Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Wednesday, January 27, 2016

New Campaign - New DM System

Introducing the toddler to the joys of dice.


Last November I started up a new D&D campaign with an almost entirely new group after the old familiar cocktail of schedule conflicts, long drive distances, and unresponded emails caused my previous game to unravel. The new group is smaller (just four players), and includes my wife, and three friends I made through grad school. Though I really loved my previous long-running group, it's really neat to explore a new dynamic with new players.

Our November session was also the first time that I played with a fully armed and operational toddler station running around our house. What's more, our particular toddler is incredibly fascinated by anything and everything electronic... and remember how he's fully armed? well those arms can now reach the top of the dining room table where we play. As such, I had to adjust my DMing a bit on the fly during the last game by putting away the Surface tablet mid session and switching to scratch paper and note cards.

Over the holiday break, I did some thinking about how to adjust my DM toolkit to better deter toddler interference. I'm currently prepping for our second session happening this weekend, and thought now would be a good time to share some of the adjustments I made.

The short of it is that I am switching to a digital/analog hybrid.

I am keeping Microsoft OneNote as my main record-keeping system. I contemplated switching back to an old-school quad-rule notebook, but I just like OneNote's search and reorganizational capabilities too much. However, I am ditching the Surface as a game table interface. The kid was just too drawn to it, and besides, we still have our 1st gen RT. It's upgraded 8.1 operating system takes up nearly the entire hard drive, though I shifted pretty much the entire file storage system onto a sim card, It still gets really bogged down the longer its on and becomes nigh unusable really fast.

Instead, I plan to shift to printed copies of my OneNote pages at the table. This worked really well for me during a one-off I ran for some of my previous players last summer. It just means that I need to remember to print the sheets.

In addition to the printed OneNote pages for encounters, I am going to try out 3x5 cards for my NPCs, and I did pick up a quad rule Moleskine for rough planning notes and adventure mapping.

I suspect the biggest change the notecards and printed pages will have on my style is to force me toward brevity... and therefore wit, right?

Friday, December 12, 2014

A Whole New World

Baby's first game session

2014 has been a heck of a year. Between working the bugs out of fatherhood 1.0 and settling in to our new home out in the burbs, my family's gaming habit was chucked unceremoneously into the back seat of life among the lost quarters and the ice scraper.

Well, earlier this fall, while rummaging around in the metaphorical seat cushions, I rediscovered my desire to DM. It was a little flat and covered in crumbs, but still functional. I put the word out to the old gaming group to see if folks were interested in restarting the old D&D 3.5 campaign, or in rolling up something new. The interest was definitely there, so we began working out what would be different.

Our new house is on the opposite side of downtown Seattle from most of my players, and the longer travel time means that our previous weekday evening schedule was out. Having an infant in the house also made late-night, raucous hack-and-slash Cheetofests impractical. We ended up settling on Sunday afternoon game time. And because of the longer commute for my players, we also decided to do longer, 6-hour sessions about once a month. Honestly, this format is something that I have been wanting to do as a DM for a long time. It means I don't have to shift straight from working Sporkchop into gaming Sporkchop, and longer sessions mean more continuity over the course of a game session.

The changes meant we lost a couple players to busy lifestyles and other projects. This also made it necessary to start a new campaign as the in-progress plotline of the former game could not maintain its integrity minus the characters we lost.

We are now playing in a different part of the same campaign world, and starting again with at level 3 with four players down from the honestly unwieldy seven.

I also made a couple changes to my DM-ing choices for this campaign to help it better fit with my crowded lifestyle.

I am wholeheartedly embracing Sly Flourish's philosophy of the Lazy Dungeon Master. I am trying to keep prep minimal, and focused on the things that are really necessary to run a fun session. The biggest specific choices I have made to simplify this new game are:

Limiting the source material:

Original from XKCD
In my last game, pretty much any supplement people wanted to work into the game was added to the pile. While this was great in some ways, the sheer number of books we needed at the table every session, and the sheer number of pages to flip through when leveling, or looking up a rule really dragged the game down.

I decided to try an experiment that I had been mulling over near the end of my last campaign. I offered each player the choice of adding one supplement (no compendiums) in addition to the core rulebooks as a source for their character's material. They picked the splat book, and I would use it to help season the campaign world. Most of the players embraced the choice, though I did get some pushback from our resident min-maxer who had developed an astonishingly game-breaking concept.

