#RPGaDAY 2016 Day 2

What is the best game session you have had since August 2015?

I kind of want to say it was the King Thistle fight, but I’m discounting that for three reasons:


  • As I’m writing this, that session only happened last week. That’s a lot of recency bias.
  • I ran it. I’m reading this question as “what was the best session in which you played”, not “what was the best thing you did; brag about yourself.”

  • I’m doing a whole blog post on it, so there’s not a lot I could say about it now that I wouldn’t duplicate later.

After much deliberation I think I’ve decided on the first session of the Renaissance campaign that just concluded. It didn’t have the greatest storytelling or RP, and we didn’t even have every player show up. But this was a campaign we’ve had in the works since spring 2013. During a lull in our then current campaign we had a legitimate session zero, where we discussed the setting, built characters, decide what sorts of things we wanted out of Renaissance Italy, and generally did everything we needed to get things running.

Then three years passed. That’s easily the longest gap I’ve ever heard of between a campaign declaration and the first session, but it meant that first session was incredibly satisfying. We got to play as characters we’d been talking about for four and a half campaigns, and it was great finding that they worked exactly as we’d envisioned. I wouldn’t do it again, but since it did happen I’m happy it went so well.

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#RPGaDAY 2016 Day 1

Do you prefer to use real dice, a dice application or program, or use a diceless system?

Definitely physical dice. I love the feel of dice in my hand (especially when I’m not doing anything) and the sound of them clattering into whichever miniature I’m having a problem with today. I especially like having dice of different colors. It lets me roll several at once for different targets, differentiate them by effect (grey dice are the greatsword, red is the fire, etc.), and match them to my character. Here’s my dice case today:

Row 1: My first die and the giant d20 I use for countdowns, round indicators, and other things I want players to see easily; a slew of orange d20s from D&D poly sets and the miniatures game, along with d20s in several colors so I grab them without shuffling around in row 2; Fudge dice, dice with colors instead of numbers, and dice where the faces have pictures of my players on them; tokens from early 4E boxes in case I’m in a situation where I don’t have minis.

Row 2: A poly set in each of several colors, translucent when I can get them and pretty when I can’t. The first nine sets also have a second d6.

Row 3: Collections of d12, d10s, d8s, d6s, and d4s, in that order. These are mostly the rest of the D&D poly sets, plus split up poly sets I don’t use often enough to get a spot in row 2, plus a set of twelve d6s for when I need to roll a ton of them as for falling damage.

Row 4: A light-up d20 I got as a gift, three more pink d20s for when I played a character who attacked four times per action, and another d20 whose origin I’ve forgotten; markers, in case I’m not near my good ones; assorted Warhammer-style d6s including my oft-used scatter die.

This is the full set I usually use when I’m DMing. If I’m playing in a campaign I have a small bag to carry only the dice I need. I’m happy enough with my current setup that I haven’t gotten any new dice in a few years, so I expect to stay at this level for the foreseeable future.

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#RPGaDay

Sphere of Annihilation, one of the blogs I met via the A to Z Challenge, brought to my attention a similar item. #RPGaDAY is an event where gaming writers are asked to answer a series of questions, one per day during August, with personal anecdotes and opinions about gaming. The A to Z Challenge was a ton of fun, so I figured I might as well run this one too.

One thing I have noticed as I worked on the questions was that this event is a lot more about the author. The A to Z Challenge could be about anything, so I spent it bragging about my players. I can’t really do that here because most of the questions are of the “who are you and what do you think?” variety. It kind of makes me a bit uncomfortable, and that’s probably just because I’m old. I can only spend so much time talking about myself, but that’s probably what I should expect from any event that puts a hashtag in its name.

This is bearing itself out in the posts I’ve done so far. In April my posts averaged around 500 words, and in August they’ll average around 200. If you’re not interested in that sort of thing, come back in September. I’ll compile all the posts at the end of the month and probably link to them from the “About” page, and then we’ll get into the Zelda Campaign postmortems. If you are sticking around, feel free to share or link or do whatever you do with the hashtag #RPGaDAY. I don’t know how to work this newfangled social media nonsense.

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On Pathfinder

I told you that story to tell you this one: I’m starting to wonder if I’m done with Pathfinder.

