Weapons with Powers (Part 1)

I have a lot of problems with 4th Edition (in fact, I have a list of topics I’d like to address eventually), and one is the change in weapon tiers. 3rd Edition had “exotic” weapons, for weapons that required a greater degree of expertise to use effectively or gave small, narrow mechanical benefits like a +2 to trip attempts. 4th Edition replaced them with “superior” weapons, which are designed to be mathematically better. Gone is the feeling of taking a feat for a character reason, and instead players take a feat to gain a damage bonus or a clear numerical advantage.

I wanted to do something about this, presenting another option for weapons while keeping the current weapons intact for anybody who for some (obvious) reason likes them. But then I realized that most people would give their left pinky and every silver piece they’ll ever earn for another at-will power, especially at high levels. So what about weapons that grant at-will powers? As long as the powers aren’t too broken, they can add another option to players from round-to-round without tipping the game too hard one way or another.

The idea is that there’s nothing anybody needs to do to use these powers. They’re available to all characters, as long as they meet the requirements. Here’s my first go at them (I took out the Price and Weight columns so this table was in any danger of fitting, but the background colors still don’t work. I’ll probably load the original up someplace.):

UPDATE: The weapons are available here.

Ideas? Comments? Pastries?

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Campaign Writeup: The Eight Arms and the Deed of Taiyun Gao

The Eight Arms and the Deed of Taiyun Gao is the third campaign to end in the Eight Arms universe, though it was the second to start (five-week campaigns do a number on my count). The Eight Arms see an opportunity to gain a footing in a new part of the world by sending a small group to stop two nations from going to war. Their plan is hindered by a contract that grants the land to the country that doesn’t own it, assassins targeting the negotiating diplomats, giants knocking at the country’s border, and the ambitions of a powerful oni.

Here’s what I learned from running this campaign:

  • Some stories don’t have perfect endings. As an escapist, this kills me, because I want everything to be great forever. But sometimes the players or characters make decisions that prevent happy endings, and it can be rewarding to just make things a lesser sort of terrible.
  • Players can do great evil in the name of middling good. The party tortured an assassin to death to get the location of their guild, and only then stopped to consider what they might do with that information. It turned out alright (if you can consider “the party is now pursued by all living assassins” alright), but it was a pretty jarring moment for me, anybody I could get to listen to the story, and the player who missed that week.
  • Setting a campaign in a place with an unspeakable language is rough. The players and I knew this going in, but it did occasionally leave one or more players on he wayside because they couldn’t speak the language.
  • Good party composition is very helpful, but bad party composition is absolutely crippling. I’ve talked about the roles that characters can fill and acknowledged that players can do without one or two, but I didn’t really address what happens when roles are duplicated. This party had four players, and the roles broke down like this:
    • Zero controllers
    • Three damage-dealers
    • Two half-defenders (one needed buffs, the other was a barbarian)
    • Three diplomats
    • One quarter-healer (a bard who spent his spells on the aforementioned defending)
    • Zero naturalists
    • One sneak (and a guy who could cast invisibility)
  • Certain classes as more popular than others. Again, I knew this, but now I know which classes those are. I go into more detail on this below.

Given the option, here’s what I would change:

  • I actually would have made the ending more bleak. The players managed to pull a Hail Mary at the last second with two crits in one round, and it was easy to ride that wave of emotion, but the players did fail at their mission, and failed in a way that made things worse than if they hadn’t shown up at all. The conclusion should have been darker than “all of you live, though some are uncomfortable”. Luckily, those assassins are still around…
  • I might have run my set piece. I’ve said that I like planning campaigns with a set piece in mind. This time it didn’t happen, so I actually didn’t do the thing I designed this campaign to achieve. But I say I might have run it because I don’t know if I could fit it in without it feeling forced.

