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Nov 14 2008

The long Journey, 500th post!

Musings of the Chatty DM started a little over 1 year ago, with a bad colour scheme and a 34 year old nerd with limited editorial and web design skills.

The first 200 posts were about finding my voice, the next 200 were those that established me as a credible blogger and building an incredible community of readers and bloggers.

The last 100 seemed to be about me losing that voice.

I won’t go into that again, I’ve touched on my issues enough.  Suffice it to say that I also realized that I fell to the Gen Con Newbie Nerd trap!

This convention packs so much energy and cool things together that any creative type leaves it on a different plane of reality, convinced that no project is impossible!  When the high wears off, one finds himself surrounded with numerous half-finished projects and a fraction of the energy and the enthusiam to see them through!

I tackled way too many things these last few months, combined with my Real Life issues, causing a mini crash in the last few weeks.  No broken bones, just some bruised motivation and hard to catch muses.

But still, I made it to 500 posts! Not too shabby I should say.  Well worth the work and the effort.  I’ve made many friends and discovered countless cool things about my hobby and about myself!

Blogging is about cycles.  It follows your energy levels and bares your soul for all to see. One thing that keeps coming back though is that if you want to blog about tabletop RPGs and remain enthusiastic about it, you need to play more!

That’s what I intent to do. And I have a game tonight!

Thanks for hanging around!  Here’s to the next 100 posts!

A few stats:

  • 500 Posts
  • 6941 Comments
  • 735 RSS subscribers
  • 400 visitors a day on average

My ad revenues are now in the range of 150-200$ monthly, if I keep this up, I’ll be able to pay for Gen Con next year.  Thanks for those who click them once in a while… always appreciated.

Nov 13 2008

Robin Laws’ Revisited: Part 6, Being Spontaneous!

This post is part of a series where I discuss Robin D Laws’ seminal work on GMing: Robin Laws’ of Good Game Mastering, written at the end of the 90’s . I compare it to my personal experience and opinions and I check how well the guide has ‘aged’.

The other posts of this series can be found here. If you liked them, I encourage you to purchase Robin’s book.  Oh incidentally, he knows that I write these and he told me he didn’t mind… I can sleep soundly without fearing his army of lawyers from Toronto!

Many GMs wish they were more spontaneous in regards to their games, especially when faced with unplanned player requests.

In chapter 6 of his book, Robin Laws tackles spontaneity by covering 3 areas:

Giving instant NPCs Names

GMs should have a list of names readied in advance in their notes to be picked up whenever the PCs ask about a NPC you had not planned to flesh out.  That’s a great tip because when hard pressed to produce a name for a NPC I often find myself groping gracelessly and opting for some monosyllabic name.

Player: Hey Phil, is there a Magician that sells Scrolls here?

Chatty: Huh… Sure, he lives in a shabby tower by the town’s edge.

Player: Cool, what’s his name?

Chatty:  …Jim… Darkmagick? (With apologies to Gabe)

NPC personalities

Then, Robin says that you should have a list of personality traits, one word each, that you can just cross out whenever your players actually interact with that NPC they forced you to create.

Player: Greeting Master Darkmagick, I am Galdar the Arcanist and I seek to purchase some of your Arcane rituals

Chatty (Crossing off “Dark” from his list):  Jim glares at you… Darkly!

Player: (Sigh)

Yeah, make sure you make a list that’s actually inspires you to act out NPCs more vividly.  You don’t need to add many traits.  Its usually easier to play one trait fully, even exaggerating it, than try to go for a complex deep character.  This is a RPG , not Shakespearean camp!

I’ll add that it does not have to be just personality traits, it can be any other defining characteristic that you feel confident you can play at the drop of a hat.  Maybe the NPC has black flies all around him, or maybe she’s a cross-dresser that yells all the time.

Dialogue and other items:

As for achieving convincing, yet spontaneous spoken dialogue for storyline NPC (i.e. ones that you have created for your adventure), Laws suggests that you prime each of them with one or two sentences that represents the NPC’s standard speech pattern.

