Showing posts with label one-shot. Show all posts
Showing posts with label one-shot. Show all posts

Monday, October 5, 2020

Looking For Some Spooky Gaming This Halloween Season? Don't Worry, I've Got You Covered

It's that time of year again. The leaves are falling, the wind is whispering through the bare branches, the pumpkins are putting on their grins, and home decor is going on sale again. Yes, Halloween is just around the corner, and for most of us that means it's time to dip our toes back into the darker end of the gaming table and indulge something on the scary side.

But what, you might be asking? Well, if you're looking for inspiration don't fret! I've been working the grindstone pretty hard, and I've got some things that I'd like to suggest for all those seeking a ghoulish gaming experience.

Time to get spooky.

Before I launch into the list for this week, though, I do have a brief favor to ask. If you haven't signed up yet, join my newsletter to make sure you get all the updates for what I'm working on, and what's coming out. I put out one every Sunday/Monday, and you'll never miss a new release of mine again!

Also, I recently wrote a piece for a Halloween contest over on Vocal. So whether you're a film buff, or just looking for a recommendation for what you should watch this Halloween season give my entry Candyman: A Horror Film That Haunts Us Decades Later a read... especially if you're from the Chicagoland area!
 
Lastly, if you want to keep things casual this year, check out my older piece 5 Horror Board Games You Should Have on Your Shelf!

Horror One-Shots!


Beware the trolls... and the toads!

While I've talked about them a great deal in the past, I do still have three one-shot modules out from Total Party Kill Games for Dungeons and Dragons 5th Edition that are available right now! False Valor is about solving a murder mystery, and it delves into regional politics, but the other two... well, they were written specifically with the Halloween season in mind.

The Curse of Sapphire Lake (pictured above) is what you get when Beowulf collides with a slasher movie. The town of Kingsbridge is cursed, or so they say, and there is a figure in the mist... accidents keep happening, and bodies keep turning up. Will the party manage to pry the icy fingers of death from around this place's throat, or will it once more fade into shadows and obscurity?

The final release in the series, The Ghosts of Sorrow Marsh also provides an eerie, atmospheric adventure. The town of Bracken has been all but cut off, and dangers haunt the road at night. Something lurks in the marsh, and there are tales of strange figures and odd whispers. Supplies are running low, and the town's citizens are at the breaking point. Can the heroes dispel the darkness lurking in the marsh, or will it swallow them up like it has so many who have come before it?

If you're one of the many groups out there who likes to play something short and spooky during the reap times, then either of these should scratch that particular itch for you!

World Building and Inspiration


Because sometimes you just need a couple of bricks...

If you're one of those DMs who prefer to make things yourself, don't worry, I've got stuff for you, too.

For example, 13 Fiends: A Baker's Dozen of Devils is filled with unique fiends that are much more ground-level and accessible than a lot of devils tend to be. Each devil also comes with rituals unique to them, areas of influence, and cults that tend to make pacts with them. Whether you're looking for warlock patrons, antagonists for your party, or a particular rite to act as the center piece of a session, this collection has you covered!

And speaking of cults, a solid companion piece to it is 100 Cults to Encounter. Perhaps the best selling supplement of mine for the entire year, this one gives you snapshots of cults from every walk of life, often providing hooks and rumors to easily slot them into your game as antagonists... and potentially as allies depending on your party. Speaking of potential allies in the shadows, I'd also recommend checking out 100 Secret Societies if you need a little extra juice when it comes to filling out the darker corners of your horror games this year.
 
Also, there's this!

Also, for my World of Darkness lovers out there, I recently put the finishing touches on my 100 kinfolk project, and it's now available as a bundle! That's 13 tribes, and a total of 1,400 kinfolk NPCs usable either in a Werewolf: The Apocalypse game, or in a general WoD game where you need NPCs in a hurry. For more on the project, and what it's about (as well as a full list of the independent tribes in it), check out 100 Kinfolk: A Werewolf The Apocalypse Project.

Character Conversions

 
It's that time of year again.
 
