Published Modules I’ve Known and Loved

Last time, I was pretty harsh on published modules. So, before the hate mail starts pouring in, I’d like to take a moment to clarify a few things, then I’m going to talk about a few modules that I really like. Naturally, though, the rant comes first…

Right up front, I want to make it clear that I don’t hate published modules as a form. I think that they can give a GM looking for a creative boost a much-need infusion of inspiration. The best modules can even provide a ton of playable material. Rather, my beef is with how modern modules teach inexperienced GMs to design and run adventures. Every one of these adventures has half a dozen pages of backstory, a bunch of meticulously detailed maps, and a map key with two or more paragraphs of text for every room or encounter. Which is fine. But the implication of all of this to a young GM (speaking from my own experience) is that this is how all adventures must be designed and that if your players don’t experience everything in the module, you have failed as a GM.

There’s a lot going on in that last sentence, so let’s unpack it a bit. I covered the first part in my previous post, but that second part is the real killer. The feeling I always got when reading one of these things was, “if the author of the module bothered to write it all down (in excruciating detail), I better make damn sure my players see it.” Now, there’s a recipe for railroading, if I’ve ever seen one. And that’s a tough mindset to break yourself out of. It’s really hard for a young or inexperienced GM to look at a super-cool module and say, “Alright! There are some pretty dope ideas here. Let’s see what the players latch on to and go from there.” Doubly so when the module you’re working from is one that you wrote yourself, which is, naturally, in the style that you’ve been taught by reading published modules.

So how the hell is someone supposed to use a published module? You have two options: (1) strip it for parts or (2) run the damn thing. If you’re going with option (1), you’re basically going to be using the adventure as free brain-storming time. Find all the coolest villains, items, and scenes in the module, re-skin and re-tool them, then drop them into your own game as appropriate. This is probably the best option because it has the most flexibility and, if you’re clever about how you do it, can save you a ton of prep time.

That said, every now and then, you run into a module that is just too fucking cool and you can’t help but open door number (2). It happens to the best of us. The last (and, thus far, only) modern module to really get under my skin was City of the Spider Queen by James Wyatt. It’s a huge, sprawling tale of civil war and necromantic horror in the Underdark that ends with the player characters not only to saving the world, but determining the fate of an entire species. So, hey, looks like we’re gonna run the damn thing. How do we do it?

First, make it yours. There’s going to be a bunch of stuff that the author does in the module that you’re not going to like or agree with, no matter how dope their adventure is. Find everything in the adventure that rubs you the wrong way and either change it or rip it out entirely. For example, in an early section of Spider Queen, the players encounter a Drow guard post. Here, I’m less concerned with how many guards there are and how many reinforcements come when they sound the alarm than I am with making sure the scene feels awesome. So, I ignore the precise disposition of Drow forces (which the module includes, if that’s your jam) and instead write up a list of cool descriptions for Drow guards and start brainstorming about how they’re going to react to a sudden incursion by half a dozen heavily-armed, high-level murder-hobos. These are battle-hardened veterans, so instead of fighting to the last man, they’ll probably take a few hits before they run for their damned lives and set up a nasty ambush further along. Stuff like that.

Also, accept the fact that your players aren’t going to see a solid 50% of the material in the module. Straight up. Through some combination of cunning, incompetence, disinterest, and random dumb luck, your players are going to skip a TON of stuff in the adventure. Whether this manifests as skipping a huge section of the dungeon, killing a major villain half a dozen sessions early, making enemies of an adventure-critical NPC, or something equally ridiculous and “game breaking,” it’s basically guaranteed to happen. Not only should you not be worried about this, you should be totally pumped by the prospect. Really! If your players “break the module,” that means they’ve made it their own! They’ve got skin in the game, now! You’re no longer telling someone else’s story, you’re telling theirs. And that’s really fucking cool.