The more I read about Pathfinder and the more I understand the designers’ intentions and the way players use it, the more I see how at odds I am with it. I started with Pathfinder expecting it to be like a fixed D&D 3E, and as I understand it that was the explicit intention and marketing pitch. For me this meant a simulationist game where everything worked using a similar set of rules and thus everything was comparable, but where magic was no longer the be-all and end-all skill that invalidated any other option. It meant removing or repairing the most frustrating parts of the rules and leaving the core intact. It meant getting back to the idea of “storytelling with conflict resolution, which we admit is primarily but not exclusively through combat” and away from the “make numbers go up so you can feel good about yourself” style. I get the latter enough in my online games, thank you very much.

But from what I see in releases, the community, official forums, etc., that’s not what Pathfinder actually is. Instead it’s all about optimized, magic-heavy, power-and-control play. It’s exactly what I’ve been telling people D&D is not for the better part of ten years. It’s not unlike finding out a poem doesn’t mean what you thought it meant, in that there’s a whole body based on the alternative interpretation while you’re a quiet little voice offering an alternative to which nobody feels the need to listen.

I’ve gone back and forth for a while on whether this is something that’s actually happening or it’s just a story I’ve made up based on limited exposure. But I see it in the official designs, too. For example, consider healing. In D&D it’s a benchmark skill, required at all levels of play. But in Pathfinder, healing isn’t even a thing. The only point of a healer is to provide emergency supplication so the players can survive long enough to repair themselves between battles with wands of cure light wounds. Instead, a healer is best played as a striker, because it’s more mathematically viable to kill a monster and thus prevent it from dealing damage than it is to heal a character a half-hit from death. Because in a world where characters are expected to either win the battle in the first two turns, deal (level * 10) damage per round every round, or rebuild the character until they do, mathematical viability is all that matters.

It’s this world into which Paizo has released its last few books. Consider Pathfinder Unchained, the Advanced Class Guide, and Occult Adventures. Among them they introduced twenty classes. Of those, only one is capable of being a full healer. A second can spoof it with archetypes at the expense of most of its other class features. But almost all of them are designed to do absurd amounts of damage. This is our meta.

The community even has its own language for how the system now works. “Traps” are feats, class features, and other options that seem neat but aren’t optimized enough to keep up with the most powerful choices in each category; Vital Strike is a trap because you can do more damage attacking twice than attacking once with a damage bonus, and non-spellcaster characters are expected to use full attack actions every round to maximize damage. “Rocket tag” is the style of play where high-level characters hurl catastrophically powerful abilities, usually spells, at each other, and the first to make one connect essentially wins the fight; this is ostensibly a gaming style to be avoided but it’s also the only way anybody seems to know how to play above L10. “MAD” is “multiple ability dependent”, a class or feature based on more than one ability score; this is a detriment because SAD (“single ability dependent”) classes can boost one ability score, like Intelligence, to the stratosphere and build their entire character around it by ignoring everything else that goes into a person.

It’s the same language I hear when people discuss competitive games like Magic: the Gathering. But Pathfinder isn’t supposed to be competitive. Players aren’t supposed to be doing everything they can to break the game wide open and assert dominance over an opponent. It’s supposed to be cooperative, where you work with people to achieve a goal. It’s literally in the first paragraph of the first chapter of the Core Rulebook:

Think of [Pathfinder] as a cooperative storytelling game, where the players play the protagonists and the Game Master acts as the narrator, controlling the rest of the world.

Competitive, high-powered play only works if everybody is equally in on it. If this isn’t what you want, the community’s message is clear: you’re either playing the game wrong or you’re playing the wrong game. And hearing that message, time and time again, from every direction including the designers, is exhausting. I don’t need my pastimes to exhaust me.

This isn’t to say I want to abandon Pathfinder completely. I still like the core ruleset, and it still gives me that dungeonpunk feel I want out of a game. But it means I’ll spend my time on other systems, and when I do run Pathfinder it won’t be as she is intended. I need a game where instant-death spells are discouraged, where clever tactics are rewarded more than the best builds Reddit can come up with, where there’s more focus on character stories and growth and a logical world than on gathering a handful of dice and eying the DM threateningly. Mechanically I’ll use our alternate system for save-or-dies, using them more as dramatic finishing moves than turn-one dominance tactics, and I’ll keep working on themes, intended to bring “character” back into “character design”. The lyrics stay the same, but the rhythm changes.