Going with found maps:

You got the thiiing!
I love world building, and drawing maps. Unfortunately, it is also one of the most time consuming aspects of game prep, and I just don't have the capacity to develop my own custom city and dungeon maps for every session. I thought I would try to add my own stories to existing maps I found online. I started with the wonderful trove over at Dyson's Dodecahedron, and grabbed a couple candidates for the starting city. I also did some searching through the Cartographer's Guild, and even pulled in some maps from published sources. This has not only saved me a tremendous amount of prep time, but has also helped inspire some ways to flesh out my shoestring concepts based on the spatial arrangement of the maps in use.

Firing up the generators:

This generator produces d100 random Daves
These are the Daves I know, I know...

NPCs are my key to a successful session. If I can nail down the personalities and motivations for my NPCs, I can wing most anything else. I have been making heavy use of the random name generator at Behind the Name, and of this awesome list of d100 NPC traits.

We have now run three sessions. One for character building, and two play sessions. So far the new structure seems to be working well. People are having fun, and the prep time has been much more manageable than for the previous campaign. After our last session my players also mentioned that they really enjoy the longer, more leisurely sessions, which allow for time to eat together and catch up before jumping into the game.

On a related note, I've had a lot of people start following my Youtube channel over the past few months after finding my DM Organization in OneNote video, and I got so excited by the new followers and the opportunity presented by this new campaign that I decided to make a video describing my OneNote planning process from the very beginning of a blank campaign.--A Let's Prep video!

I shot the whole thing, then reviewed it with the Wife and found that I was rambling into the bore-o-sphere throughout the video, so I never edited and uploaded it. I've been meaning to re-shoot with a tighter outline, but just haven't had a chance. If you'd like to see me prattle on about my game organization process on camera, let me know. Maybe it'll convince me to get off my butt and make it happen.

Monday, September 2, 2013

Make-it Monday: Video, Manage Your Players' Home Base in OneNote



Welcome to September everyone, and happy Labor Day! This month, CampaignMastery.com is holding a blog carnival all about locations in tabletop RPGs. I am really excited to work up a few posts for the carnival, and this is the first of what I hope will be more than ones.

For this week's Make-it Monday, I worked up another game organization video that takes a peek at how I organize and track information related to my players' in-game base of operations, the Keep at Thunder Vale. I talk a little bit about my philosophy behind the role of home bases in adventure games, and show you the technique I have settled on for making my players' base a dynamic part of the campaign, without having its operation overwhelm the game's main purpose... adventure!


I plan to focus on location-related posts this month in sticking with the theme, so if there is any location-related thing you would like me to blog about, let me know in the comments!

Wednesday, August 28, 2013

New Campaign Kick-off

From CopyPaperRepost

Mustering the Players

We had our first meeting for the new D&D campaign on Monday to talk about things like character progression, adventure plans and to do some shopping with the party's well-deserved spoils of war.

All of my players are back for the new adventure, and most are playing the same characters. The two whose characters were killed in the final battle of the last campaign decided to change things up a bit. Both elected to have their characters raised from the dead, which is a totally reasonable request what with them having just saved the sub-continent, if not the world.

The cleric's body was spirited out of the country by the members of her order before she was brought back. As her player put it, "she came back wrong." I should clarify that she didn't swing towards evil, though she did become more chaotic. She's also got a pretty big chip on her shoulder and looks to be shifting from upstanding tow-er of the church line to somewhat of a loose cannon. Maybe I should brush up on my "turn in your holy symbol and mace!" speech... "YOU'RE OFF THE CASE!"

...ahem

Like this, but with more fur, claws and teeth.
Speaking of cop analogies, after being resurrected, the paladin pulled a Roger Murtaugh, declaring that she was "getting too old for this sh*t". I believe her decision was to retire to start a shrine to her nature deity in the valley where the PC's keep is located.

Her player decided to roll up an entirely new character, which is a bard/shadowdancer/were-bear. If you are familiar with the show Firefly, River Tam is very similar to a shadowdancer. They are incredibly graceful and deadly, and at higher levels can jump between shadows, so to envision this character, picture a dancing bear, who jumps between shadows while throwing knives at you.

I should just end the post here.

but I wont.

Monday, August 26, 2013

Make-it Monday: Player Survey

Here we go again on our owwwwn! *bwahm bwahm* Goin' down the only road I've ever knowwwwn!

Tonight is the first meeting of my D&D group ahead of the new campaign. While the evening is going to be taken up with character creation/leveling and general discussion about the road forward, I hope to be back to the actual dice rolling sometime after Labor Day.

Do you like George Wendt?
I also hope to approach this next campaign in a more systematic way than I began the last one. Several years of play have helped fill my DM toolkit, and I look forward to running a more focused and coherent adventure with a little less... sprawl. As part of that, I want to make sure this upcoming campaign gives my players plenty of what they crave (like electrolytes). In order to facilitate that sweet, smooth satisfaction, I whipped up a pre-campaign survey for this week's Make-it project.


