Showing posts with label ADND. Show all posts
Showing posts with label ADND. Show all posts
Saturday, June 21, 2014
Badass Tricks, Maneuvers, and Stunts
What might seem like a no-brainer to one GM may be a revelation to another... or idiotic drivel. Depends on the GM.
This idea was born from a discussion I had with another gamer on EnWorld. I'm sure you're familiar with this song and dance, it goes a little something like this...
"AD&D is boring, especially if you're playing a fighter because all you can do is attack (swing your sword or whatever). While in a game like 3.5 you've got a ton of options."
"Balderdash! In AD&D, you're not restricted to any specific maneuver. You have the freedom to make it up as you go, roleplaying the action alongside the DM. If you want to do a flying kick or somersault slash at the Orc's ankle, there's nothing to stop you."
To which the original guy responds, "You might do it that way, but most DMs don't. With them, it's by the book, etc, etc."
For the last couple years (it's difficult to remember exactly what I allowed or was ok with back in High School or even games 5 years ago), I've tried to encourage players to describe their attack before rolling whilst keeping an open mind about the possible outcome. Of course, with the right (or wrong) player, this can get out of hand. If a majority of DMs did this, abuse would rear its ugly head. Where's the potential downside of attempting a trick move or fancy stunt?
I've come up with this...
1. Player states he wants to attack the foe before him.
2. GM asks (especially if this is the first session or two you're introducing the concept - if you've been this awhile, then it's up to the player to state how he wants to differentiate his attack), "How do you want to attack him? What, specifically, are you doing?"
3. "I try slicing off the wizard's hand - the one holding that wand." (could be thrusting his sword into a Troll's eye, whatever).
4. GM assesses the difficulty on a range of 1, 2, or 3. The more difficult the maneuver, the higher the number - to a max of 3. Whatever the number is, that's both the penalty on the to-hit roll [*] and natural roll critical fail.
Let's say the stated action is a 2. "Alright, that's going to be fairly challenging (holds up two fingers). Roll your standard attack minus 2. If you hit, you accomplish what you had in mind. If you miss, then you failed to connect with your target or it just didn't have any appreciable effect. However, if your attack roll comes up a natural 1 or 2, then it's a disaster, epic fail. Your foe gets a free attack or the next guy to hit you does max damage or your weapon gets knocked out of your hand... something like that."
5. "Fair enough." The player rolls an 18, which is above his target's AC considering all the bonuses and penalties involved.
6. "Awesome! The wizard's decrepit hand is lopped off by your flashing blade. He screams in anguish and won't be able to use his wand until after he picks it back up. Roll standard damage."
7. Hi-fives all around. The GM turns to Larry, "What does your cleric want to do on his turn?"
So, there you have it. Any character can try anything (within certain limits) but there are two drawbacks: a -1, -2, or -3 to the to-hit roll, as well as, the chance of crit fail on the roll of a natural 1, 2, or 3 (depending on the difficulty set by the GM or negotiated between the GM and player.
If it's a move that would be customary for the particular character (based on class, level, and so forth), then the difficulty and potential downfall will usually be a 1. If it's really specific (as in targeting a small area) or kind of tricky but definitely not impossible, then it might be a 2. If it borders on astounding but still within the realm of believability, give it a 3.
+Thaumiel Nerub brought up a couple good points. Thanks, Thaumiel!
1. The environment should always be taken into account. If one is in the desert, there's going to be sand to throw in someone's face versus an ice cavern that might collapse, bringing glacial chunks down on enemy heads. Those who pay attention to their environment and use it creatively to narrate their actions should be rewarded.
2. A player can't demand some kind of auto-kill like decapitation or piercing a villain's heart with an arrow... even with a to-hit penalty and 15% chance of critical failure. GMs should keep in mind that cutting off a giant's head is the intended end-result; however, the action is hacking at the giant's neck. Big difference.
GMs, don't be afraid to negotiate with your players. Maybe both of you can meet in the middle if you're at opposite ends of the spectrum.
Please, feel free to critique this. Rip it apart, find a better way of doing it, add something on, take something else away, whatever. This idea came to me while driving in my car this morning. It hasn't been playtested or anything. Just thought it was pretty cool.
VS
[*] Or you could simply determine that attack at a disadvantage instead of a -1, -2, or -3 on the to-hit roll if you're playing 5e. Totally up to you.
p.s. You probably can't tell, but this ninja is giving you the finger... ninja style!
p.p.s. The to-hit penalty was added later (7/1/14 to be exact) after reading a few similar critiques on various RPG message boards. Much appreciated, guys!
Tuesday, May 20, 2014
Will 6th Edition Have Open Art-Testing?
Hmmm... I've been reading a number of fantasy RPG blogs (most of them OSR, probably) about the D&D Next covers. One guy said they were badly cropped. I don't disagree. Another chap liked them overall but couldn't, in all honesty, say that he loved them. Can't blame him. And some dude did THIS!
Art is a subjective thing. We won't all nod our heads in unison that one piece of artwork is superior to another. Nevertheless, I think many of us can weigh in on what we like and why, as well as, what we loathe and who should be held responsible and smacked in the head with rotten tomatoes.
What I really want to know is this - did anyone even bother approaching Erol Otus?!?
I'm sure the gaming ghetto of the internet is buzzing with comments about the subject. So, that begs the question... if the rules were aired out and mulled over for a couple years before being published this summer, why not the artwork? After all, isn't that part of the D&D experience? Don't we care about what's on the outside almost as much as what's within? Sure, a cover is just the surface of a book, the tip of the iceberg... however, the tip is so very, very important. Why leave it up to a handful of professionals?
Additionally, the same aesthetic standards of indie RPG companies and publishers do not apply to Hasbro / Wizard of the Coast. We don't expect our product to make millions of dollars. We won't reach an audience of hundreds of thousands. The future of the RPG industry is not in our tiny hands.
That brings me to another question - should game design be democratic? Each decision based upon a popularity contest? Is that effective or even healthy?
Personally, I think the 5th edition covers are fairly decent. Unfortunately, "fairly decent" doesn't really cut it, does it? I care about roleplaying in general, Dungeons & Dragons in specific. Even if I don't plan on playing Next, I have skin in the game. This is my hobby, my passion, my life. I'm not going to climb a clock tower with a rifle because there aren't enough tentacles or I dislike fire engine red. But let's face it, it matters to me just as the next generation of roleplaying matters to me.