You might have noticed that throughout this post and the last one, my complaints have largely been centered around “modern” modules. That’s for a very specific reason. I’m not sure exactly when it happened, but at some point around the release of 3rd Edition, adventure authors started changing how they approach module design. So, what changed and why do I prefer the older style? Mostly, the difference lies in the older approach to storytelling. Rather than explicitly defining a plot, older modules tend to create compelling locations, fill them with interesting monsters and characters, then let the players and GM tell their own stories. As a GM, this frees me of a lot of baggage I’ve come to expect from modules and empowers me to add/remove/change as much or as little to/from/of the module as I like. Even if it’s purely psychological (which it probably is), it’s a powerful feeling to be handed a ton of cool ideas and told to go wild. To illustrate this, I’m going to dig into the two older modules I mentioned last time, specifically I6: Ravenloft by Laura and Tracy Hickman and The Caverns of Thracia by Jannell Jaquays.

I hadn’t read Ravenloft until about a month ago. It was on John Wick’s recommendation as his pick for The Best Adventure of All Times that I finally picked up a copy and gave it a read. The first thing I was struck by was the lack of wordy introduction. The brief introduction sets the scene for a traditional Gothic horror story, then immediately dives into playable material. The description of Count Strahd Von Zarovich, the now infamous villain of the adventure, on the third page is a revelation. The Hickmans state that you are to play him “in the same way the players play their characters,” giving you not only permission, but an explicit order, to play the Count subtly, intelligently, and with purpose. Then, the authors provide a tarot-like system for determining the location of certain key items within the Castle Ravenloft and even the motivations of the Count himself!* It’s brilliant and evocative of the eastern European style setting.  And that’s all the background that’s need. The rest of the story is told through the location and your actions as the NPCs therein. It’s an awesome adventure.

The Caverns of Thracia presents itself as an aggressively traditional adventure. The players are led to the eponymous Caverns – a sprawling megadungeon composed of natural caverns and ancient ruins – by the most cliched of all D&D player character motivations: to get rich or die trying. Yet, as they explore, they discover a rich and detailed history as told through the design and inhabitants of the dungeon. Also, as is representative of Jaquays’s style, the dungeon map has multiple entrances and exits, multiple routes between levels, floor plans that make excellent use of vertical space, and creative and flavorful wandering monsters. Also, the Caverns are big enough that the players are basically required to make multiple forays into the dungeon. This gives you an opportunity to further tell the story of the dungeon as a lived-in place by demonstrating to the players how the inhabitants respond to their actions.** It’s an outstanding example of how a creative writer can take the traditional “kill ’em and take their stuff” adventure and turn it into something special.

If you haven’t read either of these yet, I highly recommend heading over to DriveThruRPG and picking up a PDF copy. It’ll be the best $25 you’ve spent in a while.

M. Hamhock out.

*In fact, you don’t even need to decide the Count’s motivations at the beginning of the adventure, as the players can seek out the gypsy camp at any point during their stay in Barovia for a card reading. Rather, it behooves you as a GM to wait and see what element of the adventure your players latch on to, then stack the deck for their subsequent readings. Cheat to win!

**If you’re thinking about running Caverns yourself, please check out Justin Alexander’s excellent posts on the subject. He presents the idea of the megadungeon as the GM’s character, which is absolutely brilliant.

Published Modules I’ve Known and Loved

Hamhock’s Lazy-Ass Guide to Site-Based Adventure Design

I’m pretty sure the worst thing that has ever happened to young GMs was the birth of the modern adventure module. Have you ever sat down and looked at any of the garbage that WotC has published for the last few editions of Dungeons & Dragons? Not only is most of it sad, derivative tripe, but also massively, unbelievably over-written. And the poor assholes like me who grew up reading it? We were taught that this is how adventures were made. That every dungeon needed to have an intricate and carefully keyed map. That every room of the dungeon needed three paragraphs of description and an appropriately leveled encounter. That every minute detail of the adventure’s setting, plot, and characters needed to be spelled out in advance, so that we could be prepared for whatever our players decided to do.