I’m doing that with my Kobold Love adventure and it works great!

Deformed Majordomo of Local Vampire Lord: My Mashter will shee you now! Pleashe come with meeeeee!

Halfling Rogue: I didn’t steal it, it fell in my pocket honest!

Space Marine: Let’s Frag those bug eyed Mofos and be done with it, I will NOT miss the Game tonight!

Laws then concludes this very short chapter by saying that you can apply such tricks to other things like regions, objects and rooms.

Want more? Here’s a few things I thought up while writing this:

Secrets & Rumors

Make a list of secrets and rumors that are not directly linked to your game.  When players start interacting with NPCs, try to weave in one secret or one rumor in the conversation.   Maybe the Blacksmith’s daughter is a cultist and performs dark rites at night, or maybe that soft-spoken herbalist is keeping a Red Dragon egg in her wood stove.

This is particularly useful for groups who prefer Sandbox type games and/or are more prone to appreciate Storytelling.  Discovering such secrets can lead to whole new quests and stories.

Relationships

If your campaign uses organizations and factions, its useful to decide if a new NPC you are prompted to create is related to one of them.  Is Jim Darkmagick a fellow of the Darkmagick school of New England?  Is the Blacksmith’s daughter part of the Order of the Toiling Bell?

While I don’t suggest that you write this up (I mean this is about spontaneity, not anal retentive overplanning) you should feel free to make the snap decision of linking a NPC that your players take an interest in to one of the existing elements of your campaign world.

Ask your players!

You don’t have to share the burden of spontaneity alone.  When you have to create a NPC on the spot, you can prompt your players to fill in some of the ‘fields’ that make a new NPC.  This is especially true if the NPC was created at their request.

Feel free to ask how that NPC could tie into the story and listen carefully, maybe the players will be crafting future plot hooks for you!

Dare to be silly

Lastly, in order for you to be more spontaneous, you have to slowly shed away any insecurity you have toward your skills as a GM (as discussed here).  You have to dare doing things impulsively.  Make voices, give your NPCs silly names and act out exagerated personality traits.

Spontaneity is an acquired skill, push your boundaries and it will become easier.

Up next (and not in 6 months, I promise): Setting mood and keeping focus.

Nov 12 2008

Adventure Prep: Keeping it Simple and Stupid

All right so last night I sat down to prep for my game as I planned it here and here.  My goal of the night was to be done with the first half of the adventure: Getting on the Fey Airship and reaching the player’s destination.

I got out all the battle maps (I have two featuring ships, so I’m good for Airships) and I started planning a rather complex Skill Challenge that encompassed all the dealings the PCs would do with the Fey, from negotiating the favor, convincing the fey to be helpful and trying to avoid being ‘tricked’ as the kind of Fey I like to play are wont to do.

All in one massive skill challenge (or several sub challenges linked thematically) stretched over the whole evening if necessary…

As I was crafting primary skills and consequences for successes and failures and as I was discussing it with Dave the Game over on Gtalk, it dawned on me that I was possibly making a D&D 4e rookie mistake. I was likely letting the games’ rules, in this instance the not so well defined rules for skill challenges, dictate the way I wanted to play the scene.

Skill challenges are an excellent way of putting a party to work together on a large non-combat problem.  However, they should not be designed as a replacement for some old fashioned Role Playing.

I blame my affinity to all things crunchy.  When rules are made for a situation, I feel compelled to use them… Yet I complicate things because I still want to achieve exactly what I have in mind in terms of story… yeah, I’m insane like that.

Keeping it simple, I need to do this more often… its surprising how seldom I manage to pull it off.

I have a specific feeling I want to convey in the scenes with the Fey Airship and I can likely achieve this without any die rolls.

So I greatly simplified the skill challenge I had originally planned.  I’ll focus it on the PCs getting exactly what they want from the Fey and I’ll leave the rest to roleplaying based on how involved the players are in interacting with the ship’s crew.

To that effect, I fleshed out the crew by giving names, descriptions and personality traits to the ship’s officers and I made the crew ’special’. There should be enough hooks to entice the storytellers of the group to latch on and go wild.

