Monday, March 5, 2012

DM Strangelove or: When I Learned to Stop Worrying and Love the Game.

I won't beat around the bush and I don't say this lightly, but the fact of the matter is: I am a good Game Master. I would probably say 'great,' but I am terrified that it will come back to haunt me one day. For the past few weeks I've been thinking about the topic of GMing and what the major differences are between 'good' GMs and 'bad' ones. I also found myself asking, "Who am I to make that kind of judgement anyway?" I finally figured it out while sorting through our old campaign material. I can make that kind of judgement because for a long time...

[I was a bad Game Master.]

There it is -I said it- and it's true. You see, the hardest thing to admit (for me at least) is that you are no good at something you love. Fortunately for myself, it took only a bit of tweaking and a new point of view to turn it around. Before I go more in depth, here is what I found while digging through our old campaign stuff. It's a notebook that belonged to my good friend Matt, who played as our party ranger circa late 2009. For clarity, we were playing D&D3.5

Censored for young or objectionable viewers

Notice the writing between 9:53 and 10:11. It may seem obscure at the moment, but one thing is clear: He was NOT having fun. Allow me to explain...

This ended up being the last adventure of a doomed campaign. The party had invaded a fortress belonging to the evil Lord Mycoth in an attempt to reach an ancient temple hidden below. Mycoth himself was recently made aware of it's existence when his horde of prisoner/slave laborers accidentally uncovered it. The players were in search of a time-lost gauntlet hidden within the temple. This gauntlet allows it's wearer to use a cursed but incredibly powerful magical key with no ill effects. The key was forged with a single purpose - It opened a magical seal which imprisoned a severed piece of a chaos deity.

The adventure got off to a good start, but quickly slowed as the players began to argue with each other and pursue their own goals instead of the group's. At one point the game almost came to a halt when the players tried to cram all of their characters, as well as summoned creatures, two raised zombie minions and familiars onto one small mechanical lift that descended into a pit of unknown depth. The players with minions were frustrated that they might have to give them up, and the other PCs were impatient after ten minutes of listening to their comrades hair-brained schemes for transportation. Ironically, I intentionally made the elevator small to prevent them from taking along too many unnecessary acquisitions. Later, the PCs would butt heads again as some wanted to explore a series of abandoned rooms and others wanted to skip ahead and confront enemies. These events were the "BS BS BS" alluded to in the note.

 The Behipster is always watching...

The players eventually split up mid-dungeon and those who went in search of danger crashed headlong into it. They got in way over their heads and came barreling back to the area where the rest of the party was investigating, leading a horde of enemies right into the laps of their unprepared allies. They barely survived and the mood was foul for the remainder of the adventure. Frustration and infighting led to more problems as they encountered a helpful NPC and a few still-bitter players attempted to rob him blind while he was under the stunning effect of a Mind Blast. The story critical NPC abandoned the party and the campaign path was destroyed.

A few days after the adventure came to an end, I tried having a side discussion with one of the PCs concerning the unbalanced nature of some of his spells. To date, I still firmly believe that many spells in D&D 3.5 were horribly broken. We got into a heated discussion about the knock spell and whether it was too powerful. Frustrated that he was unwilling to budge on the topic and angered by his accusations that I was just trying to "nerf his guy", I wiped my hands of the whole game and called it quits. The infighting, the slow games, the rule jockeying and the overall negative vibe was enough to end it all for me. I felt like the time and effort I kept putting in was wasted.

This was the best thing that could have ever happened to me as a GM. I went home and licked my wounds for a while. After a few weeks I picked up a pen and started over. I began to create a world, starting with races and history. I made deities, forged items and sundered kingdoms. I forgot the rules and let my creativity take over. It was wonderful!

I eventually went back to the rules once I was satisfied that I had enough content and ideas to start a new game. I read them again and again, fixing anything that I thought was broken. I did research online to find the opinions of other GMs and used a dose of my own common sense to write a series of house rules. I also became a fan of Rule 0 - not to hurt the players, but to speed up game play and make it fun for everyone.

After a rework of the rules I delved deeper into game theory and the "art" of Game Mastering. I read official sites, blogs and forums; adopting the tricks and styles that appealed to me. I learned to better utilize floor plans, to think in non-linear ways, to talk in voices (yes, even lady voices) and to pace adventures so that players of all styles and classes can find something to enjoy. I learned that game momentum is just as important as the story and that I shouldn't get upset if the players skip four pages of my carefully scribed module. I should take it as an opportunity to get creative instead.

Time went on and I eventually approached a few of the old players and asked them if they wanted to try out a new campaign. Now I'm not positive, but I'm pretty sure they started rolling new characters before I even finished asking the question! The few games we played went well and we eventually switched to an entirely new rule set, moving from D&D 3.5 to Pathfinder.

Since then things have only improved. Word of the game spread and soon there was enough interest to start a second six-PC party, then a third! Players have expressed interest in trying out other games and different genres. Hell, I started a blog! My problems used to be infighting and slow games, now they are finding the time to play and keeping everything organized. Thankfully, the players I GM for are as dedicated and zealous as myself and help keep everything running smoothly.