But this means I’m essentially leaving the Pathfinder community, because they want something I don’t and vice versa. I’m not sure how big a loss this is; certainly Pathfinder won’t notice my absence, and I’ve been so put off by the Pathfinder community from the moment I encountered it that I’m not losing any significant emotional investment. It still hurts, though, to work in something for so long only to find out it was never for you in the first place.

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Metathesiophobia

I’ve had Pandora for several years. I’ll have days at works where I have Pandora on pretty much straight through. It’s single-handedly responsible for most of my metal playlist, and thus for my collection of Iron Savior songs, and thus for the longest-running plot in my longest-running campaign. I’m a fan.*

But I’ve noticed a curious tendency I have when I’m using it. Consider my a cappella playlist, where I gave Pandora a series of all-vocal songs to use as seeds. I’ve made sure to only thumbs-up similar vocals-only songs (okay, and one or two by Van Canto), and for the most part I’ve gotten what I wanted. The biggest outliers are comedy tracks. A few of my initial seeds were comedy songs, so Pandora assumed I wanted comedy songs as much as I wanted a capella. Especially comedy songs in a country music style. Especially political comedy songs in a country music style. This was wrong.

Faced with this attack on my intentions, I rejected every song that didn’t meet my criteria hoping to goad Pandora more into the style I wanted. Eventually it worked, and I now have a mostly valid playlist…except for the longest time there were a few a cappella songs I didn’t really like that nonetheless appeared in heavy rotation. This is because I didn’t dare thumb them down. I consider my playlist a delicate house of cards where removing any a capella song, no matter how little I liked it, could convince Pandora to return to the post-apocalyptic days of guitars, drawls, and words that only rhyme with “Obama” is you squint really hard.

I don’t know if Pandora started figuring things out or just expanded their songlist, because in the last nine months a glut of new, good songs have appeared, and approving them finally gave me enough purchase to feel comfortable kicking out the worst offenders. But the point isn’t how amazing my mixtape is and how you totally have to listen to it. It’s that I engineered, in my own mind, a situation where the fear of change paralyzed me into sticking with something I didn’t actually like in case its presence was saving me from a worse fate.

Speaking of which, my current gaming groups.

I’m currently involved in three campaigns, one of which is with a group that has been meeting more or less consistently for ten years. We’ve had people duck in for a campaign here and there, but they’re more like guest stars. Our five man band has a lot of shared history that I imagine is intimidating to anybody trying to elbow their way into one of our games. More than that, we’re fairly comfortable with each other and more than a little reluctant to allow somebody new. This is despite the fact that every new person we’ve had, barring one, has been a joy to have at the table and worked their way in almost seamlessly, inside jokes notwithstanding.

But still, even after far more good than bad when it comes to new players, we’re still a little gun-shy about fresh blood. Almost as gun-shy as we are about new games, which if you think about it is even more ridiculous. If somebody joins a campaign and we don’t work out, we have to go through the “it’s not you, it’s all of us, independently, somehow” conversation. If we don’t like a game, we just have to say “it occurs to me that none of us like GURPS and we should try something else next week”. The barriers to entry for trying a new gaming system are ridiculously low, but we still never do it.

Part of that is a comfort level thing. We like knowing how common rules work without looking them up, we like knowing our macros more or less function as intended, we like knowing that if we have a really sticky question we have three DMs in the room who can piece it together, etc. But I think more of it is the nagging question, “what if we don’t like it?” Which, all told, is a pretty trash argument. We’re talking about giving a roleplaying system a spin. It’s not a skydiving course.

There’s so much out there I want to do that I haven’t. I want to get back into Fate. I liked ICONS. I’ve dipped my toes into a Powered by the Apocalypse game. I’ve been wanting to try Savage Worlds and Big Eyes, Small Mouth for years. But whenever we bring it up, we agree that it’s a neat idea and then don’t do anything about it, because we’re already playing D&D or Pathfinder, and why would we do something different if what we’re doing works?