While I spent most of last year shuffling content and moving articles from one archive to another, a lot of folks forget that my Character Conversions Page has more than superheroes and Game of Thrones builds on it. In addition to 50 some-odd other characters I also have classic Pathfinder guides for:

- Michael Myers (Halloween)
- Pinhead (Hellraiser)
- Jason Voorhees (Friday the 13th)

Though I'm still sharing around all the old guides that have been updated to account for new mechanics, items, and classes that were released since I first wrote them, this is a section I'm contemplating coming back to for a few, additional names. Jigsaw? Chucky? Maybe Leatherface? Who do you think should be here... keeping in mind these guides are primarily for players, not for DMs (though they can use them, too).

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, February 10, 2020

You Are Not Obligated To Like Games Just Because They're Popular

Like a lot of gamers, I came into the tabletop RPG hobby through what was then the current edition of Dungeons and Dragons. This was right around the time that 3.0 was making its transition to 3.5, for those of you looking to construct a timeline. I'd had brushes with funny-shaped dice and narrative gaming before, but that was when I really committed to the hobby.

It wasn't long after that my dice collection began to become... an issue.
Also like most gamers, the longer I was in the hobby, the more games I discovered. The World of Darkness got its reinvention not long after I became aware of it (the games now referred to as the Chronicles of Darkness for those feeling confused), and several groups I played with ran stuff like BattleTech, Call of Cthulhu, and in one night of zany experimentation, Paranoia. And one of my clearest memories as a gamer was when Wizards of the Coast brought out the 4th Edition of DND.

Like a lot of gamers who'd gone all-in on 3.5, I hated 4th Edition. I felt the lack of customization was a major flaw, and I disliked how it felt more like an MMO or a minis war game than the sort of RPG I was used to. My group all shared the same opinion, and we decided to stick to 3.5 until we found something we liked better. Which we did when Paizo released Pathfinder. It was everything we liked, plus some extra wooge, and we couldn't have been happier.

I Told You That Story So I Could Tell You This Story...


The reason I told you all of that is to establish that for the first decade or so of my gaming career, I was a gamer who found that most of my wants and needs were in sync with the broader strokes of what was popular in the hobby. I came in when the dominant game design philosophy was to make games that focused on giving players the ability to fully customize their characters, and where the DMs had to do the minimal amount of improvisation regarding common rules (there were charts and scales for falling damage, weather, monsters and traps were fully statted out, skills had specific thresholds and modifier, etc.).

However, over the past several years as both a player and a designer I have noticed that the pendulum is definitely swinging the other way now. 5th Edition Dungeons and Dragons came back hard from 4th Edition's failure, and gobbled up a huge amount of the market. Thanks to shows like Stranger Things, simpler editions of DND are coming back in vogue. And, generally speaking, the market is filling up with games that have a lot fewer moving parts, and which require a lot less investment and time on the part of players and storytellers alike.

Just what the hell is going on here?
There are a lot of reasons for this. One is that with gaming's increased accessibility, gamers are reaching for the editions they see in their favorite shows (Critical Role, in particular, I hold responsible for a portion of 5th Edition's booming fan base). Another is that more gamers are adults, and adults with jobs (and sometimes kids of their own) don't typically have hours upon hours to dedicated to learning labyrinthine, complicated storytelling systems. When you add in that lots of games are also geared toward shorter campaigns, and even one-shots (I'm looking at you, Dread), the market is clearly changing to fit a much different audience. And since shorter, less complicated games require a lot less work to make, they're popping up in greater numbers.

This is a gaming demographic I'm not part of.

This is frustrating both as a gamer, and as a game designer (though in my defense I'm stretching out and following the curve with 5th Edition DND modules like False Valor and The Curse of Sapphire Lake), but meditating on it has lent some clarity. Once upon a time the things I liked in games were popular, and that drove profit margins. Now my style of game is less popular, and as a result there are fewer companies putting out the type of content that I enjoy. That's not a slight against me, that's just how the free market works; if there were more gamers in the hobby who wanted what I want, it's what companies would produce.