And that’s all horseshit. Sorry to be blunt, kids, but we were lied to. Sure, if you really want to, by all means draw a complex, detailed dungeon map. Populate it with interesting and thematically consistent encounters. Write up a few NPCs with believable goals and relationships who are interested in the site. But please, please do not write a plot. Presuming to know what your players are going to do is the worst kind of hubris. Instead, create an interesting place and let your players write their own story within it. For an example of how to do this well, check out the original Ravenloft module by Laura and Tracy Hickman or The Caverns of Thracia by Jannell (formerly, Paul) Jaquays.*

I’m here to tell you that there’s a better way. So, let’s go on a little adventure into site-based adventure design…

As I mentioned last time, I never prep for my games any more than I have to. This is mostly because I’m really fucking lazy, but also because I’m an adult and have a job and responsibilities and crap like that. So, how do I prepare for a traditional site-based adventure like a dungeoncrawl?

As usual, this is stuff that works well for me, but your mileage may vary. And, of course, if you give any of this a shot, please drop me a line and let me know how it went for you. With the boilerplate language out of the way, let’s get started with my favorite part…

Step 1: The Concept

What’s the core concept behind your dungeon? Come up with something that you think is fun, exiting, and totally bad-ass (if you need help with that, check out the Angry GM’s awesome article on creating without ideas – it’s long, but 100% worth the read), then write it down as a single sentence. For example, “the evil necromancer’s vile laboratory built into the corpse of a dead god.” This simple description is immediately evocative of the design, theme, and contents of the dungeon. Everything about your dungeon adventure will be informed by and build off of this core concept, so if your concept statement doesn’t immediately get your creative juices flowing, set it aside** and try another one. Rinse and repeat until you have a dungeon concept you can really sink your teeth into.

Which brings us to…

Step 2: The Hook

Now that you’re excited about your dungeon, how are you going to get your players pumped about the adventure? You need a hook. In literature, music, and film, the hook is what grabs the audience’s attention and gets them interested in whatever’s going on. In your game it shouldn’t be any different. The hook can be anything that’s cool and exciting and gets your players’ attention. Maybe a dragon attacks suddenly and the players are called on to fight for their very lives. Or something a bit more gradual, like mysterious disappearances in town that grow in frequency until the nameless horror snatches someone the players really care about.

For example, Ravenloft begins with a formal invitation from the burgomaster of Barovia, beseeching the players for aid in combating some form of supernatural evil and offering all the wealth at their disposal in reward. Definitely a nice intro, but the hook comes when the players discover the corpse of the real messenger on the road into Barovia, that the real message was a warning to stay away, and realize that they’ve been led into a trap from which they cannot escape. Now, that is a hook.

Also, remember how I talked about ending each session on a cliffhanger? Same idea. By ending on a consequence or revelation, you’ve promised action to come, so your players are hooked for next session. With your dungeon, a good hook can work the same. In fact, you could even combine the two. End the session with the next adventure’s hook. To use the Ravenloft example, the first session could begin with the players receiving the invitation and making the perilous journey to Barovia, then end with the discovery of the messenger’s ravaged corpse and the reading of the letter.

Now that you’ve hooked your players, it’s time to have a look at…

Step 3: The Design

Keep it simple.

Seriously. You’re not Jannell Jaquays.*** Even though she’s made a career out of designing incredibly well thought-out, non-linear dungeons that make excellent use of three-dimensional space, you haven’t yet. So, chill. It’s cool. Keep it simple.

Working from your concept, come up with a bunch of rooms that tell the story of your dungeon. Write down each room with a one sentence description on an index card. Each room needs to have a purpose to your dungeon inhabitants, some kind of cool feature, and serve the concept and themes of your dungeons. A room without purpose is, best case scenario, going to stick out like a sore thumb and completely break the mood of the adventure. Worst case, it’s going to be boring. So skip it. If you can’t figure out why a given room is in your dungeon, how the inhabitants make use of it, or how it plays with the concept or themes of your dungeon, set it aside.

Next, arrange those index cards into a compelling layout. Figure out which rooms connect to which other rooms. Do you need explicitly described hallways? If so, why? Do those hallways have interesting features? If not, you probably don’t need them! Instead, just describe the journey to the next room. For extra credit, build out your dungeon into the vertical dimension. This could be as simple as having a pit trap lead into a lower level of the dungeon or as complex as having several “rooms” actually be cross-crossing walkways through the middle of a much larger space. Another great way to spice up your dungeon is to add one or two additional ways into/out of the dungeon, especially if it’s particularly large. As long as you know (and can document for your own notes) how the rooms interconnect, it’s all gravy.

