Showing posts with label tabletop RPG. Show all posts
Showing posts with label tabletop RPG. Show all posts

Monday, November 4, 2019

DMs, When It Comes To World Building, There's No Such Thing As Wasted Effort

How many times have you slaved over a dungeon layout, a unique monster, or a deeply thought out bit of world lore, only to have your party skate right past it without so much as slowing down? If you've been a dungeon master for any length of time, the answer is probably more times than you can readily count. And there are typically two reactions to this scenario. The first is to contrive some reason that the party is forced to stop and admire all of the hard work that you did, typically by throwing the brakes on to make them ask about the lore, fight the monster, or acquire a macguffin. The second is to sigh, close your notebook, and then when the players go home at the end of the night, to drink and think about what could have happened.

It could have been a great dungeon... but they didn't want to explore it. Why do I bother?
However, for those DMs who get caught up in "wasted" effort, I think you need to be reminded of something. You're the one who makes the world go round... you can always bring that thing back around again somewhere else, if you think creatively about it.

A Great Re-Structuring Is Always Possible


The most obvious example of these situations is when the players miss something you spent a lot of time working on, hoping they would find. Maybe it was this massive dungeon complex hidden behind a wall, or a crumbling temple that your party could see off in the distance, but they decided to nope right past because it wasn't part of their current mission.

That's fine. Because if the players never saw it, they won't realize that you just moved it to a different location later up the road.

And we'll just move you... here. This spot's perfect!
I mentioned this way back in Herd Your Players, Don't Railroad Them, but it bears repeating. If you wanted your party to explore an area you put a lot of time and effort into, but they didn't take the bait, just move the area to another spot, and make it more relevant. If your players didn't see the dungeon, meet the NPC, face off with the monster, etc., then as far as they know it doesn't exist. You are the only one who will know that you're recycling an "old" location/person/fight and connecting it to a different spot. Additionally, you'll look super prepared because you have something ready to go, complete with map notes, diagrams, riddles, etc.

Lore Isn't Wasted (Even If No One Bites The Hook)


Sometimes the thing you want your party to interact with is less tangible. Maybe it's the history of a particular knightly order, or the legends swirling around the royal family, or the rumors on the street about girls who are going missing on the second night of every full moon. It might be interesting background, but the key thing to remember is that unless these lore details are actually part of your party's current adventure, that's all they are; part of the scenery.

Just mentioning these things exist means they're doing their job, even if no one pursues them.

Anyone curious about the Dragon Pikers? Anybody? Come on, guys...
Background lore and details like this set the tone for a place. While you might think it's fascinating that each of the gargoyles perched on major public buildings has a name and a history associated with it in the city of Evernight found at the base of the Obsidian Mount, gushing about it won't endear that fact to your players. Instead, just describe what they see, and let them react appropriately. Work references to the gargoyles into the way people speak, making warding signs and invoking the creatures' names the way others might offer prayers to saints. Have certain, specific gargoyles crouched over doors, or left inside like household altars, to drive home how important they are in this town, and show how people touch the statues as a way to gain good luck, or protection, or how they'll pay one of the statues' heads the way we might knock on wood to avoid ill fate.

Some players might wonder what's going on, and either ask to make checks or talk to your NPCs to find out. Others will simply nod, and take it as part of the atmosphere. And even if the religious import, cultural significance, etc. of this worship is never discussed, its very existence is enough to make the place unique... that means it did its job. The goal is not to inundate your players with a guided tour of this fantasy setting's religion, but rather to use that aspect to make the place feel unusual and different. Mission accomplished.

If your players are overcome with curiosity and ask questions, you know the answers. If they don't ask, they still have the haunting visuals you've described, and the feeling of eyes watching them from above. Either way, it's a win for you as the DM. The lore is a bonus, but force-feeding it to your players is going to bore them, rather than engage them. If they don't ask, don't take time away from their actions to tell them.

Looking For Some Inspiration?


Another option I'd suggest for all the DMs out there is to keep some lists handy so you can just grab names, places, and backstories as you need them. This can save you a lot of work, and a lot of staring off into space as you try to spitball an NPC's name, or layout the rumors about a location or a person. If you're looking for some inspiration, might I suggest some of the following by yours truly?

- A Baker's Dozen of Rumors (And The Truth Behind Them): Each of these rumors can be used to add a little flavor to a game, but they also have enough meat behind them that you could build an entire session out of them. Handy to have on-hand if you need a plot, but can't spitball something in a hurry.

- 100 NPCs You Might Meet At The Tavern: Perhaps my bestseller yet (at Electrum status at time of writing) this one has a bit of everything. So whether you need merchants or scholars, gang lords or private muscle, you can find a little of everything in this collection, ready to go!

- A Baker's Dozen of Noble Families: Every family has a story, and noble families tend to have several. Whether you want shining lords or corrupt patriarchies, there's a bit of everything in this particular collection of the high and the mighty.