I didn't paste the new covers in this blog post because chances are you've already seen them dozens of times and that was probably plenty, unfortunately. So, enjoy some truly amazing RPG artwork: the basic D&D "magenta box" by Erol Otus. In my mind, the greatest RPG cover art ever! It has all the basics - a dragon in a dungeon being attacked by more than one adventurer - magic and martial prowess working together in hopes of acquiring a treasure chest of precious gemstones! Yes, it's a bit dated. The dragon doesn't inspire the level of fear I'm sure the DM would like, yet, whole captures an otherworldly tone sorely lacking in most RPG art. Second place - the AD&D Player's Handbook by David A. Trampier!
If you have any thoughts on D&D Next - good, bad, ugly, awesome, weird, not weird enough, etc., please feel free to speak your mind. I shall not denigrate you in public. Just in my fevered imagination. ;)
VS
Sunday, January 26, 2014
Three Swordsmen
It's come a little early, but my old school fighter classes PDF is available on DriveThruRPG here. It's free, so please check it out. I hope it adds something awesome to your games.
Let me know what you think by posting comment here, writing a short review over there, or both!
VS
p.s. Also wanted to give a big THANKS to the artists who contributed their work: Tom Isaksen, Zarano, Dario, Boniburini, and SOLIDToM. Much appreciated, guys!
Sunday, October 6, 2013
LotDS Success!
Some news... a fellow OSR gamer blogged about Liberation of the Demon Slayer's apparent success: Johua De Santo's blog
Knowing that my work resonated with all kinds of fantasy RPGers is extremely gratifying. Print versions should be available in two or three days. Thanks for your patience.
VS
p.s. If you've read through it and liked what you saw, then please feel free to post a short review on either DriveThruRPG or RPGNow.
Tuesday, October 1, 2013
LotDS on DriveThru & Amazon
A gonzo, Lovecraftian, science fantasy quest through the devil-haunted Nether Realms! Or you could just go back to farming your stinking land...
This has been a long time coming. My old school fantasy RPG adventure and campaign guide is up on DriveThruRPG as a PDF for a special introductory price of $7:
http://rpg.drivethrustuff.com/product/119240/Liberation-of-the-Demon-Slayer
The print version should be available in a week. At that time, the PDF alone will go back up to its regular price of $9... but will be $7 for the PDF + print version of $19.
The print (and I believe a PDF) version will also be available on Amazon in about a week as well.
I'll make another announcement when those go live.
VS
Thursday, September 19, 2013
Vord's Familiar ~ an introduction to Clear Meadows
Back to swords and sorcery!
For those of you who don't know, Liberation of the Demon Slayer is an old school fantasy adventure I'm self-publishing. PDF and print versions should be available shortly. Tentatively, I'll say the release date is 9/23/13. So, in anticipation of that, I'm offering a brief micro-adventure which can be used as an intro to the LotDS adventure.
This collection of scenes revolves around a Stygian Imp, also known as a Night Imp because they're dark as night, as well as, being nocturnal. This particular Stygian Imp, Mobo, is the familiar to a powerful Demon named Vord who lives far below the surface. A fortnight ago, Vord became enraged about some conflict within "his" dungeon, and threw Mobo across the room. Feeling hurt and dejected, Mobo escaped up to the surface. Now, the Imp is causing trouble in the town of Clear Meadows.
Mobo can become invisible 3 times / night; he's devious, crafty, and mischievous. There are several places in Clear Meadows where he's been and continues to cause trouble. Some of these places might be where starting zero-level PCs work or spend time. Giving them a specific role in Clear Meadows should give PCs a feeling of belonging, so they'll help the town during the tough times ahead. The GM might want to run this mini-scenario right after the hour or two (depending on what system you're using) of character creation.
The object of this micro-adventure is to discover why things are going wrong in the town by finding and confronting Vord's familiar. Initially, the townsfolk suspect an apprentice, patron, or employee who has a bone to pick. A PC or two might find themselves accused - giving them even more reason to unmask the real culprit. The piece ends with a particularly horrifying nightmare which foreshadows LotDS's multi-level dungeon.
Locations
1 - 4 ...The Rampant Lion is the largest and most frequented tavern in Clear Meadows. Mobo likes removing chairs (while invisible) just before patrons sit down, urinating in the wine, and using a home-made slingshot to break full, foamy mugs of mead.
5 - 6 ...A nameless, three-man thieves' guild that occasionally takes on a street urchin or two. It's led by Staffol, a one-eyed thief of advanced years who wears an eye patch. Mobo has painted an exaggeratedly silly eye over Staffol's eye patch.
7 -8 ...The Pungent Pearl is a seafood shack on the edge of town. Mobo occasionally refreshes himself with messy night feedings of shrimp and other undersea crustaceans. He also likes to pour ice all over the floor.
9 - 11 ...Valstead the enigmatic wizard usually has a half dozen apprentices assisting him in his leaning, moss-covered citadel. Mobo might imbibe a polymorph into dragon potion when PCs are around. Just last night, he cut all the stars out of Valstead's periwinkle wizard robes.
12 - 14 ...The town guard. Mobo likes breaking spears in half, dulling blades, and greasing the stone steps leading up to the guard tower.
15 - 17 ...Lord Barok owns most of the fields in Clear Meadows. Of course, he needs a lot of farmers to till the soil and work the land. The Imp has dismantled the plow and continues to feed sleeping pills to the horses. His next jape will be spreading manure all over the barn cat named Sassie.
18 - 20 ...The clerics of Clear Meadows serve the town as best they can. Mobo can't resist adding a gelatin thickener to the holy water and discoloring the crotch area of a priest's white frock.
Eventually, the PCs will see a short, frail, night-black Demon prancing around the town, committing shenanigans, and generally being a nuisance. Capturing Mobo will prove difficult, as he is slippery and has invisibility at his disposal. When apprehended, the Imp tells the PCs that his name is Mobo, he's the familiar of a powerful Demon named Vord who lives somewhere beneath the town, and, yes, he's been causing all the mischief. The Stygian Imp doesn't know much at all about the Nether Realms, nor anything in particular about dungeoneering.
Before concluding the session, the GM tells the PCs about a dream they each have...