On a related note, I think I’m going to disallow summoners in the short-term future. Every Pathfinder campaign I’ve run so far has had one, and all of them used very similar builds to deal more damage than the other strikers while being more survivable and leaving a whole character free to perform other actions. It seems too easy to build an eidolon that steps on other players and negates the normal disadvantages of high-damage characters, and some players aren’t as conscientious as others about it. Besides, it means that the Eight Arms are 25% summoners (for reference, they have no representatives from six core classes); I’m just tired of running games for them.

I may soft-ban ifrit sorcerers for the same reason, though I think this guarantees that I’ll see them at Delve Night.

This campaign and The Great Tower of Oldechi also inspired me to cancel the Evil Campaign, an idea I had where all characters must be evil. After seeing how nonchalantly players can slide into evil when its expedient or fun, I think running an Evil Campaign would be redundant. A Good Campaign might be more rewarding.

Edit: It was not

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A Rant on the Wizards Goblin

Sometimes I forget about the differences between D&D as intended by the developers and D&D as I play it (and have always played it, and how it’s played by the people I know, etc.) Reading today’s Dragon’s-Eye View, I saw a description of how goblins work in the world of D&D, the generic “all-campaign” where the developers work. It’s the place where dragons are strong, intelligent capstone creatures, where creatures like giants and golems are as rare and awe-inspiring as devils and gods themselves, and adventurers are shining examples of the heights to which civilized races (and only civilized races) can ascend.

You know, trash like that.

In particular, I really really don’t like the idea of the goblins as written. Part of it is the notion that I’m not sure exactly what the author of the article wanted to write. He talks about giving goblins “some structure and sense of culture”, because they’re a valid race just like humans and dwarves, then going out of the way to make them “appear more ‘monstrous’ and less evolved”. So they want goblins to be real and believable, but not so much that players feel bad killing them. He also goes on and on about how he doesn’t want them to be goofy or bumbling, then says they make great henchman. There’s no mention of any goblin leaders or standouts. So they’re serious creatures, but not so much that you have to take them seriously.

But mostly, it’s that I like the idea of the goofy, bumbling goblin. I like the look of the Pathfinder goblin, and I like the culture they gave it. They made goblins scary in groups, but for a reason, rather than just “because the XP budget is higher”. They gave players and DMs reasons to be afraid of goblins, especially when they were leveraging their strengths, like pyromancy. But they also kept them likable. They gave players a reason to see goblins as a race like humans, which gives them opportunities to interact with them in a non-sword way.

Wizards’ D&D has tended to be super-serious since sometime in 2nd Edition. No humor is allowed in creatures and very little is allowed in books in general. They’ve discussed why this is, but that’s different from what they’re doing, which is going out of their way to remove all possibility of comedy, trusting players to create it on their own, often out-of-character because the in-character world has no patience for it. Some creatures should be able to be goofy, just like they can be noble or wise (which, per the article, goblins aren’t allowed to be). Wizards wants to be able to prevent a race from being comedic, but they’re fine with them being unsalvageable monsters, because in D&D most of your life is determined your race.

It all comes down to intent. Wizards’ intent was to make goblins be a low-level monster and not a second thing (this is almost explicit in the article). My intent is to make them entertaining, with the freedom to be something else instead or in addition. This may just be another instance of Int-based simulationist DMing (“All things have a place in the world determined by the author or DM, and they must occupy that place.”) versus Cha-based simulationist DMing in general (“All things should lead to enjoyment at the table, and they really need to make sense.”). But I actually always thought of vanilla D&D as Wis-based, simulationist in 3rd Edition and gamist in 4th with 5th intentionally somewhere in between. If it’s moving elsewhere, we might have trouble some years hence.

