Friday, August 17, 2007

Inter-Party Conflict

Posted by Stupid Ranger at 8:02 AM
As you seek to save the world from the Big Bad, you will have the opportunity to learn more about the people with whom you are adventuring. That doesn't necessarily mean you will like them all or that everyone will always get along. Inter-party conflict is very easy to spot but difficult to manage. There can be any number of reasons; the best advice I can offer is to try to determine the source of the conflict, then work to remove or reduce the effects of that source. Here are a few scenarios:

#1: Too many leaders. Sometimes conflict arises when there are two or more decision makers making the tough decisions, completely in opposite directions. Do you stay to help the poor family rebuilt their tiny little shack, or do you need to press on to make your appointment with the King? It's a difficult call, and if your party is getting two different leaders pulling you in multiple directions, it can be even more difficult. Depending on the frequency of this issue, your party has a few options: take a group vote (by secret ballot if necessary) if it's a once-in-a-while thing or elect an official leader if it's happening all the time. Some groups can function with multiple leaders if they all work together, but if your self-elected leaders are not working as a team, they can bring an additional level of chaos that can take some of the enjoyment out of the game.

#2: Odd man out. When you have one character that just doesn't fit well with the rest of the party, you are bound to have some conflict. This may stem from differences in alignment, race, or religion; a paladin traveling with a group of rogues, for instance, is likely to see a lot of conflict. I played a character once that was the only character not worshiping the same god as everyone else; not the easiest situation, but I managed to work with the rest of the party, and they were wise enough to understand that there are many religions and left it alone. It could have been much worse: they could have tried to convert my character to their god. If you are in a situation where your character is suffering because you different from the rest of the party, try spending some in-game time talking out your problems with your comrades. Maybe you can reach a compromise: the rogues may agree to stop picking pockets if you're within 10 feet of of them if you stop trying to run them over with your paladin's mount. If you're still stuck, involve the DM; most DM's will be happy to help find a solution so that everyone has an enjoyable experience.

#3: Bad information. If one character receives bad information and is sure that it is reliable, that character may do something to the detriment of the party. For instance, if the Big Bad disguised as a helpful merchant tells a character of riches beyond believe if another character is sacrificed at sundown on the mesa outside of town, you can be sure that this bad information will make life difficult not only for the sacrificial character, but for the entire party. Bad information will make even good characters do bad things, and depending on the level of conviction, this may be one of the most difficult conflicts to overcome. Because this can be so difficult to spot in-game (no metagaming, my friends), it can be difficult for your characters to understand what is happening. Try to get everyone talking; if you can identify the bad information, the whole party can work to discredit it. If the party can't identify this bad information or discredit its source, you may still be able to temporarily reduce its effects by sticking together and sharing watches... just make sure no one leaves the intended victim alone with the potential executioner.

Inter-party conflict will never the be same for two groups because no two groups are exactly the same. The source of the conflict may be so obscure or so crazy that identifying it may be difficult. Avoid metagaming; just because you as a person knows doesn't mean your character would know. That doesn't mean you can't have your character investigate; starting those conversations with the rest of the party are one of your best tools in the path toward resolution.

Labels: , ,

Thursday, August 16, 2007

Headed to GenCon!

Posted by Dante at 2:28 AM
The StupidRanger gang is headed to GenCon for the weekend!

Stupid Ranger and I are broadening our horizons this year, normally our convention experience is wrapped up with True Dungeon, seminars, and the sales floor. This year, however, Vanir has convinced us to join him for Nascrag this year. It is sure to be a giant ball of irreverent fun, and I'm sure we'll post a full report upon our return.

Whether or not you make it to the convention, make an effort to do something to broaden your gaming horizons this weekend. Roleplay a little more, dust off that side quest idea you've been percolating, play a one-shot of a different game or system... do something to get out of your comfort zone.

Labels: , , ,

Wednesday, August 15, 2007

Stories: Goldilocks and the Three Bugbears!

Posted by Stupid Ranger at 10:45 PM





The adventures of a precocious little rogue as she explores a woodland cottage.

Labels:

Evensbrook

Posted by Vanir at 10:24 PM









Join our intrepid adventurers on their quest to save the world from eternal darkness. The adventure begins RIGHT NOW!

Labels: ,

Chicks Dig a Rock Solid Backstory

Posted by Vanir at 10:11 PM
There is one very common thing that's always puzzled me about a lot of D&D games I've played in. Frequently, the players start the campaign in a random tavern, and the DM asks everyone to introduce themselves. Then everyone works out how they met and why they're adventuring together. Then, 9 times out of 10, everyone runs off and nobody ever mentions anyone's backstory ever again.