"You're walking through town until you come to a doorway. Going through it, you suddenly find yourself in the forest at night. Up ahead is a bonfire. Drawn to it, you walk up to the edge of a camp where cackling winged serpents fly above sinister robed humanoids. The robed humanoids hold meat cleavers above their heads, bringing them down, cutting into several torsos, legs, arms, and various gore-drenched body parts strewn before them. The spectacle sickens you. Before you can turn away from the grisly scene, the dark red visage of a Demon Lord appears in the midnight sky. He has a smug expression upon his face, arrogantly gesturing at something behind you. Still unable to move, you feel the sensation of worms - hundreds of them - crawling upon your legs and working their way up. The Demon disappears as it utters the following disembodied words, "M'zathrinah Vordes'torvik ak qxon fsirie e'visht."
Well, that's it. Thanks for reading. Can't wait for you guys to experience Liberation of the Demon Slayer. Soon...
VS
Friday, May 3, 2013
Essential elements of Sword & Sorcery
The topic for this blog post was a special request from my friend, James Paese. He is interested in creating a world for his roleplaying game of choice and wanted me to recommend a few essential elements of the sword-and-sorcery story, as it was designated back in 1961. So, let's do it!
What are the essential elements of the sword & sorcery genre? I'm listing them below; highly influenced by fantasy films from my youth, as well as, some classic S&S literature from the likes of Robert E. Howard, H.P. Lovecraft, and Roger Zelazny. I've been meaning to bone up on more Appendix N material, but having two small kids leaves precious little time for reading. Anyways, without further ado...
- Some are born for better things! I'm talking about destiny. There should be a few individuals who are fated to make a difference, to shake things up. Those predestined for greatness! Conversely, there have to be those tragically predestined for horror.
- Even if magic seems to be commonplace, it must remain esoteric! Sorcery is not for everyone, and even if the DM wants a magic-rich world, those who explore the full extent of its power should be few and far between.
- Magic is dangerous and weird! There's a price for having that kind of power. Sorcery is an unnatural pursuit. Let the entire world reflect that. Yet, it must also have a source... or many sources. The DM needs to consider where magic-users get their spells, as well as, the energy to cast them. Old Ones, Elder Things, Outer Gods, and Demon Lords are always useful in that regard.
- Ambitious men are infinitely corruptible! Most humans (or humanoids) can be good, decent, law abiding citizens of the realm; however, those at the top are almost always greedy, salacious, egotistical pricks. If they haven't already made a Devil's bargain, they're on their way. A great story requires a great villain!
- It's not all bad! All the darkness (and there should be A LOT of it) needs to be counter-balanced with extraordinary beauty and virtue and courage. Just as the demonic forces are closing in on the realm, so should the DM populate his world with unicorns, crystal caverns, virginal princesses, honorable knights, and a few willing to sacrifice themselves for the greater good.
- Epic and bloody battles! It's not all about the sorcery. Many disputes are settled by sword. Hacking through encounters, killing monsters, dueling human (or humanoid) antagonists, etc. Not only are the stakes high - this is life and death we're talking about, after all - but our depraved voyeurism demands crimson spurts, the warm splash of dark red upon our face, and glistening gore decorating the marble corridors of Zenn.
- The unknown! What's life without a little mystery? The majority of players don't know it, but they crave a certain amount of strangeness. What lurks within those shadowy ruins? Why is there a tree growing up to the heavens? Where is the mountain beyond the mountain? How did that dilapidated Statue of Liberty get here?!?
___
If you want to suggest a topic for a future blog post, dear reader, please go right ahead.
VS
Friday, April 12, 2013
Unexpected Encounters #3
This idea came to me during an elevator ride a few days ago.
The PCs are crawling through a dungeon or similar area when they notice an illuminated panel embedded into the stone ceiling. The panel is definitely not stone. In fact, it looks very out-of-place here, the material like nothing they've seen before. Adventurers can see the shadow of something between the panel and whatever light source is above it. Whatever is up there isn't moving, but curved like multiple serpents.
There's a mechanism for opening the panel if someone looks for it. Otherwise, smashing it to pieces also works. The light source comes from two luminous cylinders mounted 6" above the panel. Is it powered by magic, electricity, power cells, crystals, or something else?
The DM can either pick one of the following, roll randomly, or choose his own creation. Also, there's nothing to stop you from describing multiple illuminated ceiling panels or something else adventurers can see as a silhouette.
1. Intestines! A little examination and knowledge reveal they are from a humanoid and have been removed and placed above the panel within 24 hours. Whose innards are these and why were they put there? Was it for some kind of religious ceremony? Does someone plan on collecting them afterwards? Are they from a regenerating beast?
2. Circuitry! Tubes and connected wiring lie on top of the panel. Perhaps they fell from the advanced-looking mechanism 3' above the panel or maybe it was deliberately cut down (sabotage)? This, of course, begs the question: why are there mechanisms between the dungeon's levels? Is it part of a space ship? Was this dungeon built by aliens or beings from another dimension? If so, then what other properties or capabilities does this structure exhibit?
3. A gateway to another world! 3' above the panel is a swirling plane of kaleidoscopic energy, sitting directly on top of the panel are ropes. Why? Where does this portal lead?
4. The severed tentacles of some eldritch beast! The tentacles are leaking traces of a milky white fluid. There's no sign of the creature from whence these appendages came. Perhaps the PCs will face it further down the corridor. However, that still does not explain why the illuminated ceiling panel is here or what its function is.
___
Ultimately, there should NOT be a 3 second answer easily satisfying all. The point of these unexpected encounters is to inject a bit of mystery into the game. What's D&D for if not to explore the unknown?
If you use this in your adventure or have some wild theory about what this illuminated ceiling panel is and why it's here, then please post a comment below. I'm curious as well. ;)
VS
Monday, April 1, 2013
GM Bootcamp!
I don't have much to say about the concept of a Game Master Bootcamp, other than it should be a thing. There's a bootcamp for everything else, why not one for becoming a better GM? Of course, there are already a few blog and forum posts about "GM Bootcamp" out there in cyberland. That's fine. Great, even! In fact, I'd prefer it if there were hundreds of accredited bootcamps for Game Masters all over the world.
Even good DMs, Judges, Referees, Maze Controllers, Narrators, Storytellers, and Keepers of Arcane Lore could be doing better. I am no exception. My mastery of the game is not what it should be. Fortunately, there's no better way of crystallizing one's knowledge into a practical application of the primary concepts than teaching. That statement's probably debatable, but I think most people would agree that teaching a set of skills tends to improve that same skillset.
There are many wonderful books on GMing, and I hope to use those as a frame of reference for my bootcamp. I'm going to examine various tips, pick them apart, and just see if they're worth copying down in our figurative spellbooks.