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Campaign Writeup: The Eight Arms and the Conqueror Worm

I recently concluded the second campaign in the Eight Arms universe, The Eight Arms and the Conqueror Worm. It’s part of my continuing effort to design a D&D super-adventure by building a setting organically through a series of campaigns (basically, a campaign setting that fixes everything wrong with campaign settings). This one was special in that it only lasted five sessions, which is the shortest campaign I’ve run and the second-shortest campaign I’ve heard of. The Eight Arms send a small contingent of their greatest craftsmen to investigate some disappearances in the dwarven capital. Their investigation leads them to a tiefling instructing some demons and duergar in building a war machine with the intent of attacking the city.

Here’s what I learned from running this campaign:

  • Again, I have a hard time remembering that I’m running campaigns for grown-ups now, though in a different way. I’m used to a world where “adult behavior in a campaign” means “roll a Constitution check, snicker under your breath”. But now I know people who are able to handle that kind of thing, and I feel like I missed some opportunities to give them the campaign they wanted.
  • Short campaigns are hard, because there’s less leeway if something explodes. In a normal campaign, there’s so much wiggle room that it’s fine if the players get stuck on a puzzle, go the wrong way in a dungeon, or (and I’m just pulling an example out of space here) spend four hours of at-the-table time investigating an empty warehouse. Similarly, if players accidentally or intentionally jump a few steps ahead in a plot, there’s plenty of time to complicate things. In a campaign that has to go from start to end in only thirty hours (minus time for faffing about and getting the technology to work), there’s a tighter leash on pacing.
  • Nobody much likes dwarves at all, except for the people who love them. I guess I already knew this, but it’s worth remembering.

Given the option, here’s what I would change:

  • I would have explained the concept of “non-fight combats”, a combat-based, initiative-paced version of 4th Edition’s skill challenges (note to self, find a better term for that). Players who aren’t used to thinking outside of the box, using skills in combat, or dealing with problems in a way besides attack rolls tend to shut down when attack rolls don’t work. I could have saved us all a few rounds by explaining what a skill challenge was beforehand.
  • I would have named the succubus. I kind of didn’t expect her to be a running NPC or for the players to name her themselves. Now I’m stuck with a demon named Pepper.
  • I would have updated the wiki more. Perhaps not between sessions, but there should have been more information available to players when the campaign started, or ideally during character creation.

I’m happy about this campaign, both on its own and in the context of the world in general. The characters could end up being a small forward party, dealing with small issues or exploring the wilds while the high-level characters rub their faces against problems at home. Now we can burn two cities to the ground at once, which is dramatically more efficient.

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Keeping Plots Discontinued (or, Nobody Cares about Your Wolfos Ranger)

Most players don’t know what goes into making a D&D session. It’s not unlike how most children don’t know what it’s like to be a parent, or how most people don’t really know what their boss (or their boss) does every day, though on a much smaller scale. Players manage a character and its rules, remember plot details, and interact with each other and NPCs. DMs manage all NPCs, all monsters, all plots, and all interactions, and are expected to know any and all rules at any given time (I can’t count the number of times players have asked me what a spell did, a spell they read in a book and prepared for the session yet mysteriously forgot by the time they wanted to use it). The average player has never had to pick out a set of miniatures, plan a map, or search for the appropriate pictures to show players on a brilliant and under-appreciated piece of software. I think that, in general, if players knew how much work went into designing a session, adventure, or campaign, they’d appreciate the results of that work much more.

Some things, though, should be kept from players. Players don’t need to know that a given monster was a reskin of another monster, or that a given map is a modified version of a level from a video game. It generally doesn’t increase the player’s enjoyment to see too far behind the screen. If they guess the source of something, fine, but I don’t think DMs should be encouraging players to understand everything and its origins. In particular, I’d like to talk about plots the DM planned but didn’t run, and why players should remain in the dark about them.

Every week at our friendly local gaming store, we run a Pathfinder event based on the old D&D Delve Night. The arc just came to a close, and the designer of the session asked me about bringing up some plot details that had been left unresolved from past session. In particular, there was a mysterious cabal running a city who teleported troublemakers somewhere far away, and we considered explaining the mechanism of the spell to the players when it failed in a catastrophic way.