Lastly, populate your dungeon. Usually, I start by figuring out who the primary dungeon residents are (orcs, undead, space pirates, whatever). If you rocked the shit out of Steps 1 and 2 like you should have, this should pretty easy. Then, write a couple of center-piece characters into this group (the orc warlord, the vile necromancer, Ridley, whatever). These will be at the heart of the big, nasty set-piece encounters in your dungeon. Finally, build encounters around your room designs. Everyone handles encounter balance differently (it’s almost unnecessary in D&D 5e), so build encounters that look fun and exciting, then tweak them to whatever rubric you prefer.

With all of this, remember, unlike filmmakers, you have an unlimited budget for special effects, so go nuts. And lastly, we get to…

Step 4: The Boring Part

Write yourself some notes. Not only is this the most boring part, but it’s also the part that’s really hard to give advice about. Every GM keeps notes differently and what works well for one will be utterly unconscionable to another. Usually, I’ll do steps 1-3 on paper, writing out ideas in both long- and short-form as time and whimsy allow. For actual play, I need concise, well-organized, and searchable notes, so I type everything into Evernote. This allows me to easily access, organize, and edit my notes from every device I own.

Now, if you’re anything like me, you’ve got a kickin’ adventure for this week’s session and have spent less than two episodes of The West Wing preparing. Time for a beer…

M. Hamhock out.

*These are two of my favorite adventure modules and the why is particularly interesting, so I’ll almost certainly be writing another post about them sometime soon.

**Note the word choice, “set it aside.” Never throw ideas away. There’s no telling when you’ll bump into something that makes that reject idea click into place or come up with something else that you can run into it at high speed to create something really juicy.

***I mean, unless you are, in which case, holy crap, I’m insanely flattered that you’re reading my blog.

Hamhock’s Lazy-Ass Guide to Site-Based Adventure Design

Preparation for Improvisation

I’ve been thinking a lot lately about the intersection of preparation and improvisation. How do you prepare for a session when, two minutes after starting, your players might say, “Hey, you know what?  Let’s go see what’s over there, instead.” The unpredictable nature of our hobby is simultaneously what makes it so unique and so difficult to run. Sure, you can put your players on rails or lead them by the nose to your plot, but at that point, you might as well be writing a novel. So, clearly, improvisation needs to be a well-honed tool in every GM’s kit. However, there’s a lot that we can do before the game starts to make the moment-to-moment improvisational role of the GM a lot easier.

You see, when I run games, I try to minimize the amount of preparation that I have to do and mostly improvise during play. This gives me a tremendous amount of flexibility during actual play and requires almost no”traditional” prep, but it does require some specific types of planning between sessions to be workable. As with any GMing advice, these are methods that work well for me, but are likely not a silver bullet. If you give any of this a try, drop me a line and let me know how it worked out for you!

First, and perhaps most importantly, by the end of each session, you need to know where your players are going to be and what they’re going to be doing at the beginning of the next one. That’s why I almost always try to end my sessions on cliffhangers. Get your players to commit to a course of action, introduce a complication or make a revelation, then end the session. This accomplishes a few things:

  1. It solidifies your players’ commitment to their plans. By providing them with an imminent threat or plot-relevant revelation, you’ve signaled that their choice to pursue a given course of action is meaningful. So, now, they’re more likely to want to see those plans through.
  2. It gives your players something to look forward to next time. Anyone who has watched modern television understands that you always end a season of a continuing show on a cliffhanger, so the fans will come back for more next season.  Any show runner who does otherwise is a sucker.
  3. Since you know where your players are going to be and have at least a vague idea of what their plans are, you can actually make plans that you know you will get to use. This means less wasted prep time and gives you a jumping off point for future improvisation.