I'll keep adding to this particular blog post as time goes by, so feel free to keep coming back. Ask questions or post your feedback (especially critiques of my wisdom). That will greatly improve the usefulness of it. Maybe one day I'll be able to host a face-to-face GM Bootcamp in the Bahamas for several hundred dollars a head. Right now, I'll settle for helping out a couple gamers just because I love this hobby.
Ok, without further ado, here are a few random things I'm setting down for your perusal...
1. The best in-person GM technique I picked up recently is this: fold a bit of paper in front of each player seated around the table. On the outward side of the folded paper (think of a plastic fast food drive-up window number) write the character's name. If there's a new guy or everyone's just met, then put the player's name on the card as well. And anything else which might be pertinent, such as alignment, prominent physical feature (why not a little drawing?), deity worshiped, insignia, etc. Especially if you're not using miniatures, I think the extra details, besides character name, are worth writing down.
I can't tell you the number of times I've wanted to use a particular character's name in the heat of battle or whatever only to have it escape my memory for a few seconds. Then, of course, the moment's gone. I end up saying, "Dude, you're guy gets hit." Or "Jason's character falls off the ledge." Well, not anymore. This helps fellow players, too. Hopefully, the quantity and quality of actual roleplaying will go up.
2. There's a nice google+ community I belong to. It's called "Game Master Tips". An individual on there asked me how he could possibly incorporate an element from my blog into his Eberron campaign. If the characters haven't fully explored a setting aspect yet, then now's your chance to incorporate something new, alien, weird, and non-standard. OSR! No setting book is a bible, just as there isn't a biblical core book of rules. Do as thou wilt, DM, shall be the whole of the law! Subverting expectations is great for elevating the players' sense of mystery - without it, your setting might become a bit predictable and dull. So, do the unexpected!
Having to retroactively alter the game world is not cool, though. "Hey guys, remember when I said that Half-Elves didn't exist in this world? Well, yeah, I guess they do now because this adventure has a few Half-Elves in it. Oops." I don't recommend that.
Luckily, there are plenty of ways around it. For instance: a) what the PCs previously encountered was just the tip of the iceberg. b) what the PCs were told was a false rumor or superstition (wishful thinking?) c) a gateway to a new world recently opened up nearby - and that dimension is very different than this one. d) magic! Yes, the strangeness of sorcery can pretty much make anything possible. e) the PCs fall into a parallel world or alternate reality where most things are the same, but a few things wildly diverge. f) All that stuff which came before? Just an illusion... or maybe that's what the Dark Gods wanted the PCs to believe?
3. When the players have subverted the GM's expectations, what is he to do? I asked for some examples of stuff that could flummox a GM. I received some great suggestions: What if a PC wants to act against the party? How about when the GM wants to tailor-make an upcoming encounter for a particular PC? Or there's an obscure rule for something a PC or NPC wants to try - you know it's somewhere in the book, but have to take a few minutes to read and consider options - what then?
All that stuff takes a bit of time; too much time to just sit there and make everyone wait without calling some kind of recess. Isn't there a method of instantaneously deciding how things should proceed? There's a choice GMs have to make. Either take a 5 - 10 minute break, or roll some motherfucking dice! Most of the time, I choose the latter.
In the end, whatever the rule book says doesn't really matter. Stories need drama, excitement, the unexpected. What could achieve that better than letting a couple ten-siders decide the outcome? Ultimately, the GM decides the outcome based upon the situation, PC actions, intentions, game world, and all the little details swimming in his head. First, he pics a likely scenario - how things would normally play out (all things being even) - and, second, he picks an unlikely scenario which, most of the time, would just be a lot of fun to watch (assuming, of course, that the GM is a heartless bastard who gets off on the voyeuristic pleasures of watching warriors and wizards suffer).
Will the cursed scimitar destroy the wand when it makes contact (as the PCs planned), or is there going to be a catastrophic explosion that rips a hole in time and space? That second option gets a 33% of succeeding because that's what it always gets. If there's a chance something spectacular (doesn't matter if it's spectacularly good, bad, funny, etc.) happens, then I roll percentiles and see if it comes between 01% and 33%. Maybe one of the players suggests a possible outcome or it just makes sense or something popped into my devilish GM's brain. Roll the dice. The game goes on. No breaks.
Having said all that, I don't think players would have a problem with taking five (or even ten). While the GM schemes, the rest of the table can get snacks, go to the bathroom, figure out what they're going to do when the game resumes, or ponder their character's next level advancement.
But before calling a stop in the action, consider if this break (and the understanding it might yield) would really heighten some aspect of the game, or unnecessarily delay it. After a couple seconds consideration, experience will tell a GM if rolling is preferable to stopping.
One last piece of advice, if I was going to call for a break, then I wouldn't make it any longer than ten minutes, and I definitely wouldn't call for more than 1 per session. The 33% rule. It works, my friends. Sometimes, it almost works too well. ;)
4. Don't be a pushover, GM!
If you don't want to tolerate disruptions, like cell phones or email checking, then speak up.
Some players will bellyache or grumble in the moment when something unexpected happens. That's part of our sadistic fun! Take a few moments after the game and ask yourself if you're really being too hard on everyone or a specific individual.
When players constantly bug the GM about playing some super-powerful race or class or whatever, then find out the reason. If it's a non-powergamer reason, then allow it with appropriate restrictions. If it's just about being superior to everyone else, then shut it down with a diabolic laugh and a flourish of your black cape (if you don't have one of those... that might be the problem).
Be tough, but fair. Hear everyone out, and then try to be generous without overdoing it.
5. Minimize assumptions! Before the game starts - or in the middle if you've already began the campaign - send out a survey. This is the briefest one I could think of...
Based on your previous gaming experience, tell me what are your A) must haves, B) likes, and C) DO NOT WANTs in a roleplaying game.
Getting that information is like having a +7 bonus to be awesome. Even individuals who reply back with, "I just want a good adventure" have given you something to go on - they're low-maintenance with an easy going attitude. Preparation like that is greater than spending hours honing your next session's combat tactics.
While you're at it, ask yourself the same thing, GM. What should your ideal sessions must have, probably include, and get thee behind me, Satan!
___
Now, there's 5 things - with more to come. What else would you like to ask, submit, or think I should consider?
VS
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Thursday, March 28, 2013
Challenge of the Dungeon Masters #1
Inspired by what I saw at the Iron GM website, I decided to post this challenge to those Dungeon Masters who believe themselves capable. However, I wanted to go a bit further. Instead of a word or short phrase - why not an entire paragraph? To wit: incorporate all three the following disparate elements into your next fantasy roleplaying adventure. Exactly how you do this is, of course, entirely up to the individual.