The thing is, the players never questioned the teleportation. They never sought out the cabal, asked how the came to power, researched the spell, or gave a second thought to any NPCs who were teleported away. We could have explained to the players that the teleportation spell had some intricacies that would lead it to failing in the last session, bringing back all lost creatures. But given that the players weren’t interested in it, we decided that adding that level of complexity to the last session wasn’t necessary or wise.

In general, DMs should stay away from using time during the session to resolve plots that the players didn’t know existed. During Delve Night, the players have so far angered two city-wide guilds, broke some people out of prison, failed to find some “merchandise” stolen from a slaver, opted not to meet with a great wyrm, and put themselves in debt to a powerful magician. If the campaign had more time left, we could have had the guilds attack the players, sent the police after them, brought back the “merchandise” to ally with or fight them, forced them into conflict with the great wyrm, or had the magician call in his favor. But all of these are sub-plots, and the players had clearly come to the end of the main plot. I don’t see how adding all the sub-plots back in at the end would have benefited anybody.

This gets worse when you factor in the plots we planned about which the players didn’t know. Throughout the campaign, the players had ignored (intentionally and otherwise) all information about the teleportation plot. Bringing it all back in for the last session would have compressed it so much it almost wasn’t recognizable and could only have detracted from the final session.

I learned this lesson way back in the Hyrule Campaign, by having a recurring enemy attack the party in the last session. Normally, this wouldn’t be stupid, except the only place I fought for it was after the battle with Ganon. Nobody wants to beat the final boss, then have to deal with a plot they’d long forgotten. All of us would have been much happier if I’d let that plot lie.

So I recommend that if players blithely ignore a sub-plot you had planned, let it go. In a long enough campaign that plot, possibly revised, may be able to work its way back in later. But shoving additional complexity into the end of a campaign to explain things that didn’t need explaining is a recipe for confused and unhappy players.

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Dealing with Character Death

The death of a character is rarely a happy event. Sometimes it’s a well-deserved comeuppance for terrible play (he said, glaring knowingly at the mirror-man sorcerer), but usually it’s a series of unplanned circumstances that leave the player and the campaign in a lurch. So what’s a good DM to do?

There’s a style of play based on the contention that the DM is the campaign’s primary antagonist, and that he or she should treat the players with the same antagonism. Characters are challenges to be overcome, and the death of one is the intentional result of some difficult, unbeatable, or outright spiteful encounter. This is the style of Gary Gygax and a number of old-school adventures, including but not limited to the infamous Tomb of Horrors. If that’s the type of game you enjoy running, there’s nothing else to say about a character death. You won! Don’t let reading this post cut into your celebration time! Go frolic!

For the rest of us, the ones who actually play D&D, a character death is more accidental than predictable. It’s often the result of bad luck (rolling a series of failed Reflex saves, even though you succeed on a roll of 6 or higher), unexpected effects (a high-damage explosion that occurs when a creature dies), an unusual battlefield situation (somebody left the wizard alone with three ogres), or a combination of the above. A DM may know ahead of time that a battle will be difficult, but a lot of battles are difficult and don’t get anybody killed. It’s far more likely that nobody predicted that the rogue would fail to climb the wall, or that he would take maximum falling damage on the way down, where he lands next to a wraith that the players didn’t see.

Different DMs react in different ways to the threat of death. Some will subtly (or egregiously) alter events so that the situation is survivable, like by allowing a save where one shouldn’t exist or having a monster use unwise tactics to keep a weak player clinging to life. Other will let the chips fall where they may, holding the players responsible for decisions and luck just like monsters, because this adds the real threat of loss. Both points are valid, and I’ve used both in different situations.

What I really want to talk about is how to deal with the death after it happens, no matter how it came about. Depending on the character, the players, the campaign, and the immediate situation, you and your players have a lot of options.