What a waste! Your backstory is the foundation on which you can build an excellent character!

Here are some tips on how to build a good backstory:

  1. Where does your character come from?
    This can be as simple as deciding what country/region they're from (especially in an established game setting), but it can also include things like family background, income level, and other environmental factors.

    For example, let's take two identical twins. One grew up in an affluent family in a big city in a peaceful nation. This fellow is going to look at the world in a vastly different way than his brother, who grew up in a small desert village frequently terrorized and robbed blind by bandits.

    HOW these two would look at the world differently is up to you.
  2. Crisis is the birthplace of change.
    Your character got the way they are somehow. Was he beaten up as a kid? Did undead kill his family and he were raised by the cleric that saved him? Something got you to this point.

    It might not be anything so climactic as the previous examples. It could be that nothing has gotten you to this point yet and your character is about to find out what it is he's supposed to do with his life. Just look at any 16 year old and try to tell me with a straight face that they aren't in a constant state of crisis! He might have noticed he's good with a sword that he found in a field somewhere, or discovers that light comes from his fingertips when he thinks about it hard enough.

    Whatever you decide, this is a good time to figure out why they decided to choose whatever class they did. If you're having trouble with this, think about how you decided what to be when you grew up. And remember, PC's can't just coast through college! Usually.
  3. Why are they here right now?
    At some point, you're going to have to figure out why your character decided to show up where the other PC's are. One of the best parts about writing a good backstory is that the more you have, the easier it is to do more since you already have a base to work with! Use what you've come up with in the previous tips and think of a reason your character would be here right now.

    Your characters don't necessarily have to be wandering around aimlessly. Perhaps someone sent them? Maybe they saw a fat, rich-looking merchant wander into the tavern and he looked like an easy mark.
  4. Work with the other PC's!!!
    Nothing helps a backstory like someone else who shares it, and this makes roleplaying 20x more fun than normal. Maybe your PC grew up with your friend's PC in the same village? Maybe they're members of rival tribes forced to work together? Maybe his character thought your PC's sister was hot, and you have to constantly make sure he doesn't hit on her between adventures. Get a partner in crime, and make up stories together.
  5. Work with your DM!!!
    This helps so much it's not even funny. Talk to your DM about the campaign setting, the places you could come from, how adventurers are seen where you'll be wandering around, etc. Tell them well before the campaign begins what you've got in mind. You just might find that some of the story involves you (and your backstory) directly. And that makes it real easy to get completely engrossed in the story.
  6. Think about continuity.
    You don't have to get crazy with it, but it does help if you double check to make sure all the stuff you just made up makes sense so everybody doesn't get confused. Especially if other people, like Dungeon Master people, are going to be writing material based on it.
  7. Don't get delusions of grandeur.
    It's probably not a good idea, especially for a 1st level character, to write about how she singlehandedly fought off a whole war party of orcs and saved her village. It probably won't gel with your character's current capabilities. You don't necessarily have to write your backstory as if it was your character's very first adventure, but make sure it reflects your character as they are at this point in time.
  8. Don't be afraid to be different.
    Some of the best characters I've ever played have been real oddballs. As long as you think it'd be fun to play (and the DM allows it!) get weird.

Once you have your backstory, make the occasional reference to it in-game. Let it color the reactions your character has to the things occurring around him. Let him tell stories of home, and talk about his hopes and dreams to the other PC's. And let your imagination run wild.

Until next time, keep having fun the best way that works for you. -V

Labels: ,

How I Saved My D&D Relationship With Roleplaying

Posted by Vanir at 10:07 PM
Have you ever felt bored at the D&D table, waiting for the boring parts to be over so you can try out your new battleaxe +1? I used to be like that too.

When I was 11, it was enough for me to know that I was a fighter, and that there were some orcs to be killed. As I got older, I started to get a little bored with D&D. The rules seemed a little pedantic and the payoff just wasn't there for me anymore. If I wanted to run around and kill things, I could just play a videogame and it would be much faster.

Then I discovered what a tabletop game with your friends offers that videogames can't: roleplaying.

Roleplaying offers you the chance to be more than just a guy with an axe. Now you don't have to either fight or run away. Fake an epileptic seizure so your buddies can sneak past a guard. Chat up the barmaid at the bar to gather information. Let your bard smash his lute on stage because it's totally punk rock, and let him regret it later. Think outside the box. The box is no fun.