1) A slender, male Drow wearing violet robes decorated with an arachnid motif. The Dark Elf is named Rentham, and he is in exile for blasphemously surmising that Lloth isn't so much a Goddess as merely the Demon-Queen of Spiders. Exalted... yet not exactly divine. Rentham, for all the suffering his race has called, is actually a likable fellow, as well as, being extremely intelligent, wise, and full of chock-full of Drow culture, conventions, and eldritch lore in the city of S'poztria (which means "black dream" in their tongue).
Rentham has no love for many of the Drow responsible for his exile; however, he won't give information which would ruin S'poztria. Specifically, he knows of a sacred vault dedicated to Lloth containing many items worth stealing.
2) An ice cavern where everything within is either frozen solid or covered with a layer of frost. The cold emanates from a pale blue cube 7" x 7" x 7" easily found in the middle of the cave. Adventurers notice all manner of things encased in a translucent tomb of ice - Dwarves, Elves, Human wizards and warriors, weapons (at least one appears to be jewel-encrusted and/or magical), as well as, a trio of Monstrous Winged Azure Worms.
The cube belongs to the sorcerer Ilmantrix.
3) At some point in the session, the PCs must be transported to a beach of black sand adjacent to a colorless ocean stinking of rotting fish and the corpses of various aquatic lifeforms. This ocean is a dead world, corrupted by the foul sorcery of wizards from another dimension. However, there is an undead Aboleth patiently waiting for adventurers to come near the water. It is a warm, pallid grey with the slimy, gelatinous exterior of something abhorrently unwholesome.
___
There you go!
Do as you will with them. However, you do receive critical heroic awesome Venger Points if you're able to wedge all three into your next scenario. Hey, even incorporating two is pretty cool. The more seamless, the better - if your players can't tell, then feel free to pat yourself on the back without anyone being the wiser. Or, direct your players to this post and watch their reaction!
VS
p.s. If there are any amateur artists interested in illustrating some of my blog posts, please contact me.
Wednesday, March 27, 2013
The Skittering Maw
Some call it a Centipede Shark, others have given it the name Sharktipede; however, those who have faced this monster and lived to tell the tale know it as Skittering Maw!
The Half-Orc cleric and death priest of Yogsoggoth, Yorlsen Gramz, was ridiculed one loathsome night just outside the local ruins. This was nearly a decade ago, when the spawn of Yogsoggoth roamed the land, fruitful because of Yorlsen's dedication to that pallid masked Devil-God of unspeakable chaos - Yogsoggoth! Yorlsen Gramz was spat upon and laughed at by the leader of a competing sect as unremarkable as they are unremembered.
Precious few believed Yorlsen had the understanding of outer sorcery to combine two opposed species into a single unnatural abomination. But it was the leader of that sect who called him out. As the Half-Orc had many times in the past, the death priest of Yogsoggoth accepted the challenge set out before him.
He walked under the horned moon, searching for a suitable creature. Seconds later, he noticed a giant centipede weaving in and out of the forbidden ruins. Wrestling it to the ground, Yorlsen proceeded to summon a larger beast from a dimension familiar to him - an oceanic world. A shark appeared, thrashing and flopping before all in attendance.
With the willpower of a thousand birthing demonesses, Yorlsen Gramz forcibly merged the two species into one. A hideous shriek resounded through the lightless air as if observing Gods of order could not abide such an unwholesome union. Nevertheless, the Half-Orc's hybrid held its spliced molecular structure. In less than a minute, the ridiculing leader of that forgotten sect was beheaded by an acolyte of Yogsoggoth and his body fed to the Sharktipede.
Since its creation nine years hence, various wizards and clerics devoted to Yogsoggoth have managed to replicate the Skittering Maw, placing their creations in various dungeons, towers, and sorcery ravaged wastelands. The beauty of the hybrid beast is this: it retains the ferocious nature of the shark while enjoying the centipede's sustainability upon dry land. However, there are a few Skittering Maws which live and fight exclusively in water.
___
Skittering Maw
HD: 9
HP: 57
AC: 14
Attack Bonus: +6
# of Attacks: 1d8 centipede legs and one bite
Damage: 1d4 + special; 2d12
Special Attack: each centipede leg has hundreds of tiny, stiff fibers which may temporarily paralyze those hit by one. Roll save giving the victim a +2 bonus to resist the paralysis poison. On a natural "20" regarding the shark bite, victim is severed into two pieces, yet able to act (albeit without much movement) for 1d8 rounds following the severing.
Special Defense: three out of four Sharktipedes have 30% spell resistance, one out of four magnifies any magic cast within a 30' radius of itself - multiply the spell's duration, range, damage, etc. by 1.5
Treasure: a Skittering Maw is only likely to keep gold, gemstones, and magical items from those creatures and adventurers it devours.
___
http://dungeonskull.blogspot.com/2011/08/unholy-matrimony.html
This creation is not my own, but came from the twisted minds of Blizak, his brother Chris, the artist Ryan Browning, and the Adventurer Conqueror King roleplaying game. Thanks for letting me freestyle riff all over this thing, guys!
VS
Tuesday, March 26, 2013
Old School Spelljammer
[Today started nightmarishly - a water hose burst on the 10th floor of an apartment building my family owns. So, forgive this post if it's not as polished as others.]
I'll admit this right up front. I don't know much about Spelljammer. Neither did anyone else at the table. But we knew that it was basically D&D in space. Towards the end of this post, you'll see why Spelljammer came to mind.
After two weeks of not gaming due to poor attendance, last Saturday night the game continued. It was the second part of Within the Radiant Dome by Gavin Norman and published by Geoffrey McKinney. Fitting, as I decided to have the end of WtRD lead straight to McKinney's Carcosa.
It was a great game, though I say it myself. Within the Radiant Dome had some nice touches which I usually tweaked here and there to my own tastes. I won't reveal many spoilers in this post. The following list contains the top moments...
* West's cleric being turned into crystal by a Beholder after failing his saving throw. The day after, I realized West could have burned some of his cleric's fortune (luck) in order to succeed. Oh well, he knew about the rule. His characters keep getting killed so I think he's just getting used to the idea of deadly old school fantasy roleplaying. That's why I encourage players to have at least two characters - even if one of them is a glorified torch bearer.
