e AD&D books as kids I had no intention of buying any more. Why should I? I had everything there I needed for a lifetime of gaming. And anything that felt broken could always be fixed with house-rules. My blood boils at the concept of game companies pumping out new editions of their game simply because they want to feel a renewed flush of profits. Fuck that.
The games I have sitting on my shelf waiting for the right mood to strike have been sitting there for decades. Call of Cthulhu, Villains & Vigilantes, Top Secret, Stormbringer, and the mighty Traveller. I even have a set of Dangerous Journeys that I am dying to play at least once in my life. All these games rate differently on the scale of complexity, but they all share a couple of things in common... they are all old, and they all have an awesome atmosphere and style to them. For me, that is "old-school".
And then there is the fact I actually don't buy any new games. It is true that I bought 3e D&D when it came out, but I haven't bought any new RPGs since. (My set of 3.5e books was a gift from a player who wanted our group to have the "refined" rules. Cool by me... for free!) Since the time we first bought the 1e AD&D books as kids I had no intention of buying any more. Why should I? I had everything there I needed for a lifetime of gaming. And anything that felt broken could always be fixed with house-rules. My blood boils at the concept of game companies pumping out new editions of their game simply because they want to feel a renewed flush of profits. Fuck that.
The games I have sitting on my shelf waiting for the right mood to strike have been sitting there for decades. Call of Cthulhu, Villains & Vigilantes, Top Secret, Stormbringer, and the mighty Traveller. I even have a set of Dangerous Journeys that I am dying to play at least once in my life. All these games rate differently on the scale of complexity, but they all share a couple of things in common... they are all old, and they all have an awesome atmosphere and style to them. For me, that is "old-school".
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