It’s not like I’m suddenly going to drop everything to go on an RPG system world tour. In one group we’re running a Pathfinder campaign during the break of a different Pathfinder campaign. In the other we’re coming to the end of a 4E campaign, and it will be followed by a Pathfinder campaign because I’ve had a key player threaten to quit if I try running it in a different system. I’m also not going to abandon either group if they’re not interested in trying something new. But the next time the opportunity arises I’m going to push it pretty hard, and this post serves as my declaration of intent.

…I’ll probably keep the same blog name, though.

* — I am aware of Google Play, and I have thought about it. But when I looked at it today the first thing it recommended to me was Green Day, then Red Hot Chili Peppers. I don’t think Google Play and I will be friends.

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Loose Session Design

One of the most daunting tasks for new DMs is figure out how much freedom to give the players. Campaigns operate roughly on a scale from “railroad”, where the DM confines the players to rails and sends them through a plotline with limited opportunity for choice, and “sandbox”, where the DM lets the players do whatever they want with little to no guidance. Usually the best way lies somewhere in between, where the DM decides some aspects of the campaign and determines the rest with the party during actual play.

But there’s a reason DMs have a tendency to railroad: planning is hard. If your players can visit an elven, dwarven, or orcish castle in the next session, that’s three different places to explore, three sets of NPCs to meet, and three potential sets of plotlines. If they can skip the castles entirely and go dungeon-diving or shopping, that’s even more content for you to prepare. Once the players hit a certain threshold of freedom it’s impossible to plan for everything they could do. Improvisational DMs can run a session with little or no notice, but most DMs need to know what they’re doing if for no other reason than they’re using the wonderful Live GameScreen and need all their NPCs to have portraits.

Here’s the thing, though: no matter what the players choose, you only need to plan one or two sessions. That is, no matter whether the players go to the mountains or the farms or the enemy base, they’ll meet a gruff NPC who helps them if they can prove they’re worth her trouble and they’ll be harried by the enemy archers. The specifics can change (the NPC can be a miner, farmer, or scout, and the archers can use the elevation to their advantage, set fire to crops from afar, or man enemy watchtowers) but the work you do planning the session does not triple just because the players have three options. If you create something sufficiently generic you can slot it in no matter where the players go.

That’s the basic concept behind loose session design: plan such that you don’t have to plan more. It requires a bit of making things up as you go, but you have enough of a structure that you only need to fill in the details live. For NPCs, pick a personality or motivation or occupation and leave the rest to become whatever fits the party’s situation. For monsters, build a stat block without any of the descriptive words; you know this creature has a +9 to attack and deals 2d6+5 damage, but you don’t have to know whether it attacks with a bite, a slam, or horns just yet. For maps, make something with labels but no descriptions so you can decide whether the manor’s parlor is “tasteful but old-fashioned” or “opulent and gaudy” based on whether the party visited the elderly noble or his prodigal grandson. You’re leaving intentional question marks in your session design and filling them in when you need them. Loose session design saves you time by only requiring the amount you strictly need to prepare for a session, and it doesn’t force you to improvise more than you can handle because you decide how many question marks to leave.

See, players have no idea what you’re actually doing (and, often, vice-versa). They don’t know you’re going to give them a gruff NPC anywhere they go, as long as you don’t do it everywhere they go. If your notes just say “Session 1: gruff. Session 2: helpful but ineffectual. Session 3: super racist.” they’ll meet three very different people, but you don’t have to build full stat blocks for all three of them right this second. Their actions determine whether the helpful NPC is a town guard, a lovable ruffian, or a traveling merchant. It’s the same with monsters, or maps, or even rules-intense things like magic items and rules-light things like plot threads. If you want to have an NPC task the players with stealing back an heirloom from a wizard and have him give the players a weapon in return, you can decide the wizard is a duergar and the item is an axe once the players tell you they’re heading to dwarven lands.