* Something so simple being so effective. A mirrored hall where the adventurers can walk through the mirrors, encountering some robed humanoids and a book on a pedestal. I decided to add a little spice to that scene. On the other side of the hall, one of Harold's characters was able to hear furry patter and tittering of the Giant Albino Devil-Spiders encountered in the last session. Just the suggestion that those creatures might be on their way sent Harold and therefore his characters, as well as the PCs he was traveling with, into a panic. It made the entire scene more terrifying and tense.
* Harold's Elf using the crystal cleric as a makeshift spell component to fuel his magic missiles. The crystal got all used up but those robed mirror people were obliterated.
* The spectacular success rolled by Harold's Elf when asking Tsathogguoa's favor upon meeting a hybrid Octopus Bear creature. He rolled 00 or 100%. So, he got what he asked for. The Octobear shrunk down to the size of a large cat and became his familiar.
* West's Drow decided to try on a magical gauntlet he found. The results were hilarious... but not for West or his character.
* West's newly rolled cleric made an equally spectacular divine healing check - he was able to heal everyone up to their full hit points, and even regenerated 2 fingers from Harold's character's hand.
* West's cleric rolled spectacularly bad causing the spaceship bridge full of corpses to reanimate in search of brains.
* Harold's Dwarf taking the wheel and steering the lifeless spaceship into a shiny, swirling purple hole in space, and then turning the crash landing into a less deadly crash landing. The party was just about to make a break for it back to the smaller vessel from which they came to the spaceship, using it like an escape pod. Before he left the the bridge, I told him his character looked back and could see that the spaceship was about to crash into a planet and that there was a chance he could steer the ship to prevent a disaster. The fact that his character had a choice, as well as, an active role in the determination of the story gave the entire session a +2 bonus for awesome.
* Setting foot on Carcosa. During one of our non-gaming nights, Harold and I had briefly discussed the Carcosa book and setting. He was excited by the prospect of gaming in such a weird world. I agreed, and the scifi ending to Within the Radiant Dome became a perfect vehicle, if you will, for bringing the adventurers to that Lovecraftian realm.
___
For those who don't know, my game is a blend of original D&D, AD&D, and Dungeon Crawl Classics. Clerics can keep healing, blessing, and protecting themselves from evil as much as they want. However, if I roll 1% - 10%, then their God is noticeably displeased.
For wizards and Elves, I use a casting check of 10 + spell level versus d20 + intelligence modifier + bonuses due to sacrifice, ritual copulation, etc. Natural 1 means something catastrophic has occurred, natural 18 - 20 means the spell packed a bigger punch than expected.
I asked myself the following questions at least once...
* How can I ratchet up the tension and/or raise the stakes in this scene / encounter?
* What's the worst / best thing that could happen in this moment?
* What aspect from a previous session can I seamlessly incorporate into the game?
* What would be a really cool twist or unexpected detail I could add right about now?
* How can I place the player characters in the driver's seat, allowing them to drive the action?
Basically, Dungeon Masters have to know when it's time to set the game notes aside and just go with the creative flow. That's just as important as compromise and the old 33% chance of "x" happening, when "x" is something that pops into your (or a player's) head. If you roll 33 or under on the percentile dice, then it has been decided by the oracular power of the dice!
So yeah, the characters were on a spaceship, worrying about Kurgan warships, being rounded up as slaves, going through a wormhole, crash landing unto an alien world, and what's to become of their lives on Carcosa. Should be a lot of fun next session!
The word "Spelljammer" came up multiple times, and not in a negative way, thank our Dread Lord. Yes, some of us were actively gaming when Spelljammer first came out, but none of us ever played it. In fact, I remember it being ridiculed by various gamers back then. But now, it's part of the rich gonzo scifi history of our beloved hobby.
VS
I'll admit this right up front. I don't know much about Spelljammer. Neither did anyone else at the table. But we knew that it was basically D&D in space. Towards the end of this post, you'll see why Spelljammer came to mind.
After two weeks of not gaming due to poor attendance, last Saturday night the game continued. It was the second part of Within the Radiant Dome by Gavin Norman and published by Geoffrey McKinney. Fitting, as I decided to have the end of WtRD lead straight to McKinney's Carcosa.
It was a great game, though I say it myself. Within the Radiant Dome had some nice touches which I usually tweaked here and there to my own tastes. I won't reveal many spoilers in this post. The following list contains the top moments...
* West's cleric being turned into crystal by a Beholder after failing his saving throw. The day after, I realized West could have burned some of his cleric's fortune (luck) in order to succeed. Oh well, he knew about the rule. His characters keep getting killed so I think he's just getting used to the idea of deadly old school fantasy roleplaying. That's why I encourage players to have at least two characters - even if one of them is a glorified torch bearer.
* Something so simple being so effective. A mirrored hall where the adventurers can walk through the mirrors, encountering some robed humanoids and a book on a pedestal. I decided to add a little spice to that scene. On the other side of the hall, one of Harold's characters was able to hear furry patter and tittering of the Giant Albino Devil-Spiders encountered in the last session. Just the suggestion that those creatures might be on their way sent Harold and therefore his characters, as well as the PCs he was traveling with, into a panic. It made the entire scene more terrifying and tense.
* Harold's Elf using the crystal cleric as a makeshift spell component to fuel his magic missiles. The crystal got all used up but those robed mirror people were obliterated.
* The spectacular success rolled by Harold's Elf when asking Tsathogguoa's favor upon meeting a hybrid Octopus Bear creature. He rolled 00 or 100%. So, he got what he asked for. The Octobear shrunk down to the size of a large cat and became his familiar.
* West's Drow decided to try on a magical gauntlet he found. The results were hilarious... but not for West or his character.
* West's newly rolled cleric made an equally spectacular divine healing check - he was able to heal everyone up to their full hit points, and even regenerated 2 fingers from Harold's character's hand.
* West's cleric rolled spectacularly bad causing the spaceship bridge full of corpses to reanimate in search of brains.
* Harold's Dwarf taking the wheel and steering the lifeless spaceship into a shiny, swirling purple hole in space, and then turning the crash landing into a less deadly crash landing. The party was just about to make a break for it back to the smaller vessel from which they came to the spaceship, using it like an escape pod. Before he left the the bridge, I told him his character looked back and could see that the spaceship was about to crash into a planet and that there was a chance he could steer the ship to prevent a disaster. The fact that his character had a choice, as well as, an active role in the determination of the story gave the entire session a +2 bonus for awesome.
