Showing posts with label game night. Show all posts
Showing posts with label game night. Show all posts

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.

Wednesday, September 25, 2013

The Surfacing Gamemaster (pt. 2) Running D&D from the Microsoft Surface


If you've been following this blog for a while, you know that I've been running my regular D&D game from a Microsoft Surface RT. Ever since I got my organization system settled down, I've been looking for a way to record the on-screen setup I use. Unfortunately, I have not found any screen recording apps for the Surface (at least the non-Pro version).

Well, last night I ran a test to see what would happen if I just pointed my new web cam at the screen while walking through a little demonstration. The results were workable, if not ideal. Nevertheless, I threw together a little video that shows how I put everything together on game night to run the session from the Surface.

Hope you enjoy, and let me know if you would like me to dive further into any particular part!

Friday, August 16, 2013

The Introverted Gamer



There has been a lot of stuff buzzing around my webisphere lately about how to deal with introverts. Honestly, it seems to be popping up enough that I'm starting to feel like introversion is becoming a new trend, like twerking, or fake gluten intolerance.

I am both an introvert, and a gamer, which can make for an odd mix. Tabletop gaming is an inherently social activity, and for someone like me who relies on alone time to recharge, this can be problematic. My introvert self and gamer self have been butting up against each other a lot since the wedding. The wife and I registered for and received several board games as gifts that we've had our eye on for some time. We also came to realize that we have many people in our lives that we don't see often enough. In order to make use of our new games, and to spend more time with friends, we've started organizing regular game nights.

And that's when my brain started overloading.

See, as an introvert, I can only take a certain amount of scheduled social time. Even knowing that I have upcoming events on my calendar is enough to cause some degree of anxiety. If I find myself facing a weekend with three or more social obligations, there is a strong chance that I will short circuit before attending anything and just curl up on the couch. I don't even need to encounter the crowds to feel overloaded, just the thought is enough.

This is problematic, because the gamer in me is really excited to have a lot of free time and new games. I've started planning my next D&D campaign. I really want to have my players over to discuss some basic character advancement and game maintenance stuff. I want to go to friends' game nights. I want to get back to running Spirit of the Century. But as my schedule fills with other end of summer social events, my gaming self is forced to go into energy save mode just to maintain a sense of sanity.

On a certain level, it's funny, but it is also challenging, especially because the wife is both very extroverted and very much a planner. She likes to go to karaoke every Friday, and has started penciling in game nights for friends we haven't seen. When summer weddings, reunions and barbecues get added to the mix, I find myself wondering, on the edge of complete shutdown, when am I going to get a chance to just sit? Maybe paint some minis, or play some Skyrim?

The Wife is very aware of and understanding of my introversion, but it does mean that I need to actively bow out of jointly booked events from time to time. One of the wonderful things about our relationship is that we are okay doing our own separate things when one of us needs to socialize or rest. Unfortunately, sometimes its hard to tell when I am going to reach my lock-down point, and there have been a couple occasions lately where I've found myself in an otherwise "fun" situation feeling suddenly miserable and on the verge of panic? crying? screaming? running out the door? jumping through the window? curling up fetal? Don't get me wrong, I am doing something I like to do in these situations, but the surrounding stress and volume of events have turned fun into a chore.

So, if you are someone I hang out with IRL, and you have noticed me in a seemingly grumpy, borderline catatonic mood lately, I'm probably just suffering from social overload. I'm not trying to be a jerk, or the enemy of fun. I really just need some quiet, a snack, and maybe a book.

Friday, March 22, 2013

Get Rolling: Starting with RPGs pt. 4 (The Time Thing)



Happy Friday everyone! This is the fourth post in my ongoing series about getting started with RPGs from the perspective of a busy adult. If you haven't already, you might also want to check out part 1, part 2 and part 3 of this series.

Today, we will tackle the challenge of gaming on a busy schedule. To that end, I am writing this while on my lunch break at work. How apt.

The first thing I will say to those of you concerned about whether you can fit gaming into your busy schedule. IT CAN BE DONE! When I first returned to gaming as an adult, I was balancing a full schedule of grad school and work. Now I am actually running a game while also working full time and helping my fiancée plan our wedding this summer. The fiancée, who is also one of my players, has a very demanding job, takes ballet and yoga classes and is shouldering most of our wedding planning tasks. I have players who went through grad school or college while playing in the group. All hold down jobs and have very busy extra-curricular lives that involve, among other things, spouses, gardening, sports watching, tutoring, dancing, skiing, Rubix cube solving (like on an internationally competitive level)...and on and on. We. are. busy. Yet we still find time to game.