And that's fine (at least personally; professionally it's a different kettle of fish). I am under no obligation to buy the games being produced if they're not the sort of things I want to play. No one is going to make me move on to Pathfinder's second edition, or Dungeons and Dragons' fifth, in the same way that no one forced Vampire: The Masquerade players to move onto Requiem when it was released. The games I like still exist, and I have full control over what I play in my own time. We all do.

With That Said... Let People Enjoy Things


Having said all of that, not liking something doesn't mean that you should volunteer your opinion in places where it isn't wanted. If people are talking about their latest campaign, and your only contribution is to disparage the edition or system they're using, just shut up. Move on from that conversation, because it's not for you, and no one is asking for your input.

"In my day, natural tharks weren't an auto-success!"
As geeks and gamers (particularly those who are used to being the dominant audience), we occasionally get confused and think that other people beyond the folks we play with care what we think. We fall into that trap where we mistake not being catered to with having our interests ignored, and too often we end up trying to spread that negativity around. Like how grown men will rail against the popularity of boy bands or romance novels just because something that isn't made for them is popular and successful.

So the next time you get ready to hold forth about something you don't like that's popular in gaming, or how this or that group who's clearly having fun is contributing to the popularity of the "wrong" kinds of games, take a moment and ask if anyone solicited your opinion. If you were specifically asked to share, consider whether what you're about to say will have a positive impact on those who hear your words.

Take my advice on this one; your games of choice will not get more popular if you shout about how they're superior to all the stuff people are playing and enjoying now. Instead, make a pitch for what your games do that other games don't. Put on your salesman's cap, and hold the door open for gamers who may not have heard of your favored system, or preferred edition. Be an ambassador who persuades those watching to give your style of gaming a try.

Because in this instance, you will catch far more flies with honey than you do with vinegar.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you found this suggestions useful!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, January 26, 2018

The Worst Werewolf Game I Ever Ran

Most of my stories here on Table Talk are about my experiences as a player. I've been pretty fortunate in my gaming career that most of my time spent behind the DM screen has been positive. However, there is a particular story that I think holds a lot of lessons in it. Names have been changed to protect people whom I feel are overall good gamers, but happened to walk into a perfect storm of the blind leading the blind in the following situation.

Werewolves and White Elephants


This story begins around Christmas many years ago. I'd been invited to a white elephant party, and had hemmed and hawed over whether or not I was going to attend. I decided to come at the last minute, and since I had neither the spare cash for a gift, or the time to pick something up, I put an I.O.U. for a one-shot game in an envelope. Any system the recipient wanted a one-shot in that I had access to, and could reasonably run, I would do.

The rabbit hole went pretty far down on that request.
The guy who wound up with my white elephant gift (let's call him Geoff) really wanted to play a Werewolf: The Forsaken game. I was pretty solid on my new World of Darkness lore, even though werewolf wasn't one I'd delved too deeply into. I asked him if he was sure, and told him all right, I'd have something ready to run in a month. He got a handful of players together, and I started the conversation rolling on who they were, and what was befalling them.

The Setup


It bears mentioning that I tend to emphasize the dark parts of the World of Darkness when I run a game. Not that awful, heinous things are always happening to PCs or their close friends (because graphic depictions of torture, sexual assault, etc. are not something I would inflict on my players, and they're crass from a storytelling perspective), but rather that the world is threadbare and desperate. The greedy are greedier, the needy are needier, and you should take nothing at face value. There are mysteries within conspiracies, and you should keep your friends close, and your enemies closer.

Starting off on a positive note here!
With that said, the handful of players put together their characters. They had most of the moon signs, and a pretty solid smattering of the tribes. No one had requested any crazy magic items or out-there gifts or merits, so I didn't have to have any debates with anyone. And, as I requested, everyone put themselves in a pack. And Geoff was the alpha. mostly because he was the one who'd requested the game, and because he was the one with the most system mastery.

I did something else, as well. I gave the players free dots in Allies and Mentor, attaching them all to important NPCs and working those connections into their backstories. Part of this was for my convenience as a storyteller, but another part of it was more insidious. More on that later.