This works best when you design your next session with the players’ decision in mind and show them the results of their choice. You don’t want to give players the illusion of choice, you want to give them actual choice by letting their decisions have meaning. If they went to the mountains, they cut off the enemy’s supply chain for weapons and armor but the enemies at the farm might scorch the land out of spite. If they stormed the enemy castle, the enemy is in disarray but the remaining camps have time to shore up their own defenses. This isn’t about creating several branching paths or about creating a single path with a couple of mutable details, it’s about letting the players do something and deciding how the world reacts. Unlike railroading, where there’s only one path because the DM declared it, the players are guiding the story every step of the way, and unlike a sandbox campaign you’re only preparing things session-by-session instead of taking on way too much work at once.

Loose session design generally requires only two things: some item that has question marks and some resource to fill in those question marks. It’s easiest when each of these is self-contained; you decide an NPC’s personality but don’t decide their class or build, then when you decide what class they are during play you use a stat block from a book, website, or existing NPC. You can also use part of a stat block, like knowing the villain is a wizard but not filling his spellbook until you know whether he’s commanding the lizardfolk in the swamp or animating undead in the sewers. Maps with blank or incomplete keys work great, and the Internet is full of random generators that will give you names or descriptions at the drop of a hat.

This is applicable even in preparation-heavy campaigns. Consider the Zelda campaign I’m running, where most things are pretty solidly defined. NPCs have names and portraits far before they appear because I have to understand how they fit into the various quests the players can do. I have to have all my maps done ahead of time, including knowing where every treasure and puzzle is, because I have to have them ready to hand to the players when they come across the map and compass. I have to know what my monsters are doing, how they fit into the dungeon theme, how they complement or work against each other, and what their stats are so I can put them into Live GameScreen. Pretty much everything I listed above is already pretty rigid.

But I don’t have to decide what personalities or affectations my NPCs have until my players meet them. I don’t write room descriptions ahead of time so I can be as vague or specific as my players have patience for when they arrive. I don’t have to decide how many enemies are in each room, or of what types, until the players enter that room and I know how long we’ve spent on the dungeon up to then and what resources they have left. Even with all the planning I’m doing, I could be doing more, and I feel I’m better off leaving those bits until I need them. This will make things a little harder for anybody who wants to take my notes and run the campaign after me, but that’s not really my problem right now.

I think that’s the biggest argument against loose design. When you make things up on the fly it’s hard to remember what you said to the players and what you just thought about. It’s why a key NPC in this campaign changed names (twice) and why another failed to appear nearly as often as I’d intended. When my players ask a question, one of my common responses is “What did I say?”, which is equal parts “Did you listen to what I told you, or are you making up for your inattention by slowing down the game?” and “No, seriously, remind me what I said out loud because I don’t remember how I reskinned this puzzle last week.” It’s a problem that can be solved with copious note-taking, but that gets harder the longer the campaign goes and it’s never been my strong suit anyway. If you have time to make notes at the end of the session, do that. If you don’t, your players will set you straight.

Like any muscle, the more you use half-prepared, half-spontaneous session design, the better you get with it. In fact, you’re probably already doing it no matter what style you like. It’s one of the system’s assumptions, that a DM will prepare key information like NPCs and encounters but go freeform during the turn-by-turn combat and interaction. This is just taking that idea and extending it, but not so far that you reach “use the stats of a bear for every monster” levels. The point is to save DMs time and frustration while making the campaign more about and accessible to the players. The fact that it makes a DM look like a genius because like he’s sufficiently prepared for anything and everything is a side benefit.

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Session Design Styles

I’ve been pretty head-down these last couple of weeks working on the last dungeon for the Zelda campaign. Final dungeons tend to be pretty serious, but I’m also trying to keep it from reading like a normal dungeon to keep with our campaign theme. It means I’ve had to work on a bunch of monsters, a bunch of puzzles, several bosses, an aesthetic to tie it all together, and the props and bits that go along with the above, all at once while balancing the difficulty level and pacing appropriately. It’s a lot of work, but it means I can pretty much coast from here until the end of the campaign because the hard work is already done.

I have noticed that my design this campaign is more rigid than I usually like. Part of that is using software; the more our gaming program handles, the more I have to build within that program and the less I can make up in the middle of a sentence. Part of that is this campaign in particular; it has to feel like a Zelda game, which means the maps have to be done before the players walk into the dungeon, and I can’t suddenly add a room that isn’t on the map the players have in their hand. Part of that is the final dungeon; the biggest dungeons so far have been four sessions long, but this one is somewhere between seven and ten, which means I have to have more done beforehand than usual. There’s one particular set piece that took a lot of time and effort, and I’m still not really done with setting it up, so if the players want to do that first I’ll subtly, then forcefully, nudge them in another direction.