How do we do it? I'll get to that. First, I need to go over how much time it actually takes to game. The commitment for players is fairly straightforward. In most groups, the players just need to show up on game night ready to play with their character sheets and dice in hand. That's it.

The actual time involved to achieve this depends on the structure of your sessions. Do you play weekly? bi-weekly? Do you do an all day binge one weekend a month? Figuring out the schedule for your game sessions (how long and how often you play) is something that should be hashed out with everyone in the group participating. In general, though I suggest a minimum of 3 hours play time per session (enough to get through 1 or two encounters) with sessions scheduled weekly, bi-weekly or monthly. If you can swing it, you'll get a lot more done in 4-6 hours, but that might not be doable on a busy schedule.

For the GM, the time commitment is typically much greater than for the players. When I was first starting out, I read several articles stating that you should be able to plan a 4 hour game in 1 hour. After four years of GMing, I have yet to hit that mark. Most of my planning time involves scratching my head about what I actually want to do. Once I get down to writing, then it might only take an hour, but there is a lot more brain time involved. In general, I probably spend 4-8 hours a week working on game prep. Now, this time could be significantly shorter if I were running a pre-published setting and/or adventure.

Now for the nuts and bolts of managing game time.

1. Acknowledge that real life comes first!

It may seem odd to have to say it, but I often have to pause and remind myself that it is just a game. People get too busy to play, have last minute things come up, get sick, go on vacation, work late, get stuck in traffic. Real life intervenes on a regular basis and it is important to remember what takes priority. If everyone in the group is respectful and understanding of this fact, chances are, you will do a much better job of finding time to play.

2. Have a clear, consistent schedule

Keeping a busy group rolling requires a predictable schedule. How often will you play? How long will you play during each session? Do you have a hard stop time or do you play until you reach a stopping point? Will there be food? All of these questions are important to answer so busy players can work game night into their schedule with confidence that it wont intrude on other commitments (see rule 1) We play from 6 to 10 pm every other week. Our sessions start with about an hour of dinner and social chatter before the game actually starts around 7 pm. We try to keep our game night on the same night each week, though it has bounced back and forth between Wednesdays and Thursdays over the years before recently shifting to Mondays.

For busy groups, I would recommend avoiding weekly games. This leads to GM and occasionally player burnout. On the flip side, if you leave too much space between sessions, players can lose the continuity of the story and much of your time will be spent recapping what happened.

3. Be Flexible

The other side of having a clear schedule is knowing if and when to change that schedule. This involves two things. Dealing with the temporary disruption of absent players, and dealing with longer-term schedule changes. I have said this before. One of the most valuable things I did for my game was to establish clear rules for handling absent players. We only cancel a game if half or fewer of the group can make it to game night. If that is the case, we first try to find an alternate day. If that doesn't work, we cancel.

For longer term schedule changes like someone shifting work hours, it is important to have a way for the group to discuss an alternate schedule. I like to use a Doodle survey in such situations. This allows me to clearly see who can make which days/hours and to adjust things in order to benefit the largest portion of the group.

If you stick to these three rules for running a game, the time commitment should be fairly similar to taking a class, playing a sport or being involved in any other regularly scheduled activity. For a GM, it is actually going to be more like coaching a regularly scheduled activity, but because this post is starting to run long, I will address the rare and peculiar beast that is timely game prep in a later post.

Friday, February 22, 2013

Get Rolling: Starting with RPGs pt. 1 (The Nerd Thing)


They see me rollin'...

Big thank you to everyone who popped by on Wednesday during the Level Up Blogfest. There was a pretty good conversation going in the comments and I wanted to follow up on a sentiment I heard several times: 

"I am interested in  D&D or tabletop roleplaying games, but I have [problem] that keeps me from getting started."

Hearing about all this thwarted interest got me thinking, and today I have decided to begin a blog series called Get Rolling. This series will cover how I got started in tabletop gaming, and will present a number of suggestions for ways to overcome some of the most common challenges a prospective gamer faces when trying to get in the game.

So, that being said...

You got problems? I feel bad for you son. I got d% problems but the game ain't one.

A Bit of Back Story 

As I mentioned in my Level Up post, I have been running a game for a group of my friends for the past four years. Before that, I had played off and on in campaigns that always seemed to fizzle out for one reason or another. I had been out of the game for a while and I was getting the itch to play.