So, this pack received a call from a highly-placed ally in New York City. An Iron Master alpha, he's known as the Iron Wolf. Partly for his refusal to back down, but also because he's the head of a major firearms company who does custom work for supernatural clients. Heavily involved in the city's politics, there is a small crisis going on at the moment. A crisis he wants the PCs to come and help with, since they owe him a favor for setting them up on their own plot of land upstate. As hooks go, it was pretty standard.

Into The Belly of The Beast


The pack got their gear, and headed into the big city. Geoff, who had taken a merit that let him see the spirit world with one eye and the material world with the other, chose to leave this ability active at all times. I asked him if he was sure. When he said yes, I described the decaying nature of the spirits as they headed into the city. The way everything became hard-edged, and feral, made dirty and harsh by its proximity to the pounding heart of the Big Apple. And then, as they got into the city proper, Geoff saw there was a colossal hole rent in the spiritual realm over the island of Manhattan. A swirling vortex where something terrible had torn the fabric of reality, leaving a gaping wound in the sky.

That's enough to leave anyone a little shook up. He decided to turn the merit off at that point... at least for a bit.

The pack parked at the Iron Wolf's HQ, and were met by one of his lieutenants. A warmaster who'd trained one of the pack's hitters, Ivan Ivanovich was known to most simply as the Black Russian. He ushered the pack up, and they were given the task they were being asked to complete.

All right yuse mugs, it's exposition time!
About a week ago, there had been a meeting arranged between some of the Iron Wolf's pack, and one of the local vampires; an old Dark Ages warlord named Michael Thorsson who held relentless grip on parts of the city. There was an uneasy peace, and the goal of the meeting was to make sure that peace held. As a show of good faith, they'd even met on the vampire's turf. No one who went to the meeting had come back, though. Thorsson said they'd never showed, and that he had no idea what had happened to them.

The party's job was to go, and independently investigate the incident. To find what had happened to the missing werewolves, and to get the facts without bias. Major players were dealing with the incident that led to the spiritual tear in the fabric of the world next door, so what would usually be a matter of great importance was a little lower on the priority ladder right then. The Iron Wolf gave the pack encrypted phones to contact him with, should they find something, and he sent another of his betas with them to act as a guide to the city should they need someone to show them around.

So... What Do?


When I'd been asked to run a werewolf game, I made sure to open up the world as much as possible. If the pack started running data searches on key figures in the city, I had dossiers prepared. If they wanted to go to Thorsson's nightclub where he held court and arrange a meeting, I had the stats for his ghouls, and the man himself, fully prepped. If they wanted to reach out to their Allies or Mentors for aid, I knew what would happen. If they tried to contact other werewolves in New York, I had them drawn up. If they went off the tracks entirely and tried to contact other vampires, changelings, or the mage community, I had that prepped, too.

In short, I had a huge mental map with all the major players, creatures, potential encounters, and everything in it. I had prepared for everything... except what actually happened.

So... what do you do?
I asked the pack what they did. The players looked at Geoff. Because while he may have had the most knowledge of the game mechanics, it didn't seem he really had any idea how to go about investigating such an open-ended plot. After several, long moments of silence he suggested they go to the warehouse where the meeting was supposed to happen, and sniff around?

A logical course of action. I said sure, they could find it no problem. So the pack headed out to the waterfront, took on their wolf shape, and did a walk around the block. They found a chain link fence with razor wire, half a dozen guards inside, and two or three trying and failing to be inconspicuous around the block. Geoff even turned his merit back on to glance into the spirit world. Because his initial plan was to simply phase out of one world, sneak in, and then push back into the material realm.

What he saw was that the fence, on the spirit side, was a series of pikes with bloody, moaning heads atop them. They felt potent, and wrong, but not dangerous. The sight of opposition on the other side (especially opposition that wasn't from the werewolf purview and which was an unknown factor) stopped the initial plan cold. Even though the heads did nothing but act as a spiritual alarm, and they could have been avoided through the proper use of gifts, or through properly applied violence.

Instead, the pack decided to bluff its way in. A task that was awkward, stilted, and which resulted in them totally blowing their cover. The guard, knowing something was up, agreed to let them in with a smile. As soon as the pack was inside the warehouse, though, they heard a huge bar being thrown over it, trapping them inside. The clock's ticking, and someone doesn't want them to get out. Of course, they were where they wanted to be.