All told, I feel like I’ve had a higher planning-to-content ratio than I normally do. I don’t think that’s actually true, because it’s more like flurries of planning followed by a few weeks of not doing a darn thing because it’s already built, but it feels that way.

But it at least got me thinking about rigid session design, which isn’t about inflexibility as much as…actually, I think it’s easiest to explain via a chart:

  • Standard Process: Roughly equal planning for the amount of content you get out of it. This is a broad area because it covers a broad array of styles. Most beginner DMs fall in the northernmost areas here, in the lands of “I have to plan every feat this monster has, because that’s how I do it when I’m a player.” They tend to drift farther south as they become comfortable with the system, acknowledge the needs of the table, and/or accept their own inherent laziness.
  • Loose Design: More content than planning. You’re putting in work, but leaving yourself some wiggle room to adjust things on the fly and make it seem like you planned more than you did.
  • Rigid Design: High planning, high to moderate content. You’re doing a lot of work, but you’re getting a lot out of it.
  • Improvisational: Low planning, moderate to high content. You have enough of a grasp on your game to wing it. The problem here is keeping things consistent; if that wizard knew teleport six sessions ago, he should probably still know it today.
  • Bad Process: Moderate to high planning, low content. If you’re spending a lot of time working on sessions and not getting a lot to show for it, something’s wrong. Either you’re working too hard on minutia because you want to get things unnecessarily perfect, or you’re working on things that don’t actually matter for your gaming table.
  • Faffing About: Low planning, low content. You’re not sure what you’re going to do, and you’re okay with that. This is very close to intentionally not planning at all.
  • Haha, what?: High planning, low content. You’re too caught up in things that don’t matter to the game, even if they matter to you. You’re mostly working on backstory, or building monsters that have a very small chance of appearing, or preparing a lot of individual things that you could be preparing as a group.

This may be best illustrated by an example. Say our example DM has multiple kingdoms the players can visit, each with a set of guards the party is likely to meet and/or fight:

  • Standard Process: The DM designs a single stat block. She ignore all racial abilities and cultural factors, though if a player asks she may decide the dwarves are using axes and adjust accordingly. What’s important is that she has a “guard” stat block.
  • Loose Design: The DM plans one stat block, but intentionally doesn’t select a weapon and a feat or two. She’ll decide those when the players arrive so she doesn’t have to plan stat blocks that don’t matter. She could also adjust the numbers for racial powers (giving the dwarves a few more hit points, giving the elves a +1 with their bows), but that’s optional.
  • Rigid Design: The DM plans one stat block for each set of guards, including their racial abilities. This leads her to interesting situations, like acknowledging that orc guards might favor the double-axe or that elves might prefer light armor, so every set of guards feels unique.
  • Improvisational: The DM has an idea of what the guards can do and knows what makes each race different, so she makes a quick note about the numbers for a generic guard instead of building it via class levels, feats, etc. She expects to fill in details on the fly when the players meet a guard. This leaves her the freedom to say “dwarves have higher accuracy and more hit points but lower damage” even if she doesn’t have rules or a build to back that up.
  • Bad Process: The DM figures out that a fifty-person guard should have twenty-five second-level fighters, thirteen fourth-level fighters, and so on. She builds a stat block for each level of guard, even though the players are very unlikely to fight or even meet the higher-ranking guards. Much of her work is irrelevant to the session.
  • Faffing About: The DM knows there are guards but not much else. She’ll figure out the rest if and when the players meet them, either by using a pre-built stat block or by making things up wholesale.
  • Haha, what?: The DM designs custom weapons and armor for each set of guards, or does each guard’s stat blocks individually so they have distinct builds and personalities, or gets caught up in writing the history of the guard to explain where the organization is today. The great majority of her work is irrelevant to the coming session, and players are unlikely to ever encounter most of it.

I like running things improvisationally, though I know I can’t do it all the time and the players from my failed sandbox campaign will back me up on this. I also know it’s not for everyone. But I think loose session design is something everybody can do, and I’ll talk about that next post.