The survey is just two pages to assess each player's preferences when it comes to play style, and things they look for in a game. Player surveys are nothing new to the world of tabletop RPGs. The version I created for my specific group, however is slightly different from many of the examples I found because my players have already been rolling around in my world for years. As such, I wrote some of the questions specifically to focus on the transition, rather than starting from scratch.

However! If you are interested in using a player survey for your game, I also created a more generic version that you can either download and/or borrow from to make your own players fill out a bunch of paperwork for your own personal amusement.

Get the survey here.


Friday, August 23, 2013

Campaign Retrospective: Synthesis



Today, I want to talk about where inspiration comes from, and the little voice that tries to stifle it by pointing out how unoriginal your ideas are. I embarked on my first D&D campaign, in part, to prove to myself that I could sustain an interesting story over an extended arc. I like to think that the end result was a pretty unique tale and a unique experience for my players. However, my story was largely crafted by shamelessly ripping elements from existing stories, which I found inspiring.

Now that my first campaign is complete, I feel like I can discuss my inspiration in a bit more detail without spoiling things for my players. This post reveals, in very broad terms, the sources behind my campaign plot, and how I mixed them to suit my own ends.

The idea for the Westerlands began with a combination of two simple things. 1.) My infatuation with Muse's song, Knights of Cydonia, and 2.) My dissatisfaction with D&D's alignment system. I really wanted to create a campaign arc triggered by a Paladin's dilemma, which pit two essentially lawful good forces against each other.

As I began to flesh out the primary arc, I latched onto the rules for blight in the Heroes of Horror book. I decided to use these rules as a backdrop to a plot constructed by forcibly mashing elements from Hamlet into Macbeth. I added a wicked queen who kills a king and then uses her influence with her husband to hold onto control (Macbeth) In my story, she was actually plotting against the king while pushing him towards an evermore tyrannical rule, citing the need for order in a time of crisis. Meanwhile, the estranged brother of the king sets out to find what is causing the mysterious blight while simultaneously looking for the true murderer of the king (latter bit from Hamlet). The conflict builds through twists and turns until the brothers finally confront each other and the estranged prince summons his father's ghost to call out the true murderer (Hamlet). The queen is accused, forcing her to kill her husband to create confusion before making her escape.

With the country reunited, the players were left to deal with the blight. I turned to Conrad's Heart of Darkness to inspire the feel of the long journey into the blighted lands to the East. The players had to move past outposts where strange behavior was becoming more common as human needs ran up against scarcity, fueled by the influence of creeping evil.

Once the party reached the source of the blight in the mountains near an ancient, ruined capital, I turned to Indiana Jones and the Temple of Doom for inspiration. I even had hobgoblin thugees, a corrupted ally and a minecart chase encounter planned. The cart chase never became necessary.

For the final battle, I didn't really draw from specific sources of inspiration, except to mine as many fantasy battle tropes as possible. The speech from Independence Day, an allied army of good vs. an army of evil nastiness, last minute reinforcements showing up to propel the protagonists through to the final confrontation. Flinging magic, squadrons of marauding skeletons, flying beasts… I basically just poured it all in before having the party confront the evil masterminds just as they were attempting to bring their grand plan to fruition.

That is the overall plot arc, but within that story, I drew inspiration from… to name a few:
  • Blazing Saddles
  • The Elenium
  • Ghostbusters
  • Harry Potter
  • Henry IV
  • Invader Zim
  • The Legend of Zelda
  • LOL Cats
  • Mass Effect
  • A Midsummer Night's Dream
  • Naruto
  • Night at the Museum
  • Star Trek


As I progressed through the campaign, and in my personal life went from an unempolyed, single 20-something to a full-time employed, married 30-something, I felt any anxiety about co-opting existing stories begin to fall away. Now, I never copied an existing property in its entirety, but felt no qualms about mining them for good ideas. Not only did this spirit of borrowing lead to a richer story, but it also served as an excellent time-saver while prepping around a busy life.


If you are getting ready to create a fictional story, whether it is a book, a play or film script, or a game, I encourage you to push the harping little voice that accuses you of unoriginality aside, because just as each new child is born of generations of previously existant people, so too can a unique story arise from existing good ideas.

Friday, August 9, 2013

Between Campaigns: Planning and Re-Organization



Now that the wedding craziness has passed, I find myself slowly shifting back into D&D mode. I am currently in what I suspect is a rather rare situation: having successfully completed one campaign and gearing up to start another with (mostly) the same characters in the same world.