Blood and Secret Tunnels


Figuring that they may as well do what they came there to do, the pack puts its wolf skins back on, and starts sniffing around. They smelled blood right away, and it definitely belonged to other werewolves. Some high successes later, and they found a secret tunnel that looks like it goes down into an old Prohibition smuggling run. Just as they open it up, they heard several SUVs pull up outside. They smell sweat, fear, and a lot of gun oil. Nothing they couldn't actually have dealt with (it seemed the players continually forgot they were werewolves, and thus top of the food chain in most circumstances), but they decided to scamper down the hole into darkness below.

It's okay... I have a plan for this!
Once they're down the hole, the pack hears the nervous voices of a dozen gunmen up above. No one was willing to go down after them, so they closed the door, locked it from above, and muttered that they'll catch them on the other side. Again, this is a full pack of werewolves... a wooden door with a deadbolt wouldn't stop them from waiting a while, and then busting up through the floor if they chose to. But they decided, instead, to follow the blood trail that continued on in the tunnel. Not only that, but they find the tunnel was stamped with Thorsson's sigil, marking it as his territory. So far, so expected.

At least until the blood trail goes off one way, and the vampire ganglord's mark goes off another way. The pack decided to follow their noses, and they found a bizarre scene. A dozen piles of ash and charred bone, some with scraps of cloth in them, filled the hallway. The ash smells corrupt, and rotten, but there's also a strong smell of ozone in the area. It is quite unnatural, and unpleasant. They also found a misshapen skull with elongated fangs. And, in the middle of it all, a severed arm that definitely belonged to one of the missing werewolves. On the arm is a watch, which Geoff correctly identified as an item that captures a scene in time for future study. Not only that, but the watch currently has a scene in it. A scene that could be replayed by any of them to get some insight into what, exactly, this dead werewolf had seen. Was it evidence that Thorsson had betrayed them? A shot of the murderers? A final message for those who eventually found him?

Well, they never knew. Because upon finding this clue they nodded, said, "Yep, that's a clue all right," then put it in their pocket and never looked at it.

Giving Some Direction


It was around this point that I realized the pack was looking for more in the way of direction from me. So I decided to pull a lever I'd put in place for just such a situation, and had one of their phones ring. While underground. From an unrecognized number. Something that I'd made very clear when I handed the devices out wasn't possible. Geoff answered, and a voice his character has never heard before told him specifically that the pack is in danger. Down the tunnel is a vault door. Go through it, and run for the stairs. Do not linger, and do not go back the way they came. Do not trust the Iron Wolf, he is telling you lies.

Maybe that will get things going, yes?
The pack found the vault door, sure enough, and went through it into an abandoned train station. It's clearly been turned into someone's living space. It reeked with an unnatural aroma, which was very similar to what was in the tunnel near all the dead vampires. Rather than bolting for the stairs, as the mysterious called suggested they do, everyone took their time. They weren't being stealthy, mind you, they were just walking slowly. So, since they chose to ignore the warning they were given, that was when the lights go out. Except for a figure walking toward them. A hulking man, with the unkempt beard and matted hair of a hobo. Geoff, who still had his merit on from the fence, also sees the burning fire within him. A white, unnatural light that sparks and snaps from his steel teeth, down through mismatched limbs that each carry a unique corruption all their own.

When presented with such a terror, what does the pack do? Make occult checks to understand what the hell they're looking at? Transform and fight their way past him? Tuck tail and book it for the stairs, which are clearly in sight? Parley, and hope that the creature is more civilized than it looks?

Well, mostly they just sat and stared. Finally the NPC tried to talk to the thing, and rolled just well enough that it decided to leave them be. Then the spook house got rolling again, and they ran up the stairs to street level. Anticlimactic, but hey, I could be more specific if that was what it took.