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Law A – Campaign Songs

I’ve talked about how I use music to help me flesh out story and character dies, but I haven’t shared what those ideas are. I think even my players don’t know a lot of the songs behind the campaigns unless I make them very explicit. But with all the work I’ve been doing on the Eight Arms wiki, I’ve considered how or whether to put those songs somewhere on there. As long as they’re on my mind it’s as good a time as any to list them.

In case you’re reading this on mobile and don’t feel like loading a million videos, the rest of the article is behind the link.

Continue reading

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Railroading (the Good Kind)

In the process of putting together the world map for the Eight Arms campaign setting, I’ve also learned about some of the things that make a world go. It’s forced me to learn more about geography and politics than I did before, and I think that’s made the setting more interesting. That is, of course, my focus: I’d rather have something fun and dynamic that lets me set up good stories than something that cleaves to realism but plays drier than a desert. This means if you’re from the Worldbuilding subreddit and you expect me to say something like “I made sure all the mountain ranges followed local arrangements based on my world’s plate tectonics”, prepare to be disappointed.

So far the most interesting part for me has been trains. The Eight Arms campaign take place in a technologically-advanced version of D&D, an industrial revolution where mechanics and other non-magical opportunities are ramping up and nobody has yet stopped to consider whether it’s a good idea. Heck, the entire first campaign started when somebody said “Hey, I bet with a strong enough power source and sufficient gumption we could create a brand-new inner plane”. Nothing says “let’s do neat stuff and handle the consequences as they come” like a big, loud, powerful box belching smoke into the air of a world where we already have teleportation.

In that respect trains are very different from Eberron’s lighting rails, which are relatively clean and some weird hybrid of magic and science. I think they’re neat as anything, but that’s not what I wanted the setting to do. I was looking for something more like Final Fantasy 6 or maybe 5, a setting that’s a step beyond medieval fantasy, but also where nonmagical airships are a thing.

Initially I’d pictured trains as something rare, used primarily for long-distance travel across national borders, and the country in which the first Eight Arms campaign took place was something of an anomaly in that it had more towns connected by more rails than any other. But in looking into actual historical information about railways, I’ve found I was drastically undershooting how connected everything was. I’m still not going to link every little borough with each other, but I can at least connect every major city in most countries without worrying about turning disbelief on its ear.

This actually makes me happier, not because it makes it easier for players to get around but because it makes it easier for everybody else. Trade, and culture can bleed out farther and faster, so it’s not that weird to find people or things far from home. It alleviated one of the big problems I had with the setting, that I, who has frequently railed against race-based rules, built an entire setting around race-based cultures. Now that travel is faster and safer, countries are more like ancestral homelands. A human can say “I’m from dwarf country on my father’s side, and my mother’s is more of a mix” as easily as an American can say “I’m mostly Irish” despite never seeing Ireland more closely than a calendar photo, and both are equivalent excuses to drink.

I’m still of two minds on the “safer” aspect, though. If they’re safe enough for an average person to use them for regular business or personal travel, they’re too safe for a party to expect a combat on one. I’ll probably have to engineer a reason for a fight to break out, and knowing me I’ll split the party so the tough, strong characters are outside the train and the softer ones are inside, each fighting a different wave of bad guys, and the more I think about this the more excited I get.

The point is that railroads started as a bit of window dressing and a potential set piece, but with a little research grew into the most visible example of the setting’s differences from standard D&D. It’s actually kind of alarming how many ideas you can get from the most mundane sources. I could do an entire post on how song lyrics have built campaign villains, and I still have half a mind to run a campaign based on the Year Without a Summer. Of course, mine would have a magical, preventable cause because this is a high fantasy story, not a climatological study.

If I have any actionable advice from this, it’s to always keep your ears open. Inspiration isn’t something that happens to you as much as it’s something you find by looking for it.

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Houdini and Doyle (the Show, Not the People [Well, Kind of the People])

After all the gushing I did about Lucifer I thought it would be fun to compare it to the show that moved into its time slot, Houdini and Doyle. As it turns out, that’s the only fun thing about the show.

