Saturday, October 27, 2007

Behind the Screen: Swimming in a sea of half-ideas...

Posted by Dante at 12:01 AM
Whenever I sit down to plan the next session, I find that I have often collected a bumper crop of half-ideas. Sometimes these ideas are formed up enough to become a new content episode, however sometimes they are a result of inspiration from other media, movies, or just random thoughts that have bounced into my head in the past week.

Crafting halves into wholes

As I have mentioned in previous Behind the Screen articles, crafting a good hook is paramount to being able to use these half-ideas. I have found that often, the right hook cannot be engineered and it must be left to chance. My process is to take my half-ideas, put as much meat as I possibly can to them without a setup and file them away.

I usually let my players help set me up with hooks, and many times they deliver. Unfortunately though, I do have a fairly sizable backlog of ideas that just don't quite fit my current storyline or plot but could very easily be repurposed for immediate use should the opportunity arise.

A great example of this would be a situation where I would come up with a few nautical themed plot elements, but I'm on a "travel across the countryside" point in my campaign. Our characters eventually came across a seaport and decided to try to commission a boat to help speed them to their next location, and BAM! out came the nautical elements even though I had not planned them before.

One of my favorite sayings: Just go with it.

This method of preparation works fairly well for me, however sometimes the ol' gears get ground to a halt when I have nothing but half-ideas to go off of and no obvious hooks. Does anyone else use a similar approach, and if so how do you get past this stumbling block?

Labels: , , ,

Friday, October 26, 2007

Shirt of the Week: I can has initiative?

Posted by Dante at 1:01 PM


It's so cute that you may need to make some sort of Fort save just to gaze upon it. If you're feeling confident, you may gaze upon the preview.

Labels: ,

Fear and Nervousness in D&D Las Vegas

Posted by Stupid Ranger at 12:55 PM
I love my D&D way of life, but there was a time not so long ago that I didn't know anything about the game. I was introduced to D&D back in college, and in the beginning, I wasn't too worried. But then, when I moved out of my comfortable little group into a much bigger group, things changed, and I was a nervous wreck.

Round 1: The Introduction

I started out with just my husband (then fiance) Dante, and our friend, Chuck, who was the DM. Just the three of us... so if I screwed up, I wasn't too embarrassed. I had a lot of random knowledge from miscellaneous myth systems, folk lore and legends; I figured I could handle the story side of things, though I was a little nervous about the mechanics of it all. After consulting the PHB, I opted to play an elven bard, so the guys helped me roll up my character and place my stats and all those little things that go into creating a character.

Dante & Chuck made things so easy for me in those first couple of session that I was brave enough to accept another friend (Boyle, another long time gamer) into our little group. The very first Evensbrook campaign was my very first campaign, and I had a marvelous time saving the world from the evil Drow.

Round 2: Big Isn't Always Better

While our little campaign was my only campaign, Dante & Boyle were playing in another campaign that Chuck was running with a bigger group. Both stories ended up about the same time, and they guys encouraged me to join in with the rest of the group for the new campaign. And that's when the nerves really set in for me.

This group was composed of long-time players from the early days of D&D; I felt like a D&D-infant having just started in the early days of 3.0. And I distinctly remember the fears PM described: I was sure I didn't know enough of the rules, but I was more sure I didn't know enough of the everyday-kind of D&D things that we would encounter. I was terribly afraid of embarrassing myself in front of the seven or so guys I didn't know very well.

The Verdict

In the end, I didn't make a huge fool of myself, but probably because I'm such a shy person. I played a support character; I stuck to the bard class into which I had already been introduced and offered support in the form of healings and Inspire Courage bonuses. I didn't put myself in the spotlight, mostly because I was nervous about saying or doing something wrong, but in the end, it didn't matter.

I came to realize throughout that campaign that all of these guys - most of whom I did not know prior to the campaign - were willing to put up with my inexperience because, in the end, we were all there to enjoy ourselves.

The Moral of the Story

I highly encourage new players to get their feet wet because it was one of the best things that ever happened to me. Stick with it, play more than one session at least, and try to suspend your nervousness. Don't let the rules scare you; in the end, it'll be just fine. Have fun, and welcome to the family. :)

Labels: , , ,

Thursday, October 25, 2007

Behind the Screen: Introducing new players...