When you truly roleplay a character, the rules are still there. The difference is, it's not the whole game anymore. Hell, it's not even most of the game anymore. Finally, you understand that when the PHB refers to the rules as "guidelines", it doesn't just mean "these are rules you can bend". They are there simply to ground the events of the game in a slight modicum of reality. Which is probably good, because a player's imagination is really, really powerful. And fun!

Roleplaying brought D&D back to life for me. These days, my favorite session of any campaign is the very first one, where everyone meets for the first time and gets to be themselves before the shit hits the fan. These days, combat is the boring part.

I might also add that there is absolutely nothing wrong with the standard dungeon hack. If that's how your game works and everybody you play with can't wait to do it again week after week, then you are doing everything absolutely right. You could all dress like ballerinas and have pie-eating contests to determine combat initiative for all I care. The objective is to HAVE FUN, and it's ultimately up to you and the people you game with to decide how to do that.

You'll be seeing a lot more about roleplaying from me and my esteemed cohorts here on StupidRanger. While I find roleplaying really rewarding, it does have its pitfalls (most of which I've fallen into, causing me frustration and our DM Dante numerous aneurisms). I'd like nothing more than to share this little bit of magic with everyone. I hope you have as much fun with it as I'm having!

Labels: ,

Sunday, August 12, 2007

Bard-ic Knowledge

Posted by Stupid Ranger at 11:43 PM
The first character I ever played was an elven bard named Lillian. And since those happy days so long ago, the bard remains one of my favorite classes. It takes a little bit of planning and a little bit of finesse to play a bard, and for those of you who haven't yet taken the plunge, I want to share some tips that have helped me create some of my most memorable characters.

Race: A bard can come from any walk of life. Personally, I prefer to play as an elf or a human. Elves are a very natural choice; their longevity provides them with many years to acquire new stories, and they are well-known for their love of the arts. Their inherent weapon proficiencies provide a better range of options when selecting your weapon, and their inherent graces gives you a bonus to Dexterity, although you lose a bit in Constitution. I like humans for bards because of the additional feat and skill points at first level, and while you don't get the bonus to Dex, you don't lose any Con either.

Stat placement: With Charisma dictating your spells and your performance checks, you should place your best stat there. I recommend placing the next highest stat in Dexterity; the benefit it two-fold. First, you will increase your armor class, making it easier for you to survive. Second, you set yourself up to play with a ranged weapon and stay out of direct combat most of the time. If you want to use a melee weapon, you can take the Weapon Finesse feat (see page 102 of the Player's Handbook for the list of qualifying weapons) and apply your Dex bonus instead of your Str bonus; that way, you don't have to put another high stat in Str.

Skills: Do not neglect your Perform skill; it enables you to use the different Bardic Music abilities (see below). Other Charisma-based skills can be useful, depending on your role in the party; consider taking ranks in Gather Information and Diplomacy if you want to be part of the fact-gathering missions. Listen is a very important class skill, and if you've got the extra skill points, you should consider taking cross-class ranks in Spot; both can be very useful for your continued well-being.

Bardic Music: The magical effects of Bardic Music can be very powerful, and taking advantage of these can provide great benefits to you and your party. You gain more Bardic Musics as you advance in your bardic lifestyle; each one requires you to be a specific level with a minimum number of ranks in Perform. I believe that one of the most useful is Inspire Courage: the ability to instill confidence in you and your allies, granting a +1 bonus to attack and damage rolls and a +1 bonus against fear and charm effects. A +1 bonus may make the difference between hitting and missing, between making your save or being feared or charmed. If you still think that +1 isn't much of a bonus, consider that over the life of a battle, +1 to everyone's damage can add up to 15 to 20 points easily. Of course, there are more powerful bardic music options available as you become a better bard, but Inspire Courage is available to you at first level, and your bonuses increase as you gain more bard levels. You can review the complete Bardic Music list on page 29 of the PHB.

Spells: Admittedly, the bard spell list isn't as... colorful as that of the wizards and sorcerers, but there are still some great spells available. You can take any combination of spells to help yourself, help your party or hurt the bad guys; the choice is entirely up to you. And the nice part is, starting at fifth level, if you decide there's a spell you never use, you can unlearn it in exchange for a different spell of the same level; for the specifics of doing this, check out page 28 of the PHB.