I hope to use this post as a jumping point for a series on the art of Game Mastering. You never know, maybe I'll end up helping out another struggling GM and not even know it!

Until next time, good night and good gaming!       
            

Thrift Store Score!

Most folks out here in the real world know that my wife and I are fanatical when it comes to vintage. We love vinyl records, old books, 'modern' furniture and a whole variety of stuff. We enjoy mixing old and new products in our home to give it a funky and unique feel.

Tonight we went thrift-hunting at one of our favorite stores. A store that my good friend and fellow RPG'er Jim introduced us to and which I refuse to tell anyone else about. Mostly because I don't want them getting any of the good stuff. It's terrible, I know.

But I digress, let's move on to the meat of the story! While browsing the store we managed to pick up more than our fair share of great stuff including a few RPG and fantasy related items!

The contraband!

We purchased two NES games, still boxed with instructions. The first is The Adventure of Link and the second game is Crystalis. I own a few NES consoles and consider myself a retro gaming fan. I definitely plan on setting some time aside to play Crystalis, as I've played Link more than enough times.

Next up we found a short stack of Advanced Dungeons & Dragons and Dragonlance comic books. While I am not a huge comic book fan there are a few series I enjoy. I'll most likely give them a few reads and then my wife and I will use them in our top secret art project.

Finally, we picked up a well-used copy of the book Gnomes by Wil Huygen. This fascinating Dutch book tells all about the secret lives of the diminutive humanoids. The art is amazing and the storytelling top-notch. Not a bad haul at all!

-On a personal note, really good thrift/second hand stores are becoming harder to come by. Nowadays it seems people are more likely to throw their stuff away rather than host a yard sale or donate it to a charity like Goodwill or The Salvation Army. We live in a world where everything is disposable and people toss out perfectly good stuff for a slightly upgraded model. There's too much plastic in the world - donate your unwanted junk and buy used! 

Until next time, good night and good gaming!   

Sunday, March 4, 2012

Endure elements? I thought it was INDOOR elements!

Well the game night has ended and everyone has gone home. All in all, it was a wild success. The party defended a dusty desert town from marauders, tracked them to their villainous hideout and defeated their leader - all while rescuing a local cleric in the process! I can honestly say that I am proud of this module and the work I put into it.

My favorite quality of the module was in it's balance of power. In the early portion of the adventure the players face off against dimwitted creatures like goblins, dogs and desert bandits. The PCs plowed through their enemies with little trouble. The buildup of confidence early on led to near fatal mistakes toward the end of the adventure, as the enemies increased in difficulty and intelligence. The over confident PCs fell victim to ambushes and dirty tactics as the goblins and dogs were replaced with gnolls, hobgoblins and the Orc Boss: Bort Blacklungs.

Of course my wife ducks out of the picture! At least you can see the sock she's knitting for me on the left!

Through some quick thinking and lucky rolls (my big bad orc rolled four fours in a row on his attack rolls!) the party managed to get through with a few near-death situations but no casualties. Barkis, the dwarf cleric was downed in two shots of the big orc's axes, a mere three hit points from the grave when Ragnar stepped in to defend his fallen ally. The lizardman alchemist took hit after hit to protect the fading clergyman until their mousefolk paladin Sorren positioned himself next to Bort and struck the killing blow.

My favorite event of the night occurred after the bandit leader was slain. The party decided that they could not leave without checking the one room they didn't open. You know... the room that was barred shut with a clear warning message painted upon the door. The very room even the bandit leader refused to enter... That's the room they wanted to check. Well, everyone but the wizard Mort. He thought it was a dumb idea and stayed behind.

While they weren't struggling, the PCs were definitely injured by the skeletal champion in the room. His ability to channel negative energy hit all of them at once, and his damage resistance to all but bludgeoning weapons did not help the party of sword and rapier wielding melee artists. After a few rounds of combat, Mort decided to leave the dungeon entirely. While passing the room he casually cast disrupt undead, scoring the killing blow with almost no effort, leaving the battered party speechless.

While the bulk of the module's content is finished, I still want to add a bit of flavor. My wife is currently making illustrations and I have a few tweaks to make. For example I discovered that this sentence looks fine on paper...

The saloon's patrons are rambunctious but mostly harmless local miners.

The PCs interpreted it a bit differently and hilarity ensued... 
 
The saloon's patrons are rambunctious but mostly harmless local minors.

Well, I still didn't get to touch on a certain topic I've been wanting to, I hope to get it out by tomorrow if I find the time.

Good Gaming and Goodnight!

Saturday, March 3, 2012

It's so late!

Ugh, it's 5am on Saturday and I JUST finished up today's adventure. It probably would have been finished earlier but I went to this art collaboration event called "Philly Works" yesterday with my better half instead of working on the game.

I'm not complaining mind you, we had veggie-sausages, sauerkraut, beer and giant pretzels. Plus the place was some ultra-cool bar in Northern Liberties. It's not really my scene but it's nice to change things up every once in a while. (really, I'm looking for an opposite version of the phrase "slumming it")

Anyway, I'm off to bed. I need to be up in time for people to show up at noon. I had a big post planned for today but it looks like I may have to put it off for late tonight or tomorrow.

G'night!