Posted by Dante at 3:37 AM
This week we have received some positive feedback relating to Stupid Ranger's Orientation series, so I decided to provide a few helpful hints on introducing new players for the Dungeon Master's side of the equation.

Don't make them feel stupid

In most areas of the Nerd Pantheon, new people are made to feel inadequate. It is basically a power trip from those who maximize their involvement in a subculture, and special care must be taken not to alienate people who are making their first foray into our azure waters. Oftentimes, new people to roleplaying are work acquaintences, friends, significant others, or relatives and none of these people will respond well to being made fun of.

Before you start in with cries of "DUH!" and "that's obvious" I would have you stop and do some self-examination. I can distinctly remember a group of my own friends berating someone that screwed up Star Trek with Star Wars, to the point where they ended up saying "you guys are too intense for me" and left.

In this same vein, expect to have to explain the basic rules many times, including identifying what a d20 is, and which is a d8 and a d10, and various other commonplace elements of our hobby. This should be done with extreme patience, with special care not to sound exasperated if they don't get it right quick enough to suit you. Being new at something that you want to get into SUCKS, and support is a nice thing to have.

Give them some things to do they can handle

When bringing a brand new player on board, it is good to give them some simple tasks to do that will let them cut their teeth with the gaming system, roleplaying, and basic system elements that they will be expected to handle.

My all time favorite multi-user dungeon (MUD) Gemstone IV has a system that indoctrinates new players by having guided assistance in simple tasks like moving around the town, purchasing gear, interacting with NPCs, and fighting simple creatures (in their case, it was rats). These concepts can be creatively applied as an episode in the plot that can draw the new player into the group, while having them play out some mundane activities to get them used to living in the world that you have created.

Have them interact with an NPC and be sent on an errand to purchase some supplies, and jump them with a Rodent Of Unusual Size and walk them through the combat. They'll get the jitters out of the way and feel awesome about themselves for having beaten something, and then meet them up with the rest of the party. This is merely an example, any focused attention on getting them comfortable using the rules is crucial.

Give them a partner

This may go along with the previous point, but you should be sure to provide the new player a partner, both in-game and out of game. The in-game partner should take the form of an NPC and will be there to bail out the character should that ROUS get a particularly nasty bite in (this shouldn't be required, but we'll cover that later), or help the player to navigate around the town and find the appropriate location where they need to be.

The out of game partner should be there to help them with game mechanics, such as where on their character sheet to find armor class, attack bonus, skill checks, etc. They should be willing to help them determine what to add to their Spot check, and what to do when something unexpected happens. This will make them feel like they're not all by themselves, which is a powerful thing in the early stages of gaming.

Finally, cut them a break

This is a special message to all you elitist DMs out there: don't be an asshole. If you pride yourself on running a realistic campaign where conscripts die readily and its every man for themselves and you intend to apply these rules to everyone that plays, chances are very good that you are an asshole and you should not be allowed around brand new players. If you enjoy having NPCs swoop in in the last second and squash the bad thing to death every time, please see the previous statement.

We're looking for a positive psychological experience out of their first encounters, do what you can to make that happen. It is of *utmost* importance that new players have fun in their first game session. I don't have real scientific evidence to back this up, but I'm willing to wager that 90% of new players won't come back for session #2 if they didn't have one shining moment of feeling as if they did something awesome the first gaming session.

Use your option as a DM to fudge rolls such that the ROUS doesn't crit them to death their first time. If it does happen to get them into low hit points, all of a sudden it had a blood disease and the next strike will render it unconscious. These players know nothing of our ways, they don't know that most creatures have X hit points and one shot couldn't possibly have killed it, they'll just feel like they squashed that scary rat and life will be good for them.

These recommendations work for seasoned players too

Nothing is preventing you from applying some of these concepts with your seasoned players as well. You may not need to explain mechanics to the players that are longer in tooth, but you should still strive to give them that satisfying moment in every session.

I know there are some other seasoned vet DMs out there... how do you handle brand new players? Any recommendations that I didn't cover?

Labels: , , , , ,

Wednesday, October 24, 2007

Monty Haul X-TREME

Posted by Vanir at 12:31 AM
When I was in high school, I played D&D almost exclusively with my best friend at the time. And since I was 13, I got some seriously amazing stupid ideas.