I can forgive the writers playing fast and loose with historical accuracy; it seems they’re just about right on with Doyle’s timeline, so they had to make some sacrifices to shoehorn Houdini into it. I can forgive the incredibly unsatisfying explanations for the mystical elements; they had to do something spectacular in the early episodes to hook viewers, even if the answers were a bit of a cheat. I can forgive how it’s fairly terrible at being a mystery series because they don’t give the viewer a fair chance at figuring out the solution; most ostensible mystery series don’t. I can even forgive the bad acting; I liked Painkiller Jane so I don’t really get to complain.

What I can’t forgive is how the advertising pitched the show as a bromance, when as far as I can tell it’s nothing of the sort. Our male leads don’t compliment and respect each other; they bicker relentlessly, denigrate each other’s opinions (and facts), and interact more meaningfully with their police liaison than with each other. It’s exactly the opposite of what I wanted and what was promised. I can understand taking some liberties with advertisement, but if viewers are explicitly told they’ll get one thing and but delivered another, I would expect those viewers to complain about it to anybody who will listen. I have to imagine this is a worse fate than disinterest. It’s the difference between “didn’t get good ratings” and “had one terrible but popular episode, then didn’t get good ratings”. At least you can build an entire career on the former.

The point is that Houdini and Doyle isn’t good, but more than that it’s not what I signed up for. I can tolerate a lot of problems if I’m at least getting what I want out of something, whether it’s a movie, a TV show, or a campaign.

Consider the One Piece campaign*. We snarkily called it “the hallway campaign” due to the number of battles that took place in a one- or two-square-wide area, something that has happened maybe twice in the source material. The campaign conflicted with the established setting fairly frequently. Several NPCs erred on the side of “goofy for the sake of goofy”, a recurring issue I have with the DM’s style (re: Slogg Sexipants, half-ton ladies’ man). And none of this takes into account the little problems I had week-to-week, like when the DM decided my character was going to charge down an elevator shaft so he could weld me to the floor so I couldn’t participate in the first stage of an arc-ending battle. It wasn’t perfect.

But the campaign was very good at giving us the feel of One Piece. We had arc villains who would pop up, do something bad just in time for us to arrive to stop them, and fight us on even footing. We had fantastic islands and creatures, including an actual giant enemy crab. We had naval combat as much about our weird powers and teamwork as about grid movement and turning radii. We had shounen abilities and growth arcs and hilarious arguments. And really, when I look back on it, the canon violations weren’t that bad, and they expanded the setting more often than they contradicted it. For the most part, it was exactly as advertised, and I think highly of it for that exact reason.

Contrast The Eight Arms and the Memento Mori. I pitched it to the players as “fight giant monsters”. They built characters to fight giant monsters. I came up with a plot that let them fight giant monsters and a villain who could control giant monsters. But as soon as the campaign started, it changed to a mission of diplomacy where the players wanted to understand and help every enemy they met. At one point we went four straight sessions without a single battle. That’s neat, and the players liked it, but it wasn’t what I signed up for. I wasn’t happy, and I still consider it one of the worst campaigns I’ve ever run.

I’m one of those people who judges something not by how good it is, but by how good it is compared to how good it could have been. If something exceeds my expectations I’m over the moon about it, even if my expectations are very low. If something fails to meet those expectations I don’t like it, even if it’s very popular or objectively good (links intentionally omitted; I’m not starting that fight). When you promise me something, I set an expectation for that thing. If you break that promise, you’ve failed to meet that expectation.

This is why I like having the occasional touchstone for long-running campaigns, where we step back and consider whether the campaign is still doing the job it set out to do. If it is, great, double down. If it’s not, we have to consider if it failed to meet its expectations or if the expectations have changed over time. It’s how we head off that sensation of falling out of love with a campaign and make sure everybody’s still having fun. It’s kind of like having a Session Zero, but between arcs rather than between campaigns, and it hits all the same points. If there’s a disconnect, it’s good for the campaign, the players, and the DM to catch it early.

So yeah, I’m really not a fan of being told I’m getting one thing and instead getting another. The best way to avoid doing that is to make sure your campaigns make promises they can keep, or at least don’t make promises you know they can’t.

* — There are a lot of links in this post. If you’re at work or on mobile, I apologize. If you’re at home and relaxing, you’re welcome.

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