The biggest question is whether to let the death stand at all. D&D has a lot of resurrection magic, and most parties of a sufficient level have access to it. If the party wants their ally back, has an appropriate spell or ritual available, and meets all of the requirements, a death might only last for an hour or two before the party is nearly back to full strength. Even if the players aren’t ready, they can carry their friend around until they can prepare the spell, or until they can get to a town where somebody can cast it for them (feel free to give them an NPC for the interim, so that the player of the dead character has something to do). This is convenient, but it does make death cheap.

If you like bringing the character back but think raise dead is too easy, you’re fully within your rights as a DM to require some sort of quest or sacrifice. Perhaps the spell only works in a certain place or with a certain strange component based on the creature who killed the character. Perhaps resurrection magic is rare and requires the aid of a mysterious hermit or the permission of a god of death. For sufficiently evil players, maybe a life can only be granted by an equivalent death, and the players have to find somebody to kill. The quest could also be on the other side. Imagine the characters can revive their ally immediately, but to prove that the character is worth coming back to life, he or she must perform some task as a spirit. This is a good time for a one-on-one session with the player, or for a quick side story as spirit allies (run by your other players) assist the character on their journey back to life. This redirects the campaign to a new temporary focus, but it makes death meaningful without being permanent.

Another option I like is allowing the character to return, but having them somehow wrong. Maybe a devil piggybacked on the soul as it returned from death, and now the character has an infernal influence helping to drive its actions. Maybe the character didn’t come back fully, taking a permanent penalty to something related (like a -2 to saves against fire for a character who died to red dragon breath). Or maybe the only way to bring them back is as something grotesque, like making them undead, putting their soul into a construct, and the like. It keeps death meaningful by applying an ongoing effect, it doesn’t necessarily derail the current plot, and it opens new roleplaying opportunity, but some players really don’t like the potential for a life-long character trait based on one bad fight or even one bad roll.

Perhaps your players aren’t in a situation where they can revive their ally. For example, if the character drowned in lava, the lack of a body prevents all but the rarest, most powerful resurrection magic. It could also be as simple as the player leaving the game or wanting to take the opportunity to change to a new character. In that case, you should be fine with letting the character stay dead, letting the other characters mourn or move on appropriately, and planning for the potential addition of a replacement character. This doesn’t mean that the character can’t come back later in some form, like being revived by an enemy as an undead minion or transformed into a saint in the afterlife and willing to help the players from another plane. It does mean that the players think the change would be more fun than focusing on their dead friend, and it’s the DM’s job to allow players that fun.

I’ve rarely seen a bad approach to a player death. Even if you disagree with your players on how much meaning death should have, or if some players disagree with others on whether or not to revive a character, there’s still opportunity for role-playing, world-building, and general fun. Really, the only way I know to turn a player death into a negative experience is to make the players feel bad about the death of the character by continually reminding them of their failure or blaming them for getting into a situation where death was a possibility. Chances are they feel bad enough about it without you. As strange as it sounds, I’ve actually seen a DM do this, and the only thing it accomplished was making the players like the DM less.

I’m usually of the opinion that death and revival should be interesting. I don’t like the cheap resurrection of high-level D&D, which typically has a high cost but only applies an uninteresting blanket penalty to rolls; 4th Edition made it even worse by turning the “high cost” into pocket change except at very early levels. My generic go-to is to make the remaining characters physically retrieve the dead character’s soul from a holding place in the afterlife, though some campaigns don’t work as well with that construct. If my players really really wanted simple resurrection, I might allow it, but they might change their minds the first time the campaign villains come back from the dead.

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A Rant on “Good” Role-Playing

I’m starting to think that I don’t understand what makes a good role-player. I was pretty sure I did, but the more I watch other people and see what they think is “good” versus “bad” role-playing, the more I think that there’s some misunderstanding, some step I missed that everybody else has ingrained but doesn’t articulate.

