Showing posts with label advice. Show all posts
Showing posts with label advice. Show all posts

Friday, August 30, 2024

You Don't Need to Use Them All

Two years ago, one of my players, Denis, was thinking about running a game. There was some light pressure from the group for him to give it a shot. He eventually settled on trying to run a Gamma World game, details here and here

That game never got off the ground. For Denis, he felt that there was too much pressure to compare to others in the group who have years or even decades of experience running games. 

At the English camp we were teaching at through most of August, several guys were asking Denis and I about our games (some are former players, some just curious about RPGs). Denis mentioned that one of the main reasons why he never got his GW game going because the random encounter tables seemed overwhelming. 

I instantly understood what he meant. Random tables like those in the books require the referee to be familiar with most of the creatures in the book. And with all the mutations in GW, that may make it overwhelming. If you only need to worry about a few monsters you've placed in a dungeon, plus whatever powers your players have for their characters, it's not as overwhelming. If everything in the book is on the table, it's a lot to deal with. 

I told Denis that he should try to run the game, but just drop random encounters. The look of relief on his face was noticeable. I think he had been in the mindset that the game has rules for this, so he needed to use them. But that's not true. 

You don't need to use all the rules to run a fun game. Especially when you're just starting out. I ignored lots of rules when I was just starting out as DM nearly 40 years ago. And the games were fun, and challenging. Once you are comfortable with the basics of the game, and with planning and presenting adventures, the more complex stuff can be added back in.


Monday, January 9, 2023

Gaming in the Abstract

I was thinking about a more general, abstract way to describe play in RPGs the other day, and I'm still sort of working through these ideas, but wanted to get down here what I've been considering so far. Partly so that I don't forget, and partly to get feedback from the community. 

I'm thinking of how a DM/GM/Referee and players interact during a game, at the encounter level. Obviously, the "logistics" phase of the session, where players get set up, check character sheets, add/subtract equipment or various scores, update things, wrap things up, level up, and all that would have separate moves than these. This is a start at describing the "moves" of an RPG. Other than Initial Description, there is no set order for these, and they are of course recursive until the encounter is completed. Also, these should be able to apply from any sort of situation from entering a simple dungeon room to traveling through other planes of existence.

The Encounter

Initial Description: GM move. GM gives an initial description of the encounter.

Question: Player move. Players request more details about initial description or information gained from other moves.

Examine: Player move. Characters look for more specific detail about one element of the encounter.

Interact: Player move. Characters manipulate one element of the encounter (including talking to NPCs/monsters).

Search: Player move. Characters attempt to find possible hidden elements of encounter.

Travel: Player move. Characters move from current location to another.

Engage: Player move. Characters initiate some sort of conflict, or react to NPCs/monsters engagement.

Avoid: Player move. Characters refuse to interact with encounter.

Explain: GM move. GM provides more information in reply to player moves above.

Stipulate: GM move. GM explains pertinent rules or obvious consequences of proposed player moves so that players understand the stakes.

Adjudicate: GM move. GM engages in game mechanics (or calls on players to engage in game mechanics) to find the results of a player or NPC/monster move.

Resolve: GM move. GM explains results of moves taken by players and/or NPCs/monsters, or of game mechanics adjudicated.

Updated Description: GM move. GM provides pertinent details of changes to the encounter after relevant moves have been completed.

Saturday, December 31, 2022

End of the Year

So it's New Years Eve. We're watching the annual Japanese NYE performance show Kouhaku on NHK, as we usually do. We had sushi for lunch today with my mother-in-law. Did a bit of shopping (new shirts for me and Flynn, books & stationary for Hanna and Steven). Not a bad way to end the year. 

As for the new year, I will NOT be taking part in the Dungeon23 challenge. Not that I've got anything against it. I've just about completed a 300 encounter area 3 level dungeon for my TS&R Jade game. I have about 20 rooms left to key. I don't need another dungeon of similar size in that campaign. 

I will be striving to finalize the GM advice/running the game book for TS&R in the new year. It's the book I really don't need as a reference when running the game, and it's the closest to a rehash of BX/BECMI, or your favorite retroclone anyway, so it's been a struggle to keep interest in it. Also my waffling between making it a bare bones "here are the procedures for dungeons, wilderness, urban, and dominion adventures" and full on "hey, you're new to running RPGs, so here's how to do it" levels of detail. 

A couple of months back I read through what I'd written as GM advice in both Flying Swordsmen and Chanbara. I think there's some solid advice in there. And it seems like there has been some need for something to explain not just basic procedural play, but a bit of game design philosophy for people either new to RPGs or coming to the OSR after having started with newer editions or other games. So I'd like to write the more detailed, full on book, but that's obviously more of a challenge. 