A Tale of Greed and Tragedy

I had just discovered multiclassing, and I decided to go for the gold. My character at the time was a Fighter/Cleric/Magic-User named Presto Perfecto, and he was completely awesome. Well, except for that part where it took him 3 times as long to advance as a normal single-classed character. My friend was playing a Fighter/Illusionist, and hated the slow advancement as well. We played these characters for awhile and then just couldn't stand the burden of slow advancement anymore. So we did what any rational young teenage nerds would do: attempt to rules lawyer.

The plan was simple: we'd found a passage in the DMG that said 1 Experience Point is equal to 1 gold piece. Since it was just me and him, and neither of us was really "the DM", we could simply come up with a lame exuse to give our characters as much treasure as we wanted to get as much XP as we wanted.

The problem was, I'd also recently gotten a copy of the Manual of the Planes. It was there that the seeds for Presto's eventual downfall were sewn.

Thar's Minerals in Them Thar Planes

If 1GP = 1XP, then jewels were worth a lot of GP. And what has more jewels than the Quasi-Elemental Plane of Mineral? So we decided to mine it for jewels and gems. We decided on some "standard" amount each mine would yield, and then set about drawing maps of our huge encampments, detailing where all our mines were.

At the end of the day, my friend and I compared maps, and he had drawn his mines significantly smaller than my mines, and there was consequently way more room on the paper for his. Thusly, his character (by our detailed calculations), was about a 5100th level Fighter / 5096th level Illusionist, and poor presto was only a 3000th level fighter / 2850th level Cleric / 2785th level Magic-User. My friend then declared his character evil and started ravaging the land, his former friend and rival Presto no longer strong enough to be a threat.

I was, of course, powerless to stop him by drawing more mines on a new paper. That would be against the rules.

Share Your Silly D&D Story

I could really stretch for a moral to this story, but there really isn't one. I was 13, dumb as a post, and loving every minute of it. I guess it just goes to show you can have intense fun playing D&D even when you're doing it horribly, horribly wrong. This is a prime example of why our D&D group consists primarily of people over 25 - so nobody dies.

At any rate, we'd love to hear your ridiculous D&D exploits, so share your tales with us! (Knowing I was not alone in my teenage stupidity might help me sleep at night.)

Labels: , ,

Tuesday, October 23, 2007

Orientation: Picking a Race

Posted by Stupid Ranger at 12:30 AM
As you get accustomed to D&D as a way of life, you'll find yourself creating many characters. And each time you start again, you'll have to pick your race and class. We'll explore your class options next time; today, we're taking a look at your race options.

As detailed in Chapter 2 of the PHB, these are the 7 standard races:

1. Humans - no mysteries here. Humans are humans, with the same general characteristics you already know and love. They are considered very adaptable in the D&D realm, and as such, they gain 4 additional skill points and a bonus feat at first level. (Don't worry, we'll go over skills and feats in another Orientation session).

2. Dwarves - stone-working, ale-drinking, war-loving dwarves. Dwarves are shorter than humans, averaging 4 to 4-1/2 feet in height, but that doesn't make them weak... oh, no. These guys and gals are hardy folk that can take a lot of damage; they have a +2 to their CON, but they have a -2 to their CHA; they're not the most attractive of races, but then, they don't have to be.

3. Elves - beautiful, and usually a little distant from others, these elves are not Santa's helpers. They are often denizens of forested regions, living nearly as long as the trees around them. Elves are graceful, and as such, have +2 to their DEX, but, they are not the sturdiest of races, as reflected by the -2 to their CON.

4. Gnomes - thinkers and innovators, gnomes are inquisitive inventors with great senses of humor and an odd penchant for collecting names. Gnomes are shorter than humans, elves and dwarves, averaging 3 to 3-1/2 feet in height. Gnomes are hardy folk, like dwarves, and have the same +2 to CON; being smaller in stature, though, they have a -2 to STR.

5. Half-Elves - children from the marriages of humans and elves, half-elves live between these two races, not as adaptable as humans, not as graceful as elves. They don't gain any bonuses to stats, but they don't lose any either.

6. Half-Orcs - you may have guessed, half-orcs are the result of humans and orcs. Half-orcs are tall, short-tempered and not always personable, but they are strong. The have a +2 to STR, but a -2 to INT and -2 to CHA.