Step 1 to getting started: Decide you want to play! 

I eventually decided to take my lack of a gaming fix into my own hands and get a group going with me as the Dungeon Master. My fiancee, who also played, was immediately on board and she and I broached the subject to a few of our closest friends, none of whom had played before. 

They were all hesitant at first, but a little persuasion convinced them to roll characters and play a few sessions, and they quickly got hooked. This same group has now been playing for the past four years. A couple of folks have had to go on hiatus at various times due to scheduling challenges, but when their time freed up, their fingers started to itch and I got an email saying, "soo… you got room?"

During our four years, we faced many common challenges that people mentioned in the Level Up comments. These can stifle a game before it even gets going. Nevertheless, we overcame these challenges and have built game night into a highlight of our weeks. Now, let's look at the first challenge to getting started and ways to overcome it.

Friday, January 11, 2013

The Surfacing Game Master


Our household recently acquired a Microsoft Surface RT tablet. I say "household", because the Fiancee actually acquired it, but I have been the one doing most of the using.


The Surface is Microsoft's entry into the increasingly crowded tablet market that is still dominated by the iPad. The characteristics of the Surface v. iPad seem to mirror the characteristics of PCs v. Macs. In both cases, the Apple offering is glossy and geared towards intuitive use (i.e. simple enough that a not-particularly-bright 3 year old can get it) The Surface, on the other hand, has a bit of a learning curve just like its PC older brother. Get past that initial curve, however, and there are some pretty damn cool custom things you can do with the Surface such as multi-task, run full wordprocessing and other business-oriented programs, etc. In a nutshell, it does more than run apps and play movies.

Last night was my first time back in the GM chair since before the holidays and I had been itching to try my hand at running a game from the Surface. 

Here's how it went:

Friday, July 27, 2012

Save vs. Cat Piss

Cat Piss range increment 7 to 10 feet


So, Wednesday night was game night for my usual group. I arrived home after worse-than-usual traffic to find a couple of my players lounging out in my front yard. As I was setting things up and people began arriving, my players started urging me to run the game outside. The weather was gorgeous, in the mid 70s and nobody felt like being cooped up inside. I began to weigh the pros and cons of happy players vs. potentially distracted players and decided to give the outdoor game a chance. So, we whipped out picnic blankets, unrolled the battle mat on the front walk, and I settled myself in to run things from the stoop.

Well, just as we were about to get started, one of the neighbor's cats came by to visit our cat Sapphy. The neighbor cat, who we call "Buddy cat" really likes Sapphy, though the feeling is not reciprocated. The point is, we're familiar with him and he's generally well behaved. Tonight, however, as he was sniffing around the game area, he backed up to the camp chair where one of my players was sitting.

(The following activity happens in about 2 seconds.)

Tail begins to rise


Fiancee (sitting across the walk) eyes get big "He's!"

SPPPPPPPPPPRRRAAAAAAAAAAAAYY!

Player in camp chair leaps up, says several naughty words and then looks mortified.

Save vs. cat piss FAIL

Thus I learned just one previously unforeseen example of gaming outside. The game start was delayed as we chased Buddy Cat from the yard and got my player some replacement pants. Though the cat spray episode was certainly the low-point for the evening, my inner debate of happy vs. distracted players continued to play out. People seemed chattier and jokier than normal, which is good from an "everyone is having fun" standpoint, but was also causing focus to drift. Because we quickly entered a combat encounter, the cross-talk, singing of the Chariots of Fire theme and other more joyful distractions forced me to constantly wrestle with my players' drifting focus in order to keep the game moving. This was made doubly difficult by the fact that I was working from a modified setup myself. I found myself searching for stat-blocks, overlooking extra minis errantly placed on the board and generally felt all higgledy-piggledy.

Ultimately, I think everyone had fun... despite cat piss... there were some epic moves and kill shots that happened during the course of the single encounter we managed to pick our way through. Everyone, myself included, definitely enjoyed being outside. Still, whenever I have a fumbling game, I feel like it taints the fun being had... like so much cat piss.


Wednesday, December 14, 2011

The Sound of Awesome!

Yesterday, Xbox LIVE activated several new features that were promised as part of their recent software update. Included in these features is the ability to sync the Xbox to your YouTube account. Beyond the added potential for watching all sorts of nonsense in epic HD surround sound clarity, the new YouTube connectivity has wonderful implications for my tabletop game.

