Faith: Signature Items

Sometimes I worry what my readers think of me. I know logically that nobody goes over this blog with a fine-toothed comb, looking for contradictions so they can shout “Aha! This person says he/she doesn’t like racial stereotyping, but there’s clearly a reference here to arcane archers! I have to let them know I’m onto them!” But I cut my teeth on Internet message boards full of young people who did exactly that, and old habits die hard. So I do wonder whether anybody recalls my screeds on how Pathfinder is going in a direction I don’t want and how it’s not for me any more, then notes how much I’m talking about our new Pathfinder campaign. I would not blame anybody who finds themselves with occasion to ask “what gives?”

The short answer is that yes, we are playing Pathfinder. But we’re going at it with a healthy disrespect for what the system thinks is a good idea, tossing out whatever we need to play the game we want. And the first major thing we’re doing to that end is our signature items.

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Faith: Meet the PCs

Campaigns are about characters. It doesn’t matter what plots you weave or how clever your battles are or what house rules you wrote if the players aren’t excited to apply characters to them. I wanted to avoid gushing about my players’ characters like a proud grandmother, but a lot of what we’re doing in Faith is about them, so if I don’t describe them at all you’re just going to be lost. I’m still not going to do a blow-by-blow of the campaign, though. You’re welcome.

For character design, I only gave the players a few directives:

  • Each character must have a different deity, and the only acceptable deities were the character who ascended to godhood at the end of a previous campaign, The Great Tower of Oldechi.
  • Each character must be from a different era in history, as determined during our Microscope session.
  • The campaign’s high concept is anime, specifically but not exclusively shounen combat anime. The characters were encouraged but not required to fit a Five-Man Band.

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Adaptations

I’ve been referencing Chrono Trigger a lot as I talk about Faith, my players’ latest attempt to ruin not just one of my settings but several settings throughout history. But that’s not because I’m trying to run a Chrono Trigger campaign, because I’m not. If I was, we’d be reskinning thing much harder to fit with the four allowed magic types, I would have a system for double- and triple-techs, and I definitely wouldn’t be running in Pathfinder. But I still wouldn’t limit the campaign to only three players and I would be using my own world maps. The important things about Chrono Trigger to me aren’t the three-person party or Porre Village specifically. They don’t make things feel like Chrono Trigger to me as much as Lavos and Spekkio and tag team moves, and how my players and I feel about a work is the most important part of creating an tabletop adaptation for it.

When I say “adaptation”, I don’t mean “a copy in a new medium”. We’re not turning a book into a movie, trying to hit the same story beats while improving what we can with visuals and making the fewest concessions for time and budget constraints. Adapting something to tabletop gaming isn’t about doing the same thing over again. It’s about getting the feel of the original work and duplicating that feel in a new story with new characters because we like both the original work and the agency tabletop gaming gives us. We want the room to make a campaign that’s more of an homage than a copy, where we can leave our own mark on it while enjoying something we like in a new way.

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Faith: World Maps

As part of planning for Faith, our time travel campaign where the characters go through history adjusting events so their respective gods can become top-tier members of their pantheon, I realized I would need world maps. That’s maps, plural. Chrono Trigger, our thematic launch point, had one world map for each era and expected the players to traverse all of them fully. A simple “yeah, this island is tropical or whatever” wouldn’t suffice for our campaign. The players need the ability to make intelligent decisions based on the current timeline and what they think they can do to change it, and that means I shouldn’t arbitrarily limit their ability to move. I mean, I’m going to limit it. It just won’t be arbitrary.

I made several world maps, one for each era, and decided to hide them from the players so they couldn’t review them until the dramatic reveal. Upon further consideration, I realized that was dumb. I should expect characters to know something about their world, at least as much as most modern people know about other countries, and letting the players see only the world map from their corner of history doesn’t actually add anything to the campaign. This way there’s some chance I’ll get players interested in things like “why is this continent bigger than before?” or “why did this island rotate?”. Questions like that tell me what the players want to know, and thus what they want to see in the game, and thus what I should put into my adventures. So here they are:

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A Comedy of Eras

I’ve wanted to use that as a post name forever.

There are a lot of “nevers” in conventional DMing advice, and I’ve been on something of an unofficial quest to violate all of them. Consider “never give the players wishes”, but when my players got on a genie’s good side their wishes fed into the campaign plot and basically wrote another campaign for me. Or “never railroad the players,” but the Zelda campaign’s incredibly rigid story structure helped make it one of my best campaigns. Or “never give a player in-character authority over other players”, but I’ve done this for more campaigns than I haven’t, and it’s always worked because the players aren’t petty about their characters’ power structure. Even “never let a player use an unbalanced option that makes them stronger than other players”, but I let a player have a deliberately overpowered version of a spiked chain* and nobody batted an eye. For the most part “never” doesn’t actually mean “never”, it means “consider carefully your intentions and any foreseeable repercussions before you”.

It is with this in mind that I consider the advice “never use time travel” and intend to spend my next campaign willfully ignoring it.