* Setting foot on Carcosa. During one of our non-gaming nights, Harold and I had briefly discussed the Carcosa book and setting. He was excited by the prospect of gaming in such a weird world. I agreed, and the scifi ending to Within the Radiant Dome became a perfect vehicle, if you will, for bringing the adventurers to that Lovecraftian realm.
___
For those who don't know, my game is a blend of original D&D, AD&D, and Dungeon Crawl Classics. Clerics can keep healing, blessing, and protecting themselves from evil as much as they want. However, if I roll 1% - 10%, then their God is noticeably displeased.
For wizards and Elves, I use a casting check of 10 + spell level versus d20 + intelligence modifier + bonuses due to sacrifice, ritual copulation, etc. Natural 1 means something catastrophic has occurred, natural 18 - 20 means the spell packed a bigger punch than expected.
I asked myself the following questions at least once...
* How can I ratchet up the tension and/or raise the stakes in this scene / encounter?
* What's the worst / best thing that could happen in this moment?
* What aspect from a previous session can I seamlessly incorporate into the game?
* What would be a really cool twist or unexpected detail I could add right about now?
* How can I place the player characters in the driver's seat, allowing them to drive the action?
Basically, Dungeon Masters have to know when it's time to set the game notes aside and just go with the creative flow. That's just as important as compromise and the old 33% chance of "x" happening, when "x" is something that pops into your (or a player's) head. If you roll 33 or under on the percentile dice, then it has been decided by the oracular power of the dice!
So yeah, the characters were on a spaceship, worrying about Kurgan warships, being rounded up as slaves, going through a wormhole, crash landing unto an alien world, and what's to become of their lives on Carcosa. Should be a lot of fun next session!
The word "Spelljammer" came up multiple times, and not in a negative way, thank our Dread Lord. Yes, some of us were actively gaming when Spelljammer first came out, but none of us ever played it. In fact, I remember it being ridiculed by various gamers back then. But now, it's part of the rich gonzo scifi history of our beloved hobby.
VS
Wednesday, March 20, 2013
The Influence of Other Games
Ironically, it was my wife who suggested I find someone else's game to play in. It's ironic because she would prefer it if I had no life at all beyond staying home and raising our two young daughters. That's her calling, Dread Cthulhu bless her, reluctant some days as she might seem. She suggested the idea because I've been working like the dickens to find interested, reliable, and available players for my own weekly roleplaying game. Sometimes it works out, lately it hasn't.
So, that's what I did. I went to a traditional (old school) RPG meetup at my not-too-far-away game store. Didn't know what to expect, but I did know that any momentary trepidation was just the newness of the experience and needed to be overridden. It was fun; it was different. Different because it wasn't me behind the screen running the game. I got a chance to experience Empire of the Petal Throne. A fascinating setting. And, if my wife doesn't strongly object, I'll keep coming back.
That difference is part of what made it important. Besides having the opportunity to play and making contacts in order to fill my table at home, playing in another Dungeon Master's game gave me a fresh perspective. Good, bad, or weird... games influence each other. That influence keeps one's game world from remaining in a vacuum, giving it new life and energy.
Of course, sometimes it's better to resist outside influences, to keep our subjective vision uncorrupted. After all, we don't want D&D to become too homogenous or standardized. That way lies sanity - the opposite of madness. And madness, if you think about it, is where many of us want to go - into that unknown abyss of black secrets and dreams, deep down within gaming's sorcerer-demon soul. Nevertheless, all Masters of the Game will benefit from playing every once in awhile.
VS
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Venger Satanis
Monday, March 18, 2013
Unexpected Encounters #2
The Mauve Sphere
This could be in a dungeon, tower, keep, ruin, fortress, cavern, wizard's abode, or even the wilderness. Adventurers see a pale lavender ball, 1' in diameter, floating in the air about 5' off the ground. There's a subtle glow about it. When engaged in conversation, it slowly and silently drifts closer to whomever is speaking. Simply touching a sphere does nothing, except provide a strange physical sensation.
The Mauve Sphere is an intelligent creature with almost no way of communicating with those not of its race. However, this lavender ball is quite sociable and will stay near those who seem friendly, though it can only move at about half the rate of the slowest party member. If one of them befriends an adventurer, then it will happily travel with him or an entire party. Mauve Spheres who realize their traveling companions are in serious trouble will do what they can to either protect their favorite creatures or absorb a particularly devastating opponent (assuming they haven't eaten within 24 hours).
These beings have only one known attack: the magical absorption of a single creature into its sphere-body. Witnesses claim that victims touched by a preying sphere turn black, then dark purple, then violet and keep getting lighter in hue until reaching the sphere's coloring. Unfortunately, no one can say exactly how the victim gets inside the sphere. Each occurrence is preceded by a lightning bolt explosion followed by a cloud of dust and ash. The victim appears within the sphere for a few minutes before absorption process is finished.
Absorption occurs once per day, and not again until 24 hours have passed. Mauve Spheres can go a week without nourishment. They tend to pick their meals based upon the temperament and affability of those around them. Generally, the most hostile in a group are chosen over others.
Mauve Spheres are born of another world; their semi-translucent pale lavender surface cannot be harmed by non-magical weapons... even magical weapons and spells result in minimal damage. A dimensional weapon such as a phase sword is required to slay these glowing balls.
They carry nothing with them; any treasure to be had would consist only of their remains. A sorcerer might pay a couple hundred gold pieces for a Mauve Sphere corpse in good condition.
___
Thanks for reading and commenting. Let me know if you use such an encounter in your game!
VS
Friday, March 15, 2013
You can't put your wizard miniature in the same dungeon crawl twice!
Ok, first off, this is a brand new post. Not one I transferred from the old new RPG blog. So, the area around the text should be the same color as the actual blog background. Yay!
Man, when is the New World Order going to take over and fix everything? Shouldn't incompatibility be a non-issue in 2013? Fuck the idea of Google or one giant corporation taking over. No, that's not what I want. That's not what 99% of us want. However, I believe that an overriding system or authority or mandate will eventually manifest which saves our collapsing sociocultural infrastructure from being crushed by its own weight, as well as, blasting all the parasitic assholes which hasten our collective soul annihilation into space. Who's with me!?!
Anyways, on to today's post. It's an informal response to a blog post I read the other day:
http://jrients.blogspot.com/2006/09/how-to-awesome-up-your-players.html
I commented at the bottom of the author's post. It has to be moderated first, but basically this is what I said (expanded upon here): Not only is there no "one right way" to run a game, there isn't even a way that works 100% of the time for one group. Things need to be changed up every so often or stagnation takes hold; ruining the game on a micro level and potentially ruining the entire hobby on a macro level.