I think we can all agree on a few points. A good role-player acts as the character would, not as the player. They don’t analyze everything from the standpoint of a game at a table, they build characters as people (or mice or gods or robots) rather than bundles of stats, and they’re driven by believable in-game reasons. They interact with other characters as much as other players. And, perhaps the most difficult requirement, they’re willing to make decisions that harm themselves if it works with the story or the character’s personality.

What gets me is the number of people whose “good” role-play is the willingness to inflict themselves on other people and characters. A “good” role-player will make a decision that the player knows would be bad, but that the character approves. That’s fine. But a lot of these decisions have the potential to negatively impact the fun at the table. A character might be a hair-trigger gunman with no foresight who shoots the king after a mean-spirit insult. Everybody knows that this is bad, every other character is trying to stop it, and it immediately, drastically, and irreversibly changes the nature of the story, the campaign, and the intra-party dynamic. But because somebody build a character knowing full well that the character would make these bad decisions, that makes them a “good” role-player.

In keeping with the above, the worse the decision, the better the role-player must be. A player who snarks at a police officer is cute, but a player who ignores the officer and speeds away is good, and a player who attacks the officer is better. Because of this, there’s no room among “good” role-players for even-headed characters. I tried playing a problem-solving, go-with-the-flow character in a recent campaign, and I was told that I was playing the character incorrectly, as though there was a specific personally I was required to have. If you’re not actively trying to make decisions that cause problems and force other players and characters to solve them, you’re not “good”.

Some games, players, and DMs can handle this better than others. In Paranoia, for example, backstabbing and intra-party conflict is expected. But I’ve seen it across a half-dozen systems in a dozen campaigns from dozens of players. Universally, it seems that the more a decision makes other players react to the situation your character creates, the better you are.

I hope it’s clear that I disagree. I think that everybody at the table should be having fun, ideally in equal amounts. I don’t think that having one short-sighted character controlling things, making the plot revolve around them, contributes to fun. It’s just like how I think combat isn’t fun if only one character is good at it, or how politics isn’t fun if only one player understands it, or how NPC interaction isn’t fun if one player does all of the talking all the time. If a DM consistently forces the story in a specific direction, it’s called railroading. How come when a player does the same, it’s good role-playing?

I could list a series of examples stretching back nine years to the first character I played, but most of them are uncomfortably discrete. I’d prefer not to call out specific incidents, characters, or players, because I’m not trying to attack anybody or their style of play. I just want to understand why it’s “good” role-play to have other players clean up your character’s messes, and why it’s “bad” role-play to have a character who thinks like a calm, rational person.

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Advanced Racism Race Guide

Considering how little I like racism, I’m shocked at how much I’m loving the Pathfinder Advanced Race Guide. It’s a lot thicker than I thought it would be, has a good balance of crunch and fluff, and provides new rules for almost every part of the system.

The least impressive chapter is probably the first (which is kind of a running theme in d20 books). The seven core races get new feats, class archetypes, favored class options, magical equipment, mundane equipment, and even spells, but these are the races that probably needed them the least. I think all of them have already gotten a (Race) of Golarion book, and this feels like overkill. There are certainly good options for minor variations (wild elves, feral orcs, lava gnomes), but it’s a lot of options for things that doesn’t need a lot more options.

Luckily, the second chapter is the same thing for races that deserve it. I don’t follow the campaign-specific books, so I’m not sure how much of the orc, goblin, and hobgoblin sections was reprinted from Goblins of Golarion and Orcs of Golarion. But I’ve never heard of the writeups for aasimars, tieflines, drow, and the elemental races like ifrits, so to us this is new and exciting information. Each races gets cultural information and the same treatment as a core races, if shorter, and it really fleshes out a lot of them.

The third chapter is an even narrower version of the second, focusing on strange races like changelings, kitsune, and vanara (I suppose the lesson here is that races from Bestiary 2 are old enough to be “featured”, while races as new as Bestiary 3 are still “uncommon”). Each race only gets two pages, but the writers packed as much information as they could into those two pages.