7. Halflings - mischievous and clever, halflings are curious and love adding to their collections, whatever those collections may be. Slightly shorter than gnomes, averaging around 3 feet in height, halflings are nevertheless very nimble; they have a +2 to their DEX, but a -2 to their STR.

As I've mentioned, many of these races have modifiers to their stats. After rolling your d6's to determine your stats, as briefly mentioned in the previous Orientation session, you apply the modifiers for the race you've selected. But don't worry about all that right now; we'll review the steps for rolling up a character later, and I'll remind you about these modifiers then.

Now, there are other benefits and drawbacks to each of these races, and they are all outlined in Chapter 2 of the PHB. I recommend now that you've had a bit of an overview, grab your (friend's) copy and get a feel for the personalities and quirks, as well as the other racial traits, for each of these races.

Next time, we'll start exploring the classes.

Labels: , , ,

Monday, October 22, 2007

Behind the Screen: An Example of Things Gone Bad...

Posted by Dante at 1:32 AM
As my good buddy Vanir posted on Saturday, we had a problematic session. Problematic is kind... it sucked in Dolby Digital Surround Sound. What follows is an autopsy of what went wrong, and my thoughts on how to avoid it again in the future.

Lapses in Playing

As Vanir adequately detailed, we had a fairly long lapse in playing. This caused much off-topic discussion, despite the fact that we had a pre-game meal and plenty of time to socialize prior to game kickoff. I always do a player recap, and even that wasn't enough to crack the indomitable wall of non-game chatter.

The only real solution I can see is to potentially physically change location, as was mentioned during the "Mastering Your GM-Fu" panel discussion this year. We could have our social time upstairs, then adjourn to the basement to play. Also, playing more would be a good balm for the situation, allowing the players to stay engaged because things are happening to their characters that they are concerned about.

Lapses in Judgement

My co-DM and I did a terrible job of planning during the week. Real Life had crept in, and we were busy or otherwise engaged and didn't get a chance to even plant seeds from which the session would grow. This had lasted up until the time that we started the session, even our pre-game planning session didn't break the writers block.

Unfortunately, with this campaign being new we're still not quite through the prelude section, so my options for introducing episodic content are not plentiful. The only solution to this lapse in judgment is to plan early and more effectively.

This lack of planning was somewhat compounded by our characters collectively deciding to go off the rails and elect to ignore some very important information that was coming via a fairly obvious NPC messenger. Instead, they opted to craft another course of action more within their control, so I may get more practice DMing on the fly.

This was not necessarily a problem, it just throws some additional wrinkles into the plan moving forward. I suppose I could've blunt forced them down the path that we had expected them to take, but I disagree with that as a philosophy so we'll have to get creative in responding to the player's plan as it progresses.

Owning up and moving forward

Finally, the wrapup. I knew things had gone poorly, and some fun was had however it was obviously ill-planned and inelegant. So I did what any good DM would do: owned up to the fact that things were less than satisfactory and resolved to plan more diligently and come with "The Heat" next gaming session.

So I'll open up the floor to comments: how do you handle an obviously bad gaming session? (And don't tell me you never have them!)

Labels: , , ,

Dude, where's my color?

Posted by Vanir at 1:29 AM
You may have noticed a distinct lack of color in today's Evensbrook comic. This is for several reasons, but perhaps not the obvious ones.

It takes me, on average, 6 to 8 hours to do an Evensbrook strip. This time has decreased somewhat over the last few months with some practice (and a sweet new Intuos tablet Efreak got me for my birthday to replace my wiggly-line-making Graphire). However, it's still a pretty significant chunk of time out of my week, and I find myself staying up way past my bedtime to get it done pretty frequently. I have NO idea how most webcomic authors pull off a daily strip. Those who know me are well aware that staying up late is my standard pattern of doing pretty much anything, so it wouldn't normally be a problem except I'm starting to get a little frustrated with the strip.

Why, you might ask? Well, Evensbrook is a comic retelling of our group's best-loved D&D campaign. Everybody who played in it has really fond memories of it. I still get excited remembering stuff that happened. But one problem I realized early on is that I felt somewhat obligated to relive every last detail - and I'm fairly obsessive-compulsive. Then, a few weeks later, Jonathan Drain posted an article that struck close to home. If nobody wants to hear about your D&D character, drawing a comic about them that takes up all your free time isn't a very good idea.