Gaming methodologies require evolution or else they become prisons. Even a nice, comfortable prison with curtains that serves your favorite kind of tea is still a prison. Break out! Do something different. All those people railing against Jeff's blog post, as well as, those supporting him, will eventually have to alter their game's modus operandi or deal with the consequences.
Just as you cannot put your hand in the same river twice, a Dungeon Master cannot make the Player-Characters struggle throughout an entire campaign just to amass a couple hundred gold pieces or a measly +1 sword. Not unless you want the fun to flag, the novelty to wear off. The same goes for session after session filled with easily-won riches and power. Where's the unexpected? Do you know about the law of diminishing returns? Once might be awesome, but the hundredth time means death for your campaign, DM. Change things up before it's too late.
Would you want to see the exact same TV show (more or less) every year? Hells no! Even with a couple variations here and there, that would still get super boring, right? I'm sure players feel the same way when each campaign begins and ends pretty much like the last one, and the one before that, and the one before that, etc.
So, how does an enterprising DM keep things interesting? He shifts gears. If the PCs were struggling in the last campaign, then spoil them in the next one. If it was magic and artifact poor, then make this campaign overflowing with the stuff! Did all the characters begin the game as lowly peasants? Well, make them lords now! Of course, a certain level of challenge must be inherent in every adventure. That isn't what you're taking away - you, self-aware old school Dungeon Master, are altering the way your PCs are challenged.
It all comes back to non-standardization. It's so easy to codify rules and settings and ways to run a game. Create a mold that works and keep mass producing campaigns based on that mold. Makes sense - maybe it even saves time... nevertheless, it's antithetical to the Old School Renaissance [OSR]. Fresh, imaginative, revolutionary ideas are the lifeblood of old school gaming.
I'm not just talking about throwing a new monster into the dungeon or allowing access to a new spell. That's OSR for noobs! I'm talking about occasionally (if not frequently) retooling your whole approach to running the game and campaign creation. This is not easy. This is not quick. And sometimes it's not very much fun, either. Which is exactly why the OSR relies so heavily on community. At the roots of the word "community" is the notion of sharing. There are literally thousands of fascinating D&D concepts out there in cyberland which are utterly alien to you and your particular style of play. Some of those concepts, such as going diceless or setting a campaign in Carcosa, might scare you. That's ok. Besides frightening us, exploration of the unknown is supposed to be fun, too, right? After all, we Dungeon Masters send wizards, warriors, and thieves down into the bowels of the earth to encounter God knows what!
So, take some chances. Don't just game awesome... game eldritch! Oh, and let the OSR community hear about your results. That keeps the OSR movement growing.
Framing this post in conclusion, I long for standards without the mistake that is standardization... just as I hope humanity achieves self-actualization via benevolent force in the next couple decades. What I'm talking about is the Third Side. Not black, not white, nor grey... but green!
Agree? Hate my guts? Don't know WTF I'm talking about? Leave a comment!
Venger Satanis
Grognard de Noir
Thursday, March 14, 2013
Scrambling
for Truth
I ran the 6th session of our
Dungeon Crawl Classics / (A)D&D game last night. Even though there
were only a couple guys who showed up, I was still of the mind that THE GAME
MUST GO ON!!! Years ago, I probably would have just cancelled the session
if there weren’t at least three players. But not these days. Gaming
time is too valuable now that I’m married with children (cue the Sinatra).
So yeah, it was awesome.
We were midway through an old school renaissance indie module called
“Within the Radiant Dome” by Geoffrey McKinney. Since the other guys were
absent (one was sick, the other busy) I decided to test drive my D&D
reference chart of random awesomeness…
It worked well. I let
it be known that strange dimensional anomalies were happening within the
radiant dome. Rooms, corridors, and caves could move of their own accord.
So, all the rolling before they opened that next door or sneaked through
the next cavern made sense.
With the reference, there was
just enough information to set the scene. I read a brief description
while occasionally adding a few bits of flair from off the top of my
imagination. For the next three hours, the party encountered a lot of
unusual mixed with routine stuff. For instance, a scouting party of Drow
investigating a rust-colored alien plant creature in this giant cavern.
And then there was one of my favorites: a tribe of mutated Yellow-Men
festively prostrating themselves before their lethal divinity – a badass magic
sword! And the gemstone rolling – craziness! It took about ten
minutes to learn about the gems their characters made off with. But
believe me, both players enjoyed the discovery process!
I also decided to take
Unexpected Encounters #1 for a spin. You can find that as an earlier post
on this blog. Worked like a charm – even the Devil-Spiders! It was
definitely something different. The exact type of stuff which had been
missing from my D&D 4th edition game over two years ago, as well as,
several roleplaying sessions with 3rd and 3.5.
And yet… I don’t know how
many other Dungeon Masters experience this, but no matter how prepared I am or
how well things are going… I still have moments of uncertainty, of doubt.
Like a couple hours before game time, every once in awhile, I’ll have a
few seconds of panic, thinking to myself “What am I doing? Soon, I will
be sitting at a table with a bunch of other grown men attempting to
collectively tell a story of knights and wizards and purple wyrms as if I’m the
head God of this illusory realm. Is this utter silliness? No, of
course not. It’s a hobby. Gaming is fun! Ok, assuming it
isn’t too silly to throw myself into the role of DM (or head-God)… could I
accept such a huge responsibility?”
In those moments, it feels
like I’m scrambling for truth because the entire world rests upon our
collective shoulders – especially mine. Yes, roleplaying games are
fantasy (or scifi, horror, comic book super heroes, etc.). Obviously,
there are going to be times when the world we’re building seems less real than
it could be. Or extremely real… but squirming out of control.
Multiple imaginations focused on a singular concept is a potentially
powerful thing. It’s the act of creation. Order out of chaos!
Last night, instead of
letting those brief nagging doubts get to me, I simply pushed on through with a
firm decision (or a roll and then a firm decision) to the other side.
”For the next few hours”, I said to myself, “this is my reality”. I
chose to be awesome and to DM awesome as well. And that made all the
difference.
Can you relate? Comment
below with some of your personal stories at the game table. Is it always
smooth sailing or are you occasionally plagued with doubts about the session or
your abilities? Thanks for reading!
Venger Satanis
Grognard de Noir
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