And who am I? That's a big mental stumbling block for me. 

But when I did a test of a bare bones book, it seemed so incomplete. 

Obviously, it will end up somewhere in the middle. 

I just need more free time. Actually, I have the time. I just need more "spoons" to get this done. Seems like work and family duties sap most of my mental resources these days. Not sure if this is some sort of long covid funk, or just that I'm getting older and under a bit more pressure than before. Anyway, for the handful of people waiting for me to release TS&R, the system is working well in play. I just need to get that GM book together and I'll have a complete game. Well, sort of two, since I've got "Western" and "Eastern" books for player characters and for monsters. The GM book, however I write it, will be usable with both sets of player/monster books.

Sunday, September 18, 2022

Threat Assessment is an Important Part of the Game

Ever since 3E came out, the currently published editions of D&D have included rules for "leveling up" monsters to keep their power level in line with those of the PCs. So instead of graduating from battling kobolds and giant rats to battling bugbears and carrion crawlers, then moving on to trolls and chimeras, and then on to frost giants and purple worms, we instead get just an ever expanding roster of creatures to fight. But it's perfectly possible for a DM to have a war against ever increasingly powerful orcs from level 1 to level 20 of the game, if that's what's desired. 

And this is a problem for more than one reason. For one thing, aside from the ability to now face some creatures that were off limits before, as a player you still feel like you haven't really gained in power. Your character has gotten more bells and whistles. Managing all the special abilities, feats, spells, and magic items takes more time and focus during games. Things slow down because of it. But you still need to wipe out ONE MORE nest of goblins. 

Part of this problem is also that the DM is either too engrossed with their idea of the great goblin war or whatever, or else too limited in imagination to use other types of creatures effectively. They know how kobolds work. Just keep pumping up their hit dice as the players go up in level, and it will all work out fine! Or so they think.

But another problem that people might not consider at first is that this means, to experienced players, that they will never know just how tough an encounter with orcs is going to be. 

I don't hear much bemoaning of "metagaming" these days, say compared to 10 to 15 years ago. Maybe I'm just missing a lot of the community chatter since I'm not really in a lot of RPG discussion social media groups and don't frequent any forums regularly. I do remember people championing this exact phenomenon because it helped to "prevent metagaming." But what it really does is render an important part of player skill irrelevant. 

If players know, from having faced certain types of monsters before, whether earlier in the campaign or from previous campaigns, that helps them with risk-reward assessment. They can gauge the power level of their part, the type and numbers of a group of monsters, and be able to judge easily whether to engage or try to avoid the encounter. Just like the artificialness of "dungeon levels" helps a party decide on their level of risk vs potential reward, knowing the monsters is information that experienced players (and by extension their characters) can use to make decisions. And decisions are the heart of game play. 

Now, if a DM is going to go the 3E and forward path, and try to run level appropriate adventures where the PCs are assumed to a) take on every encounter they come across and b) have a near guaranteed chance to win these encounters until the big bad at the end...which they still have a pretty good chance unless they make some dumb decisions or the dice are just not there for them, well for that DM it probably doesn't matter if the orcs have 1 hit die or 6. The PCs won't encounter the 6HD orcs until they're 8th or 9th level. 

But in an open world game, or a megadungeon, or any other more old school player driven game, knowing the monsters is part of the player skill set that should not be ignored. 

Now, this doesn't mean that there can't be an especially big and tough version of a normal monster, or that DMs should never introduce new monsters to the mix. It's important to shake things up now and then. But really, this works best if the players KNOW most of the regularly encountered creatures. The creatures they don't know will make them act cautiously until they know what they're up against. And really, a good DM should be giving clues when they put in those tougher than normal creatures. 

So, my advice for DMs? Don't scale up weak goober monsters for mid to high level PCs unless there's a solid reason to do so. Telegraph that when you do it. There are plenty of creatures of all challenge levels that can be pulled from 50 years worth of the game. And no matter what system you're running, it's probably not that difficult to convert between rule sets. I've converted plenty of 3E creatures to BECMI stats. And back when I played 3E I converted old school monsters to 3E. It's not that hard. 


[Yes, this post was inspired by an event in one of the the 5E games I play in (via PbP). We ran into an encounter with orcs wearing black chitinous armor. They're a lot tougher than normal orcs, and we're (6th to 7th level) getting our asses handed to us. But the GM DID give us clues that these guys were tougher than normal. I'm not faulting him! He did it right. But the encounter got me thinking about this phenomenon.]