Next, write down notes about any NPCs you improvised this session or that you think might make an appearance next session, based on the players’ plans. For each NPC, this needs to include – at a bare minimum – a name (who they are), a role (what they do), and a goal (what they want). Ideally, each character would also have a bit of flavor text (no one like a bland NPC). For example, here are the notes I wrote for the villains of my last D&D game:

  • Korvan, Chosen of Vecna – A powerful sorcerer from Oertmark. He is one of the few mortal servants of Vecna on this plane. Leader of the “Black Company”.
    • Goals: Kill the bronze dragon, Xur’al, collect his heart, and use it – along with the Orb of Unmaking – to resurrect Vecna.
  • Hezra – Barbarian sorceress and one of Korvan’s apprentices. She is mute, having lost her tongue during the Empire’s witch-hunts.
    • Goals: Vengeance. She wants to destroy the Holy Empire of Pelor and believes Korvan can help her accomplish this.
  • Philippe du Blanc – Erudite nobleman turned heretic. Cleric of Asmodeus. He is under a geas from the Lord of the Nine Hells to follow Korvan and ensure his plots come to fruition. Philippe vaguely resents this.
    • Goals: Lead a successful heretical movement and turn the Pelorian faith towards devil-worship.

As you can see, there’s not much for each character, but what’s there tells you exactly what you need to know to run the NPC during play. If it comes to combat, you just need to break out a stat block appropriate to the character in question. At the end of the session, write down any notes that might be relevant to playing the NPC going forward. Also, between sessions, consider how all the important NPCs will work towards their goals. If it’s something that will happen “off-screen”, think of ways to demonstrate it to your players during the next session.

Finally, if your players’ plans include a site-based adventure (such as a traditional dungeon), plan accordingly. Frequently, I don’t have time to draw maps and stat out encounters in the traditional way, so I usually draw my dungeons as a set of connected zones (see the section about zones in Sly Flourish’s awesome article on narrative combat in D&D 5e) and write a few notes about the types of monsters and traps that inhabit this particular dungeon. Then, during play, as the players explore the different parts of the dungeon, I populate the zone with an appropriate encounter based on the above prep work.*

If your players aren’t headed into a dungeon, instead think about cool set pieces or complications that might come up during the next stage of their adventure. These could include everything from a new plot element to an encounter with an NPC the players haven’t run into in a while. Random combat encounters haven’t been fun since Final Fantasy 7, so make sure that whatever you come up with will push the story forward or at least provide an opportunity for interesting character interaction.

For example, if the PCs are headed back to the capital after a successful dungeon adventure, consider what could happen to them at each stage of the journey. Are they ambushed on the road by agents of one of their old foes? Does their arrival in the city coincide with an attack by the villainous sorcerer? Is their audience with the king the moment the evil vizier enacts his betrayal? Keep careful notes on whatever you come up with. Even if you don’t use a specific item next session, you’ll probably be able to use it eventually.

And in just a few simple steps, you’ve prepared for next week’s session. Time for a beer.

M. Hamhock out.

*This is an interesting enough subject that I’ll probably write another post on it sometime soon, so stay tuned!

Preparation for Improvisation

Lich Kings Redux

Alright, it’s time to take a deeper look at my take on the Lich Kings of Avalon campaign seed.  If you missed it the first time around, please have a look at my earlier post on the subject,  as it goes in a lot of detail about the campaign seed.

First things first, a little bit of history…

It’s been more than a century since the King of Avalon accepted immortality and became the Risen King.  In the intervening years, the boarders of Avalon expanded dramatically, absorbing half a dozen other small kingdoms.  The newly established Risen Empire was prosperous, secure, and stable.  Now the uncontested ruler of all human lands, the Risen King turned his gaze towards the neighboring non-human Empires: the elves of the Sylvan Court, the dwarves of the Mithril Hall, and united orc tribes marching under the Tattered Banner.

The ensuing campaigns saw elven lands annexed to the southern sea, dwarven dominion driven back to their ancestral halls beneath the Razorback Mountains in the far north, and the armies of the Tattered Banner crushed and scattered.  In the south, a puppet Sylvan Court rules and human settlements spread.  The Elven Queen now rules in exile beyond the sea.  After more than a decade of war, the Dwarf King signed a treaty with the Risen King, ceding all conquered lands to the Risen Empire and guaranteeing exclusive trade rights to its citizens.  Beyond the mountains to the east, the Orc Lord rebuilds his armies and dreams of vengeance.  Some say that as his desperation grows, he turns to darker powers for aid….