The Conspiracy Explained


Geoff's phone rang again, and the same mysterious voice told him he was being followed. The pack was given confusing directions that had them double-back several times, until finally they found themselves in front of a steel-reinforced door in a blind back alley. The door opened, and a figure stood in the arch. Skinny, red-eyed, and more than a little mad, he stared at them and gave them a small flash of his fangs. He smelled like the other things, and there was no mistaking the vampire. He hung up the phone, and shuffled back inside, beckoning the pack to follow him.

Which they do... with neither question, nor violence.
Anathema is the creature's name, and he's been nursing one of the werewolves who escaped the slaughter in the tunnel. She was alive, mostly insensate, and hadn't so much as been pricked by the nosferatu's fangs. He went back to organizing his red web of conspiracies, speaking all the while. He told Geoff again not to trust the Iron Wolf. He's been engaged in some kind of shady deals, and likely set up the members of his pack who went to the meeting. The goal was to kill them, but Anathema isn't sure why. To start a war with Thorsson? To garner sympathy from the other packs in the city who have had tense relationships with him? Or perhaps it's related to the mage sanctum that was defiled, and the wound it left behind. He doesn't know, but his final warnings to the pack were not to trust their benefactor, and to not come back to this place again.

Then he shut the door in their face.

So What Did They Do?


After being told repeatedly not to trust the Iron Wolf, and with the surviving werewolf mewling and moaning not to take her back to him (and clearly looking distrustful of the beta who was sent with as the party's "guide"), the first thing they do is call him up, and tell them they found a survivor.

I planned for every eventuality... except this one...
They call him up, and he sends a car to come get them. In the interim they don't question the surviving witness (the only one who has first-hand knowledge of what went down). They just wait patiently, get in the car, and ride back to the headquarters they were at earlier. They hand off the survivor, and never asked where she's being taken, or what they're planning on doing for or to her. Nor does anyone question why, as soon as they hand her over, she goes limp, as if she's resigned to her fate.

At that point they take the elevator upstairs, walk straight up to the Iron Wolf's desk, and give him a full run down of everything they saw and did. That's when Geoff took out the mystical watch he found, and clicks the button to review what was saved in it.

The watch held a scene of its owner spying on the Iron Wolf, and his beta, as they made a deal with a creature from the deepest, darkest parts of the spirit realm. Evidence that they gave their allegiance and aid to the sort of things they're supposed to be fighting against. Because this entity promised to give their children physical bodies (for those who don't know, werewolves are forbidden from mating in this setting because they give birth to ravenous spirit monsters... and these two essentially made a deal with a literal devil to keep having inbred werewolf babies).

Now getting the plot development they'd been given hours ago out of game, and revealing it right in front of what turns out to be the villain, no one knows what to do. Of course, the first thing the Iron Wolf does is pull a huge hand cannon out of his desk drawer, and start blasting away with silver rounds.

Then, finally, something happened.

Unfortunately, what happened was that the assassin who'd literally been following them the whole time (until they lost him by following the vampire's instructions, only to pick him back up again when they called the villain and told him where they were), burst in through the window behind them. While there were a lot of pack members, there weren't enough of them to deal with a gunslinger with silver hollow points before he took one of them down. They managed to destroy his body, only to realize that this was one of the spiritual abominations the Iron Wolf had created. And while they'd been distracted, the alpha was now opening the secret door to the shrine that anchored his wicked master in this place.

Wisely, they took to their heels.

In the elevator, the handful of remaining pack members find the Black Russian. He seems completely unfazed by the carnage, and the raw aura of evil emanating from his alpha's back room. When the pack demands he help them escape, he shrugs, and hits the button for the garage level. He plucks a set of car keys off the wall, and leads them to a van. Geoff demands to know why he's helping them. Ivan only shrugs and asks why he wouldn't help them. Despite being one of the lieutenants of this whole operation, and showing no surprise at anything he saw in his alpha's office, the pack just accepts that.

Then they ask Ivan to drive them back to Anathema's lair. A place he specifically told them not to return to.

They manage to remember the directions to get back, and they find the door unlocked. Bizarrely, though, the interior is empty except for a scrap of paper on the floor. All the filing cabinets, the webs of newspaper clippings, and banks of computers are completely gone. Instead of carefully sniffing around, Geoff walks in, and picks up the note. He has enough time to read the phrase, "I told you not to come back here," before the shaped charges go off, detonating the place.