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Subclasses, and What Came Before

This is DMing with Charisma’s 300th post. I was planning on an important, sweeping post describing how my last campaign affected me and how it will affect all of my campaigns going forward from the standpoint of the table experience and the game’s social contract. But instead, let’s talk about something I do like about 5E: subclasses.

Traditionally, a character’s class affects his place in the game more strongly than his other choices. His ability scores affect how good he is at things, and his feats affect specific corner cases, and race can be very relevant if you’re a terrible person, but a class lays out most of what a character does. It determines whether he’s good with certain kinds of equipment, whether he can cast magic, how easy it is to grow in other areas like skills, what things he can do that nobody else can, and often his role within the party. Obviously it’s not as simple as “all fighters have good AC and swing swords and can’t use spells”, but as players we do get a certain picture in mind when we think “fighter”. It’s exactly why I ask my players to describe their characters without using class names, because we have those mental shortcuts telling us how each class works in the game.

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The Role of Rolls

The essence of D&D, and arguably of tabletop roleplaying at all, is randomness. For years it was right there in the name: D&D ran on the d20 system, where players roll a 20-sided die and use rules to interpret the result. Everything about the system comes down to rolling somewhere, and even non-random choices like “you can Hide after making an attack” are actually ways to affect the randomness (here, creating a random chance to hide where normally no such chance would exist). It feels a bit silly to critique 5E for a mechanic it shares with (almost literally) every other game.

The issue at hand is the amount of randomness. Obviously there’s a sweet spot. Too much randomness and there’s no player agency, but too little and there’s no point to the system at all. Which, as I write it, is a succinct way of stating my point: the more randomness there is, the less say players have over what happens, and vice versa. Now that I’m nearly twenty sessions into 5E I think I can safely say the randomness is far more than in any system I’ve played, and that’s incredibly bad.
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The Superman Problem

After several weeks of illness and travel, my first D&D 5E campaign has finally wrapped up. But in the long stretch of time between last two sessions, I realized a normal campaign post-mortem wouldn’t really cover the things I wanted to say. I think it’s more helpful to discuss each issue separately so it has the space it needs, and I’d like to begin by telling you about a pro wrestling match I saw right after the penultimate session.

It featured two popular, skilled men in a match that had minor implications in their storyline but was more an excuse to give both of them something to do. It was a gripping, back-and-forth affair where both competitors pulled out surprising, athletic maneuvers, and they kept the action moving quickly and constantly. Commentary covered it well, the crowd stayed interested, there were no ridiculous shenanigans to take away from the match or the result, and both wrestlers came out looking like beasts, one for his skill and the other for his determination against great odds. It was fun, it was entertaining, it was excellently performed, and I hated it.
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The Secret Language of Character Sheets: Examples

Reading a character sheet isn’t easy, especially when you don’t know what you’re looking for. “Longsword: +6 to attack, 1d8+3 damage” doesn’t actually mean anything without context, and that context is usually buried in gaming rules and minutia. Even if you have a frame of reference, like knowing you’re looking at a 2nd-level fighter in 3.5E, the context changes based on the campaign style (“Why don’t you have a magic weapon yet?”), the challenges (“You’re almost guaranteed to kill any goblin in a single hit, that’s ridiculous.”), the setting (“A longsword? So you’re showing off that you’re a foreigner?”), and too many other factors to list. I can’t give you a detailed primer on how to know if your character’s abilities, or the abilities of your players’ characters, fit the character or characters you want to play. That’s something you have to figure out for yourself within your campaign framework.

What I can do is give you examples of reading character sheets for information and what we learned from those examples. These aren’t direct recommendations like “if a character’s attack bonus falls below the recommended range for an attack bonus at the character’s level, that character is not interested in front-line combat”. Hard and fast rules don’t work for this. Instead they’re concepts, gentle nudges that say “here’s what we noticed, here’s what it meant, here’s how we reacted or did not react, and here’s the result” to demonstrate the general flow of this activity.
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The Secret Language of Character Sheets: Theory

There is perhaps no less fruitful question in my daily life then “what do you want for dinner?” The perfect answer is something direct and attainable like “grilled cheese sandwiches with ham like you made three weeks ago”. Acceptable answers include “pizza”. But the most common answer is some version of “I don’t know.” It’s frustrating, it’s unhelpful, and it is completely reasonable.

In my experience, rarely does it actually mean “I don’t know.” It usually means something much more nuanced like “I want a meal that’s warm and hearty but not too heavy, strong on umami but light on salt, preferably heavily sauced, but right now I don’t have the wherewithal to express that.” A person typically knows what they want to eat, but they can’t express it in language. They just know a particular dish or place or culinary style sounds good or bad, and they consider those dishes and places and styles rather than finding the links among them to get a picture of their current perfect meal. That’s neither wrong nor surprising. It takes knowledge of food to be able to say what you want in food terms, and it takes knowledge of self to be able to even begin looking at your wants in that way, and most people don’t have both in sufficient capacity.
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