During this age of strife and conquest, the interior of the Risen Empire has been at an apparent peace.  Simplified secession has ensured a lack of civil war and constant conquest on the boarders has provided a regular influx of capital from the spoils of war.  As more of the nobility have embraced undeath, the Necromancers Guild has grown wealthy and powerful.  Fear of the unknown has ensured the Circle of Diviners are never without customers.  The Transmuter Bankers are ever-ready with their promises of fixed-rate loans (“Why worry about compound interest when you’ll live forever?”) to finance all of the above.  And, as always, the Prince of Shadows turns a profit.

But all is not well in the Risen Empire.  Just below the surface, tensions build.  Worship of the gods of Good, Sun, and Nature has long-since been declared anathema by servants of the Risen King, supplanted by the gods of Law, Kingdom, and War espoused by the Priestess and embodied by the Great Gold Wyrm.  The High Druid and his people have been scattered to the four winds.  The Crusader conducts endless witch hunts throughout the Empire.  The Archduke spreads the curse of vampirism among the nobility, encouraging his servants to feed upon their subjects openly, in defiance of royal edict.  And cults continue to spring up around unwholesome worship of malevolent forces such as those controlled by the Diabolist and the Three.

You might have noticed some capitalized names in there.  Those are some of the icons that will be playing a role in this game.  Unlike in standard 13th Age, you’ll notice that the icons below are listed as being Lawful, Chaotic, or Neutral rather than as Heroic, Villainous, or Ambiguous.  Given the shades-of-grey nature of the campaign seed, it seemed more appropriate to align our icons across the ethical axis, rather than the moral one.  Here’s the complete list:

  • Risen King (Lawful) – Lord of the Risen Empire and ruler of human realms
  • Necromancer (Neutral) – Master of magic and head of the most powerful guild in the Risen Empire
  • Archduke (Chaotic) – One of the most powerful nobles in the Risen Empire, lord of vampires, schemer
  • Crusader (Neutral) – Champion of the gods of Evil, scourge of demons and servants of the gods of Good alike
  • Diabolist (Chaotic) – Mistress of demons and champion of Chaos, most powerful summoner in setting
  • Dwarf King (Lawful) – Lord of the Forge and master of the Mithril Hall, seeks to reclaim the ancient dwarven Underhome lost to war against the Drow
  • Elf Queen (Chaotic) – Queen of the Elves in Exile, seeks to reclaim her lands from the Risen Empire
  • Great Gold Wyrm (Lawful) – Lord of metallic dragons, protector of the prime material plane
  • High Druid (Neutral) – Champion of the wild, lord of beasts
  • Orc Lord (Chaotic) – Lord of the Orcish Horde, scourge of the Risen Empire
  • Priestess (Lawful) – High priestess of the gods of Law, Kingdom, and War, one of the most influential voices in the Risen Empire
  • Prince of Shadows (Chaotic) – Part thief, part trickster, part assassin, lord of the criminal underworld in the Risen Empire
  • The Three (Chaotic) – The eldest chromatic dragons, the first of their kind: the Red is a living engine of destruction, the Blue is a sorceress (perhaps even the original mother of all sorcery), the Black is queen of shadows and assassins

M. Hamhock out.

Lich Kings Redux

Mechanics & Fiction: A Love Story

As a young GM, I had a serious problem.

We were playing D&D 3.x, as was the style at the time, and my players had tracked the evil Count to his castle and were finally facing off with him in the foyer.  The battle was finally going in their favor and one my players turned to me and said “I swing from the chandelier, kick the sword out of the villain’s hand, and drop a blistering one-liner!”  My eyes lit up like a kid on Christmas day.  It’s just like that scene from the Three Musketeers (you know, the good one)!  Then, I turned to the rules.

As I read, my excitement slowly bled away.  First, they’d have to roll an Acrobatics check to swing from the chandelier (at some kind of penalty that I’d need to calculate, of course), which – as a fighter – they probably weren’t going to be able to make.  Next, that player’s character definitely did not have the Improved Disarm feat, so they’d end up taking a an attack of opportunity and make the disarm test at a fat penalty.  The only thing that seemed doable for that action was the one-liner.  I was crushed.