Wounded and burned, the pack piles back into the van while Ivan leans on the hood smoking a cigarette and texting on his phone. They shout for him to drive. He nods, and hits the car lock button, before detonating the C-4 inside the van, and killing everyone inside.

The Lessons


There are several lessons to learn here. First, from a DMing perspective. Make absolutely sure that your players want (and are prepared for) the kind of game you're presenting to them. Later review made it clear to me that, though the players had asked for a Forsaken game, that didn't necessarily mean they wanted a game that was an open-world sandbox, that involved tracking down and solving conspiracies, or which was filled with darkness and betrayal. Those were things I assumed were part-and-parcel to being a World of Darkness game, and that assumption was likely what led to so many player freezes when they were presented with choices, and warnings. What I should have done was conduct a survey asking them what sorts of plots, themes, and roles they would most like to see in the game, and the kind of feel they wanted.

With that said, when NPCs expressly tell you that you're walking into a trap, don't be surprised when it blows up in your face.

That's all for this week's Table Talk. Hopefully the mistakes I made as a DM, and the mistakes my players made in this scenario, illuminate what not to do for some folks. If you're interested in more content from yours truly, check out my Vocal archive, or head over to the YouTube channel Dungeon Keeper Radio where I work with other gamers to put together fun skits, advice, and world building videos. If you want to stay on top of my latest releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to help support me, head over to The Literary Mercenary's Patreon page, or click the following like to Buy Me A Coffee. 

Tuesday, November 21, 2017

What Does It Take To Be A Professional DM?

So, you're one of those relatively few people in the gaming community that actually likes being behind the DM screen. You enjoy the heavy lifting of world crafting, the swift motions of acting out the drama, and watching your players' frustration or tension turn to joy when that die comes up with a natural 20. You know you're a rarity, and if you're any good as a dungeon master, then your skills are going to be in fairly constant demand.

And, of course, you know what that means.

If you're good at something, never do it for free.
That's right; the basic law of supply and demand says that for every need, there's a profit to be made in filling it. And if you're already going to be a dungeon master for your friends, putting in all the hard work and careful plotting, then you might as well earn a living behind the screen.

Can you do that? Of course you can. The gig economy is responsible for some amazing things, and one of them is that you can carve a niche with practically any skill. However, not everyone out there is like Timm Woods, a professional DM covered by Wired. So, if you want to duplicate that success, there are a few things you need to do.

Step #1: Git Gud


The first thing you need to do is pick your system(s), and drill to kill. You don't have to memorize the game guides, but you need to be able to help people build characters, design entire encounters, internalize your world lore, and make damn sure you are running a game where people are having fun. That is the most important thing to remember if you want to take your show on the road as a DM; you are no longer doing this for your personal enjoyment, or just to share a story with the group gathered round your table. You are a professional entertainer, and win or lose, you need to make sure every player at that table has a good time. You should also make sure you have access to all the accouterments your game needs (minis, dice, map, markers, etc.) in order to run it, because if you're providing the service, you need to have the tools on hand to do your job well.

Step #2: Get The Word Out


Once you've polished up your dice, invested in your campaigns, and you've got all the materials you need to run your game, you need to get the word out about yourself. If you want to at least get a little compensation while you do that, there are a few ways you can get started.

Stack that gold, son.
The first thing you should do is have a talk with your friendly local gaming store, if you've got one. Store owners know that DMs are essential when it comes to having games run, so see if they'd be willing to compensate you in the event you run a regular game, and bring in players. A lot of the time DMs can earn store credit, allowing them to get more gaming resources without forking over cash. And if there are folks walking through the store, you can set up a sign, or hand out cards, letting them know that you will perform the same service for their group for a reasonable fee.

If you don't have a store game (or even if you do), you should consider broadcasting one of the regular games you already run. All it takes is a webcam, and a good group, to show off your skill behind the screen. Start a regular vid cast, and maybe intersperse it with DM advice during the week. Build a following, and let people know about the service you offer. Advertise your rates, where you host (or if you prefer your clients to host, then the area you're willing to travel to), and really pitch your skills.