- 100 Knightly Orders: That crack about unique knights above wasn't just a crack. Elite troops and stand-out orders with their heraldry and histories can capture the imagination, but coming up with them on the fly isn't easy. So, here's a hundred of them ready for their marching orders!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

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, then head over to My Amazon Author Page!

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Monday, February 1, 2016

The Importance of "Session 0" in Your Tabletop Games

So, you told your group you wanted to run a new campaign. Everyone in your group agreed that a new campaign sounds like a topping idea. You agree on a time and a place for the session, and then you spend the next week fitting together a complicated political drama for your players to get embroiled in. There will be subtle maneuvering, assassination attempts, duplicity, and it will really keep them on their toes. You take a step back, and admire the thing you've created.

Then your players show up. That's when you find out your "party" consists of a chaotic evil necromancer whose motivating goal is to raise an army of the dead to raze the nation to the ground, a gunslinger whose on the trail of the barbarian chief that murdered his father, a ravenous halfling whose chief motivation is seeing how much cheese he can steal from every inn he passes using an obscure 3rd-party class you've never heard of, and a ronin samurai who thinks with his sword instead of any more viable parts of his anatomy.

Problem?
It's bad enough that no one in this group is really a hero (and at least one of them has no real interest in becoming an adventurer), but they have no connection to the plot, or to each other. Attempting to bring this hodgepodge group together is already going to be a headache and a half, but trying to get them to follow a subtle, political plot is bordering on psychological self-harm.

Fortunately, you can prevent this sort of scenario by making sure you start every campaign with Session 0.

What Is Session 0?


An ounce of prevention is worth a pound of cure, and Session 0 is a DM's best preventative. What you do is sit down with your group, and set all the ground rules for the upcoming campaign. If you want to use point-buy instead of rolling for stats, you bring that up in this session. If you aren't allowing 3rd-party content, this is when you tell players. If you want to make any other blanket rulings, like no evil alignments, no gunslingers, no construct crafters, or no non-core races, this is the time to do it.

Standard dice only.
Once you've laid down the basic rules, and made your pitch for your campaign, you open the table to questions, comments, and discussion. For example, your group might like the idea of doing something different than the average dungeon crawl, but they want to know what you mean when you say "political thriller". Does that mean they should all bring non-combat characters, or does it mean that you're going to be doing more of an urban game? Does it mean you'll be allowing assassins or ninjas for PCs? Does everyone in the party need to be from the same nation? Should they all have background ties to one noble family or another?

There are innumerable questions that can, and should, be asked during Session 0. Here's a list of some of the most basic things you need to cover.

- What system are we using?
- What world is this campaign set in?
- What books will and won't be allowed?
- What are the general themes and overall goal of the campaign?
- What is the method of stat generation?
- What house rules are going to be in-play?

Once you've covered all the basics, you should let players discuss character concepts, both with you and with each other. Ensuring that you're present while this process happens allows you to answer any questions your players have, and it allows you to get an idea of how the party is shaping up. You can also point out deficiencies in party strengths, and warn players that certain concepts, while valid, might not get as much time in the spotlight as they're hoping.

It's Preventative Maintenance On Your Campaign


Session 0 takes a bit of work, but the amount of trouble it will save you down the line is totally worth it. Gone will be the days of your players trying to port in stuff from older editions that have been changed, or taking unusual templates or races without checking in with you first. And, if you're lucky, the players will work together to form a party that has connections, and cohesion. Any problems that do arise can be nipped in the bud, rather than waiting until they've grown a size category or two before trying to tackle them.

Also, before you get your campaign rolling, you might want to check out 4 Common DM Mistakes (And How To Avoid Them), as well as The 5 RPG Characters We Should Stop Playing.

Hopefully you found this week's update helpful, and useful. If you'd like to help support me and my blog so I can give you more content just like this one, then why not stop by my Patreon page today? For as little as $1 a month you can make a big difference. Also, if you want to be sure you're getting all my updates, follow me on Facebook, Tumblr, and Twitter!

Monday, February 9, 2015

The Very Real Benefits of Playing Roleplaying Games

People play roleplaying games for all sorts of reasons. There's the love of the setting (Dungeons and Dragons, Pathfinder, The World of Darkness, Shadowrun, Star Wars, etc., etc.) for one. There's the enjoyment of story telling, and the socialization with friends. According to this article from Life Hacker though picking up an RPG might be good for you in ways you've never even considered.

Better than job training, according to the experts.
What are some of the other benefits of tabletop RPGs though? Well this list includes:

- A Shared Activity: Playing RPGs is just like any other hobby; it comes with a built-in social network. Whether you're moving to a new town or just looking to make friends you have an activity you can participate in to easily meet new people.

- Enhanced Creativity: Roleplaying games bring out creativity in unusual ways. The more you play the more likely you are to learn how to think creatively.

- Team-Building: You don't have to get involved in a sportsball team to learn how to work together as a team. Roleplaying games can teach you valuable skills that all the dodgeball and group projects in the world won't manage to hammer home.

There are a slew of other reasons to play RPGs which may or may not include pattern recognition, increased math skills, and telling more interesting stories. If you want to check out the list for yourself then read the article.


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