I am trying to use this intermission time to get my game notes in order so I can approach the next chapter with a better system of organization. This is not to say that I am changing my current system, just that I have not had a chance to fully implement it. Well, now I'm implementin'! and holy carp is it tedious to do so!

I've been trying to break my tasks into manageable chunks. The first step being to get the character records in my OneNote into a consistent format. Even this is proving daunting as I would often pull in stock descriptions from the 3.5 SRD website to avoid having to pull out a monster manual in the middle of a game, but when I had some time on my hands or was creating an NPC from scratch, I would use my own custom mini-stat template. If I was making a group of allies or baddies, I would often just shorthand a single block and then indicate a couple key stats to tweak up or down when rolling for the group's leader or other unique characters. Well, now that I am faced with getting my DM house in order, I look at this mix of desperate time-saving measures and I want to scream.

I'm sure I could move forward just fine without cleaning up my mess, but knowing that its there really bugs me. I also know that once we get wrapped up in the next campaign that I will never get around to cleaning up this pile, so I need to do it now, or not at all.

While I'm busy on my own trying to get my notes organized, my players and I are also starting to plan out some intermission sessions. These will be less formal get togethers to discuss things like how to incorporate any character swaps, what improvements to make to the party's base of operations and to go shopping with all of their reward money from saving the world.

Have you ever had to get organized between games, or even other creative projects? How do you handle it? Is it worth it?

Monday, July 18, 2011

He's Crafty!

So, I'm supposed to be preparing to launch the third act of my campaign this week, which meand I of course found it necessary to procrastinate and do nothing of the sort this weekend. Rather than prepping for my upcoming session, I launched into a crafting project that I have been itching to undertake for quite some time: I built my own custom GM screen.

During the two and a half years I have been running this game, I have never used a screen. This is partly because I used to run my game from a laptop, which served as a sort of screen in itself, and partly because I run an out-of-print version of the game, making appropriate screens difficult to come across. Well, recently I started looking at custom built screens and finally decided to take the plunge.

Here's what I used:

Materials:

  • 3 pieces of foam core scrounged from work (approx 10" x 16" each)
  • duct tape
  • 12 mylar photo corners
  • Elmer's Glue
  • 3 binder clips
  • Scrap-booking paper with Japanese dragons printed on it


Tools:

  • Metal straight edge
  • Matte knife
  • Cutting mat
  • Popsicle stick <-- Perfect for spreading glue
  • Junk mail <-- Perfect as a drop cloth when spreading glue


Making the Screen:

  1. I laid the foam core down end to end and joined it along the GM- facing side with duct tape.
  2. I trimmed the two outside sheets of foam core to 10" x 12" to allow for a better fit on my table
  3. I trimmed my scrap-book paper to fit the foam core.
  4. I glued the sheets of paper to the foam core backing and used the metal straight edge to burnish it smooth. (I had to do this because the foam core had previously used museum signage on one side.)
  5. I measured and marked the desired position for each stat sheet on the GM side of the screen and mounted each sheet with mylar photo corners. This will allow me to easily swap out stat sheets if I play a different system or have need of a special reference at some point.
  6. I clipped the three binder clips to the top of the screen, which will allow me to display maps, visual aids or other references for the players.

I am quite pleased with the results of my afternoon's effort. While it may not be as professional looking as a store bought screen, the foam core makes for a much cleaner looking structure than cardboard, and the photo-corner system adds some excellent versatility not available in an off-the-shelf screen.

I am also once again toying with some modifications to my game management technique. There have been quite a few articles floating around lately that discuss ways to run games from index cards, and I just got run over by the bandwagon. During the last adventure I ran, I found myself being forced to choose between flipping back and forth in my notebook if an NPC or monster appeared in more than one encounter, or transcribing the same stat block multiple times. Well, in an effort to solve this particular inefficiency, I created an NPC card template that can be printed on a 4x6 index card and easily moved between encounters when running a game.

Wednesday, June 22, 2011

Creative Stumbling Blocks

I'm back from my business trip and have started looking ahead to my game session tomorrow, and with a bit more dread to the final act of my grand-mega campaign of doom. As I mentioned last month, many of the newbie mistakes I made two years ago while starting this campaign are now threatening to trip me up. The biggest challenge weighing on my mind at the moment is figuring out how to create a satisfying payoff for my players as they proceed into the third and final act of the current campaign structure. I wish I had known about Rob Donaghue's Underpants Gnome theory of adventure design when I first started DMing. The premise is Zen-like in its wisdom and simplicity. Having missed the underpants train, the myriad threads of my grandiose plot loom before me like the tangled arms of the mighty Kraken, threatening to pull me under. Deep breath... you can do it. Just tie them all together with lots of blood and explosions.