All sorts of nonsense

You see, I have been using YouTube playlists for a while to provide a game night soundtrack. My campaign even has a theme track that I roll when it is time to stop the chitchat and start rolling. Unfortunately, until now, I have been limited to piping my game night music through a pair of piddly computer speakers plugged into my lappy... well, no more! With YouTube on the Xbox, I can access my playlists from my home theater system and give the music the amplitude it deserves.



And this all came out just in time for game night tonight!

In other news, I love the Oatmeal. If you are unfamiliar, be sure to check it out. The site posted some new Bobcats comics today, one of which illustrates the natural roleplaying prowess of our feline friends. As a cat owner, I can attest to the veracity of this depiction.

Friday, August 26, 2011

Off nights

Last night was game night, and I just felt off. As someone who has occasionally been active in theatrical performance, I recognize that this happens to everyone. During the course of a show, there will inevitably be a night where things just seem to go wrong. Your energy is low, maybe you forget a line or two, or are late on an entrance, or maybe the audience is just not as responsive as you have come to expect, but regardless, you feel like you failed to deliver. Thoughts of, "have I lost my edge?" "do I suck at this?" inevitably start to creep into your head like a mindflayer's malevolent suggestions.

In a lot of ways, a GM is like an actor delivering a show to an audience, with the unique twist that the audience participates in return. And so, a GM can similarly have off nights. They should be expected. They will happen. Nevertheless, when they do happen, you feel just as awful. That was me last night.

Last night's game began with a bar fight. It should've been exciting. It's something I have wanted to run for a long time, but I felt like I just didn't click into it. My notes were a mess, I spent a lot of time looking up rules and even more trying to find the right sheet in a disorganized stack of books. This threw off the rhythm, drained the energy and slowed down what should have been a fast-paced, exciting scene. The problem didn't come about for lack of preparation. I had my notes and quick stat cards. I had thought things through. I think the real problem was a lack of calm.

Let me explain. By calm, I mean that quiet time before the game begins. This is the time in which I get into my GM mindset, organize my space behind the screen and focus on the task ahead. Last night, I got tied up for an extra half hour at work, so by the time I got home, my players were about to arrive. The group had decided we would fend for ourselves for food, so I had to order pizza for the GF and me. The laundry I had laid flat to dry on the dining room table was still in place, along with the detritus of several days, which needed to be moved to make room for the battle mat. I had also just received a package containing a new dungeon tile set that I REALLY wanted to use that night, so I had to punch out those cards. Oh, and despite having taken good notes, I hadn't printed them out. All this led me to feel rushed and my focus scattered when 7pm rolled around and it was past time to start the game... and I think it showed.

My takeaway from all this is summed in a mantra repeated ad nauseum by my high school theater teacher: "Leave your day at the door." Last night really made me realize just how important it is to have time before running a game to take a deep breath and just clear out all the mental clutter that life brings.

Next time, I will try to remember that so that I will hopefully be less concerned about starting "on time" and more concerned about starting at the "right time."

Friday, July 1, 2011

Review: Ticket to Ride




In honor of the 8 year old guest running around our house this week, game night was spent playing Ticket to Ride instead of D&D. Ticket to Ride feels like a cross between Settlers of Catan and Take Off! Players compete to earn the most points by completing rail routes between cities across the U.S. To complete a route, players turn in colored train cards that correspond to the color and amount listed on the route. Players also receive mission cards that award bonus points for connecting distant cities, but are penalized for unfinished missions at the end of the game. The game ends when the first player runs out of plastic rail cars.

Ticket to Ride is a game with a very simple premise and quick learning curve which I suspect has the potential to become deeply strategic: Do you attempt to complete your mission cards immediately? Do you make a grab for several core routes early on that will allow you to complete multiple missions later? Do you just focus on gaining your routes, or go on the offensive to block other players' access to their mission goals. Do you draw a bunch of mission cards hoping to complete multiple missions, or reduce the risk of an end-of-game penalty by focusing on your initial missions? Apparently the game has a pretty avid following, which includes international tournament play. I am both intrigued and a little terrified to look into how the "pros" play.

At $50 from the FLGS, Ticket to Ride is a bit rough on the pocket book, but certainly within the limits of normal game pricing these days. However, after tonight, I have no regrets about the purchase, and do not doubt that we will play quite a bit in the future.