When we first saw the catalog, it quoted this from the back cover of the book:

A complete and balanced system for creating an unlimited number of new races, mixing and matching powers and abilities to form characters and cultures specific to your campaign.

I laughed, perhaps guffawed, when I read that, but I was still interested in seeing what they thought “complete and balanced” was. Well, the second page had a sidebar named “Races without Constitution”, which was a great start. Page 3 explained how to build a half-construct, half-plant race. So I’d say it’s comprehensive, or at least sufficiently wacky. We’ve been able to find an example of every racial traits we’ve though of so far. The balancing is a little weird, but no weirder than Pathfinder’s already hilarious system for playing monstrous creatures.

I do think I’m going to make one change when I integrate this into my campaign and that’s to remove most racial requirements. I can deal with a lot of the feat requirements that build on race features (elves get even better senses) or heritage (aasimars get wings), but the other requirements don’t make sense. Besides, the book uses the same language for “only half-orcs can summon an avatar of the blood god” that they use for “only half-elves can read star charts”, and if the requirements are as loose as that I’m fine with throwing them out.

When you’re past the racial requirements, it stops being a book that’s about seven races, sort of about sixteen others, barely about fourteen more, and tangentially about everything that exists. Instead, it’s a book about options, with seventy archetypes, more spells than that, more feats than that, and dozens of magical and mundane items throw in as well. With that in mind it’s a brilliant book, just awkwardly organized.

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Thirteen-Week Campaigns (or, How to Write a TV Season)

I like to think that after this long, I have some idea about how to build a 13-session campaign. I ran three campaigns over five semesters in college, and the winter and summer breaks framed 13-session arcs well. Since then, I’ve run two summer campaigns over 13-week breaks, and I’m running another now. So with seven such stories under my belt, I’m starting to get into a storytelling pattern:

  • Before the campaign starts: “Okay, I know roughly what the story is about. But how to I get there? I mean, I have some framework for the middle of the campaign, but what’s the beginning? I have a set piece planned for the end, an epic encounter or fight to serve as the payoff before the final boss, but what if the players do something that makes it impossible? What if the players hate the plot altogether? Panic!
  • Week 1: “Let’s…throw out a short adventure leading obviously to a fight. People like that. And make it an easy fight, so everybody can see how they work together.”
  • Week 2: “They liked it! And with the seeds laid, I can take them to a lighter fight, or an exploration and investigation session.”
  • Week 3: “Alright, I need to start hinting at the general arc of the campaign. I’ll describe the general problem and see what they think about it.”
  • Week 4: “A harder fight, to show them that things are escalating, and a bit more plot progression. Let’s give them a few leads and see what happens.”
  • Week 5: “They figured out the plot too fast! Set piece in danger! Abort! Damage control! Panic!
  • Week 6: “Okay, disaster averted. They’re on some side plot now. It’s a few weeks earlier then I planned, but I can stretch this out, and they’ll probably do something interesting that can take the story in a new direction.”
  • Week 7: “So far so good. May be time for another session without combat, to give the plot more chance to grow.”
  • Week 8: “Side plot completed. Players are going back to main plot with enough information to solve everything three weeks early. Set piece will happen too fast! Panic!
  • Week 9: “I’ve changed the villain and/or master plot enough that the campaign can survive even if they solve everything next week, so I think we’re back on track again. I fully expect things to seem fixed next week, and then I’ll spring the escalation on them.”
  • Week 10: “The players failed to solve the campaign due to crippling failure and/or stupidity. The plot has taken a turn that will avoid the set piece entirely! Panic!
  • Week 11: “After recovery, the players are back where I expected them to be last week. I may have to rush things a little, but only a little, and everything is set up for the rest of the campaign.”
  • Week 12: “Set piece! I’ve been wanting to run this session since I started the campaign. Everything is perfect!”
  • Week 13: “…frick, I forgot that I needed to have an entire session before the final boss. And I’ll probably have to buff the final boss midway through the fight, so I’d better make the early fights a little easier. But what if they blow through them and the final boss? Panic!
  • The next day: “The campaign went great, and everybody seems reasonably happy. Except in going through my notes, I found a plot thread I forgot about it, or one I planned for that the players didn’t hit. That would have been fun. Ooo, I can add it to the set piece for the next campaign…”
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This Story Is Happy End