This probably sounds like I'm planning to stop drawing Evensbrook. Happily, that is not the case. I am, however, going to change things up a bit. Here's a basic idea of what's going to happen, at least on an experimental basis:


  • Less color - It doesn't look as nice and polished, but it is WAY FASTER to do a black and white comic. I'll probably be saving color strips for big plot events, or if I've got lots of time and am feeling colorful. In the meantime, I will learn how to shade better.

  • Better pacing - Every strip you've seen thus far? Happened in the very first session of the campaign -- and there's more to go -- and I already left out plenty. I love owlbears as much as the next guy, but even I was amazed it took me a month to get through that part. In a daily strip, I could see this working, but I don't want to bore everyone to death on minutiae when I get one strip a week.

  • More comic-y - I don't know if that's even a word, but what I'm getting at is I want at least one of two things to happen during a strip - a plot point, or something funny. This doesn't need to be an exact blow by blow of our old campaign.




The other change we're planning on making with the comics here at SR is that we have left Critical Failure woefully neglected, dooming it to live up to its name. This will soon be addressed. The thought process around here is that people might connect better to a regular, more generic D&D comic than they would to a serial strip about an epic adventure. We're not sure, but it's enough to make us consider making Critical Failure a weekly feature, and have Evensbrook update whenever I can get to it.

At its heart, I love drawing these comics for everyone but I have enough on my plate right now that I want to make sure my attention is where it's needed (and wanted). The comics page gets hit pretty hard every Monday -- but we rarely get feedback on it. I would greatly appreciate any feedback anyone has to give here.

Sorry for the sudden instability, and for a slightly bumpy artistic ride for a little while. Just to reassure everyone, though -- nobody's quitting drawing anything. I'm just trying to figure out how best to do it. Thanks for listening, and especially for reading.

Labels: , ,

Evensbrook #14

Posted by Vanir at 1:26 AM

Sunday, October 21, 2007

Monstrous Pictures

Posted by Vanir at 9:10 PM
When I was a little kid, I had lots of little plastic dinosaurs and aliens and monsters. When I was about 7, TSR came out with a line of completely awesome toys featuring creatures from the Monster Manual. I personally had about 2/3 of the creatures on this list, and man they were cool. Sadly, I gave them all to a friend's little brother when I was in high school. I'd found a couple cool ones I still had around and my lovely wife Efreak loaned me the macro lens on her camera so I could take some pictures for show and tell today.

My favorite of these creatures was the Shambling Mound. Mine was called "Shambles". (You may think that was a silly name, but I also had a Tauntaun named "Bryan" at the time.) Recently, I decided that I would like a new shambling mound as my good luck dice totem for D&D, and so it was that I used the magic powers of Ebay to summon one for me, which I named after his predecessor.







The same auction also came with a Fire Elemental figure, which I also had as a kid. My new Fire Elemental and Shambles II now reside above my fireplace and guard the Christmas stockings during the dangerous pirate-infested holiday season.





I was also going through some boxes of stuff I had when I was a kid a few weeks back, and I found a bunch of the little tiny dinosaurs and monsters that I used to play with. One of them I had when I was very young, and didn't know what it was called until my brother called it a "rust monster" when we were both a little older. Well, I was surprised to find out that it wasn't called that for years by anyone until Gary Gygax picked up a the same set of plastic monsters, saw the same figure, and was inspired to create the rust monster as we know it today.





I also had another little monster that we used to just think of as a weird beetle bug, but it didn't occur to me until I found it again recently that I was staring at a little figure of a bulette. Turns out, just like the rust monster, this thing didn't get its name until Gary Gygax went plastic monster shopping either. (Apparently, the owlbear has similar origins, but I didn't have one of those to take pictures of.)





There was one other monster of similar construction to my rust monster and bulette, and we called it a "blue dragon" when I was growing up. That could well be exactly what it is, but I didn't notice any special D&D significance to this one. (Efreak says he looks "way friendlier than that gross rust monster with his sickass tail -- blech!")



I've created a couple of wallpapers from a few of these images in case anyone's interested. (Shambles II now guards my laptop against pirates as well.)

Shambles II: Normal | Widescreen
Rust Monster: Normal | Widescreen

I hope you all enjoyed a little trip to what's left of my former menagerie. Is it sad to say that I really can't wait until I have kids so I can play with their stuff?

Labels: , , , ,