Bardic Knowledge: As a bard, you have heard wild stories, crazy legends and nonsensical myths; these have provided you with a vast repository of knowledge that may come in handy when you need a little extra information. You can make a Bardic Knowledge check (d20 + bard level + Int modifier) to determine if you know something about that recluse who lives in the forest or the proper method of leaving an offering at the crossroads. It's not as well-known as Knowledge (Arcana), but it can be equally as useful without having to spend skill points.

Labels: , ,

Behind the Screen: Listen to your players...

Posted by Dante at 11:42 PM
I hate to be the bearer of unfavorable news, but one of the key aspects of being a good Game Master (GM) is using those weirdly shaped masses that are so skillfully tacked on the sides of your head.

Oftentimes, players will just come right out and complain about what they're not satisfied with if you just pay close enough attention:

"Wow, I wish I had some better armor."
"I wish this politician would just shut up so we can get back to whacking Bad Things."
"If we'd only find some treasure I could afford that nice shiny blade on the shop wall!"

All of these things should be cues to you as a GM to start to steer your campaign a certain way. Don't just about-face and give them all of the things they desire, but at the same time don't flat out ignore their cries for satisfaction either.

I am a huge fan of building suspense and making rewards seem like rewards, but if you ignore the pleas of your players for long enough they will disengage from your intricately wrought storyline in a (sometimes silent) storm cloud of frustration.

So use those ears. Listen to your players. If your group is anything like mine, they won't be shy about telling you exactly what they want.

Labels: , , ,

Playing courteously...

Posted by Stupid Ranger at 11:29 PM
During your gaming sessions, everything you do - in character or out of character - can affect the entire group. So, here's five quick tips to help you be a more courteous player.

#1. Reduce the time you spend out of character. If you are constantly slipping in and out of your character, you create a lot of confusion for your group and your DM. No one really knows for sure if it was Ceril the Barbarian or Jimmy that just said that. Should the other characters respond? How should the DM handle NCP reactions? It's a complicated web that leads to frustration for everyone involved. So, avoid it by staying in character as much as possible.

#2. Be a conflict resolver. Groups of friends don't always get along; it's the same for a group of adventurers. Sometimes Ceril wants to smash the rocks blocking the most obvious entrance, while the rogue wants to scout out the other side of the fortress for an alternate entrance. When characters can't reach a compromise, the whole session can come to a stand-still. Instead of standing by watching your familiar play in the dirt, see what you can do to help resolve the conflict. You don't have to betray character's persona; just take another look at the situation to see if your character could somehow help find a resolution. Maybe your character can't help... it happens. If discussions get too heated, talk to the DM about taking a quick break so everyone can relax a bit; conflict resolution isn't always about a diplomacy check.

#3. Don't railroad. If you are so deeply connected to your character that you need extra game time for further character development... that's great! Congratulations! But keep in mind, yours is not the only character in the party. Other people want to play too, and if you continually steal the spotlight for your own use, you will antagonize everyone else. Instead, try working with the DM to find some time you can work on your character development, maybe before your regularly-scheduled session or during the week through chats. You can feel free to share the results with the rest of the party; this is important to you, and it will be important them too. They just don't necessarily have to watch it all play out while they are twiddling their real life thumbs waiting for you to finish.

#4. Leave your real life at the door. Sure, you may have just had the most horrible day ever, and the last thing you want to do is try to figure out how to get out of this impossible dungeon. Bringing your misery into the situation will make it difficult for everyone to have an enjoyable session; your emotions are not always appropriate for your character. Take a few moments to complete whatever ritual you use to re-establish your roleplaying connection, like reviewing last session's notes or looking over your character sheet. Sometimes, it can be extremely difficult to just ignore whatever is happening in your life, especially because your game time is also a time of fellowship; these are your friends, and you want to talk to them about whatever is bothering you. Use your breaks to discuss what's bothering you, and when the break is over, do your best to leave all those troubles behind you.

#5. Avoid arguing with the DM. Nothing ruins things faster than you getting into a shouting match the DM. Not only can it devastate group morale, you risk undermining the DM's authority, leaving the door open for future arguments. You won't always agree with the DM, but how you handle your disagreement makes all the difference in the world. If it's something that can wait, let it wait until the end of the session; bring it up away from your gaming environment so you can discuss the issue as a level-headed individual instead of a rage-filled character. If it's something that will prevent forward movement, ask for a break so you can present your argument. In order to keep things moving forward, your DM may make a temporary decision until further investigation during non-game time allows for a more permanent resolution. Things won't always turn out the way you want, but have faith that your DM makes fair decisions for the greater good of the entire party.

Labels: , ,