I really don’t like endings. I don’t like it when a book ends, or a TV shows hits a season finale, or I have to say good-bye to a longtime friend. Little endings, like the end of an episode or a chapter, are fine, but I don’t like that sense of finality when something is well and truly over. Maybe that’s why I don’t like movies, since they end in only two hours, which is a pretty low entertainment-to-time ratio. But the longer something goes, the more trouble I have accepting that the characters are done, the plot is resolved, and there’s nothing else to be said.

So it’s with mixed emotions that I come up to the end of The Great Tower of Oldechi. I started it in March 2009 and its last session (session #108, which tells you about how often we met) is this weekend. The campaign started at Level 1 and ended at Level 30, so we’ve gotten to see many of the characters grow and grow apart over the last few years. It’s hard to think that I won’t be working on this campaign or designing with these players in mind any more, since it’s been a weekly ritual for so long.

My favorite endings are the ones that aren’t, the ones that include the possibility of new adventure even if it’s beyond the scape of the work. 4th Edition doesn’t have that. Once a player hits Level 31, there’s nothing left and the character is unplayable. Many even disappear into space, aligning themselves at the right hands of gods or fight great wars far beyond mortal eyes, just to make sure players don’t get antsy and try to play their characters too long. It’s a hard limit on power level, and it’s also a hard limit on the life of a character. That’s one of the reasons this is so hard, in that there’s no chance at all of the characters continuing. They’re changed permanently and irrevocably, and anything that severe has a strong sense of tragedy.

There’s also my fear that the ending won’t live up to the work, a problem that grow larger the longer a work goes. If it’s hard to end a book, imagine how hard it it to end a seven-book series, or a comic series that’s been running for fifteen years, or a video game where players have invested hundreds of hours. I’ve never been in (or heard of) a D&D campaign longer than this in time and level scope, and I have to imagine that there’s an expectation for the end beyond “The boss is dead! Pray for a true peace in space!“.

I’m not sure whether a lousy ending is better than no ending. The whole “no ending” idea never really occurred to me for a campaign, because I like my campaigns to have a myth arc. When I start a campaign, I have some idea of what the central conflict will be, even if I don’t know how it’s going to end (or, sometimes, start), and significant plots should end if there’s going to be a satisfying story. So I don’t expect that I’ll ever start a campaign expecting that it will only end when everybody gets tired of it. I’d rather do things with bangs than whimpers.

I know that what matters for an ending isn’t how I feel about it, but how the players feel. The problem is that I’m not sure how the players will react to the ending I have in mind (or anything, at all, ever), whether they’ll think it’s a satisfying conclusion or if it doesn’t make any sense or justify the campaign as a whole. Because justification is kind of the point of an ending: all plots should have a conflict, and all conflicts should have a resolution unless the lack of the resolution is a significant and inalienable part of the plot, like the horror franchises where the villain’s never really dead. If the players, viewers, or readers expect things to be resolved, they’re deeply unsatisfied with lingering questions. They want something that justifies all the time they’ve put into following a work, and an ending that doesn’t give them what they want can lead to them souring on the whole thing.

So it’s with some consternation that I work on the session for my least favorite part a campaign, a session that can play a big part in whether this campaign is a success or a failure. As I am wont to do, I’m already working on the next campaign and the one after that, so even if it’s miserable I hopefully won’t dwell on it too long.

I’m not good at ending blog posts either.

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