So now I’m done with the 1st half of the adventure, I just need to add Treasure Parcels and that part is done.  Tonight I’ll focus on the Pirate Airship and the last scene’s ‘denoument’.  Thursday night will be about preparing my gaming room and setting up the battlemaps, minis and get the whole place ready for the game.

Can’t wait!

Nov 11 2008

Adventure Prep: Fitting everything in one evening

Since I’m running a D&D 4e home brewed adventure for my gaming group this week, a lot of my creative energies will be focused there for the next few days. A guy needs his priorities straight and my D&D game is pretty much at the top of my ‘use of free time’ list.

This means that I don’t plan to post some monster article about any special subjects this week (and I didn’t build a buffer of posts over the weekend like last week).  I will be spending my evenings on prepping and once I hit my daily targets, I may fire up the ole blog and write a few lines about stuff I realized or thought up during my work sessions.

As things stand, my players will summon a Fey Airship and will need to negotiate (Skill Challenge) with the ship’s crew for passage to the Pirate Fleet’s Airship mooring point. Brandobaris, the party’s patron and main McGuffin of the adventure is being held on the pirate vessel.

I’ll be missing 2 players so I would prefer that the adventure not take more than one session. My plan therefore goes like this:

  • Scene 1: The Fey Favor and summoning  of the ship
    • Goals: Storytelling, exploration of setting
  • Scene 2: Negotiations with the Fey (Skill Challenge)
    • Goals: Storytelling,  roleplaying
  • Scene 3: Aerial Attack: Something big and flying spots and attacks the PCs.
    • Goals: Butt Kicking, brilliant planning, power accumulation
  • Scene 4: Boarding the Pirate Ship (Stealth and/or short fight)
    • Goals: Brilliant planning, supercoolness, minor butt kicking
  • Scene 5: Showdown on the Pirate’s Bridge! (combat vs pirates guardians and big reveals)
    • Goals: Storytelling, butt kicking, power accumulation
  • Scene 6: Return Home, Closing Credits
    • Goals: Storytelling, campaign conclusion

Since an extended rest is assumed in the story between Scene 3 and 4, I’ll but a big nasty there… possibly something linked to the game’s name.

As for Scene 5, I have to factor in the group’s tiredness and the time of the evening, so I’ll probably make the fight less complex than what my original plan for the story called for (Dragora, her dragon, the ship’s captain and officers and Brandobaris).  I’ll probably settle for something challenging yet simple enough to be completed within one hour or so.

For both Scenes 3 and 5, I will want to establish cool battle maps and create at least one or two battlefield elements that players can use to spice up the fight.  As I write these lines, I can totally imagine some sort of magical Harpoon guns mounted on the gunwales of the Fey Ship.  I’m open to suggestions of things you might find on airships (Structures and cargo) that could useful in a fight.

Scene 6 will be the campaign’s conclusion.  The Heroes have either failed or return victorious with their spoils (which could be surprisingly large).  We’ll conclude the campaign and I’ll start asking players what they want their characters to do in the near future, before the next campaign starts (which could be with the same or different characters).

Now depending on how players react and the choices they do, I might drop scene 6 and stretch the campaign for one more session.  For instance, if the PCs want to seriously dent the Pirates’ strength, we might decide to plan another adventure in the same region.  I’m perfectly willing to meet my players here, we basically have 2 or 3 sessions planned before year’s end anyway.

Wish me luck!  I think this will be a good game

Nov 09 2008

The voice of Chattyness

If you ever wondered what this French Canadian Blogger sounds like after 3 days with little sleep and way too much geek energy, go and have a listen at Pulp Gamer.

They just put up the RPGbloggers unite panel from Gen Con.

Along with Dave and Bartoneus of Critical Hits, Yax of Dungeonmastering.com, The Stupid Ranger and Bob of RPGdigest, you can listen to our stories behind getting into blogging, our tips and tricks and our weathering of slumps and finding our voices.

Enjoy!

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