Lastly, get involved on the convention circuit. If you volunteer to be part of the gaming department (or if you're going to a gaming convention like Gen Con), you can often get all sorts of stuff comped. Badge, room, and sometimes more, all while giving you a chance to strut your stuff, and hand out your card to people so they can tune-in, if you have a channel, or so they can hire you the next time they need a DM.

Step #3: Schedule, Run, Repeat


Being a professional DM isn't all fun and games. It's your job now, and you need to be on top of your form every time. So that means your work life is, essentially, going to be game prep, and keeping a dozen different groups straight in your head, while ensuring that some folks get to run individual mods, while other clients can enjoy long-term campaigns.

Not only that, but you might even have to handle downtime actions and questions from your clients. Providing advice on character builds, filling in the gaps with what happened in last week's session, and making sure everyone is updated on what they need to prep for.

I recommend investing in a lot of these.
If you live in an area where there are a lot of folks willing to hand over a c-note for a a few four to five hour gaming sessions, then you may quickly find your schedule full. However, if you still have days where you're not working, then you'll have to hustle to get them filled. That probably means you're going to be working a lot of weekends, since that's when average groups have time off, but that's the price you pay when you want to go pro.

Additional Things To Think About


So, if you still want to try your hand at being a professional DM (especially if you're hoping to do it full-time and not just for pizza money), there are a few more things you should carefully consider.

Assuming, that is, I haven't murdered your enthusiasm yet.
First and foremost is you need to establish a code of conduct, both for yourself and for your players. Make it clear what your customers are paying for, and what is not included. For example, you might want to have a policy that states your dice will be rolled in full view of the players, and that no mechanical alterations will occur as part of the game. If you win, you won, if you died, that's how the dice rolled. You may also want to point out that you will run certain lengths of game (one-shot, three-game arc, and campaign), and that you will run certain systems, but not others. You should also make it clear the behavior you expect from your players, themes you will not run or allow, and even the age of players you will run for.

This accomplishes a lot of things for you. Number one, it lets players know what they're in for up-front, and it sets expectations. It also stops you from getting hired to run for a game of four players, whom you assume to be adults, but who in actuality are a group of twelve-year-olds, which means the content you were planning on running is a little inappropriate. It also stops you from being corralled by a group of gamers entirely made up of that guy. You know, that guy who has a reputation in the local gaming circuit. That guy no one wants to play with because of his tone, his temper, or because he just sucks the fun out of the game. The sort of guy who, unfortunately, might be forced by circumstance to look up a mercenary DM in order to get a game going on the regular.

Here are a few final thoughts. Consider the benefits of technology. Thanks to PayPal, you can accept money digitally, so there's no need to wait until the end of the night to find out you're getting stiffed or short-changed. Consider running games over the Internet in order to fill your schedule, and perhaps reduce the overall cost for players since there's no physical meeting place you have to go to. Talk to your potential players first, and find out the sort of game they're interested in to create a tailored experience. Ask your players to evaluate you after the game is over, and listen to their feedback. Also, keep your receipts, since you can write off gaming expenses, card printing, travel, and a slew of other stuff on your taxes as business expenses if you are doing this professionally.

Lastly, this sort of thing takes time to build. While you might already be an accomplished dungeon master, if you're not known on the convention circuit, on the Internet, or by the folks who game in your area, then you need to start building your legend. So, while it is possible you'll be able to DM for a living, it isn't going to happen overnight. You'll need expertise, a soap box, exposure, a whole lot of hustle, and when all is said and done, more than a little luck.

May the dice roll ever in your favor!

That's all for this week's Moon Pope Monday, even if it is a day late. If you want to get even more gaming content from yours truly, then check out my archive over at Gamers, and head over to Dungeon Keeper Radio on YouTube where I and other talented gamers put together our own little world. If you want to keep up-to-date on all my releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to help support Improved Initiative, then head over to The Literary Mercenary's Patreon page. For at least $1 a month, I'll be sure to send you some great gaming swag as a thank you.