Instead of saying something along the lines of…

“Hell yeah!  You swing from the chandelier, catching the Count by surprise.  Roll a strength check to disarm him!”

I went by the rules.  And as I explained them to my players, I saw the creativity die behind their eyes.  I have no doubt that player’s creativity with his character actions was damaged for a good long time.  Worse, that’s certainly not the last time I committed that particular crime against creativity.  This, my friends, is why RPGs have boring combats.  You hit the monster, it hits back, rinse and repeat until someone falls down.  Boring.  All because one poor, inexperienced GM said “no”* once fifteen years ago.

A brief aside.  You can read on any two-bit gaming blog how a GM should never say “no.”  Frankly, that’s bullshit.  Your players will come up with all sorts of ridiculous crap that doesn’t even make sense in the fiction of the game (or that you just don’t want to deal with).  Feel free to say “no.”  Just be able to follow it up with “how about this, instead.”  And this is where mechanics come into the picture.  You want mechanics that inform the fiction you’re trying to create.  Your players should feel encouraged by the mechanics to try actions that write cool fiction.

A great example of this is the Stunt mechanic in Exalted.  By describing an action with extra style or by involving other elements in the scene, you get to add extra dice to your character’s die pool for that action.  It’s a simple mechanic (in an otherwise massively, excessively over-complicated game system) that encourages exactly the sort of over-the-top anime nonsense the game’s aesthetic is based on.

Through a fair bit of trial and error, I’ve discovered that the best mechanics for me are those that are lightweight, fast, and flexible.  For fantasy games, I’ve found that D&D 5e fits the bill nicely.  The core mechanics are simple, combat runs quickly, and the linear math of the new edition is easy to work in my head, which makes improvisation (my main mode of running games) significantly simpler than earlier editions.

However, for my new game, I’m going to be trying a few new things, all with the goal of tying mechanics into the fiction of the game.  The first big changes are to character creation.  In 13th Age**, each character has their One Unique Thing and and handful of Icon*** Relationships.  These two mechanics give characters a tangible link to the setting that they can exploit for both coolness and story purposes.

This next tweak is a bit more consequential and I’m not 100% certain how it’s going to work out in actual play.  I’m re-naming D&D 5e‘s Inspiration to “Hero Points,” giving them more effects, and changing the way in which they are earned.  A player can spend a hero point to do any of the following:

  • Grant themselves Advantage on a die roll.
  • Re-roll a failed test.  However, they must keep the second result.
  • Save themselves from dying.  Using a Hero Point this way puts your character out of harm’s way for the rest of the scene, but they can’t be revived until after the end of the scene.
  • Suggest an addition to the fiction.  This could be something like adding a chandelier to the castle’s foyer or retroactively having packed a bottle of anti-venom for the trek into the spider’s lair.  The addition must be approved by the table before it can take effect.

Spending a Hero Point to grant themselves Advantage does not preclude a player from spending a Hero Point on re-rolling.  They even get to keep the advantage!  A player can also give one of their Hero Points to another player.  This represents the first character helping out the second in some way, even if it’s only with moral support.

A player gains a Hero Point under the following circumstances:

  • Before a player rolls dice, he chooses to say, “My character fails.”
  • A player’s character takes an action in keeping with his personality traits (Ideals, Bonds, and Flaws) regardless of the danger involved in doing so.
  • A player rolls a 1 on a d20 roll and the GM decides to “buy” it.  The GM gives the player a Hero Point and takes a Villain Point for themselves.  The GM can use these Villain Points in the exact same way that the players use Hero Points, except on behalf of named NPCs opposing the players.
  • Whenever you feel it’s appropriate to give them one.

In the continuing account of the haul from my last hold-up of Ideas ‘R’ Us, these Hero Point mechanics are largely inspired by John Wick’s article on success and failure in roleplaying games and the Fate Point mechanics in games like Rogue Trader or, well… Fate.  I like the idea of my players being encouraged to fail when they think it’s dramatically appropriate and having the mechanical option to succeed whenever they don’t.  I think it’ll give the fiction a much more heroic feel.

Like I said before, though, I’ve got no idea how this is actually going to play.  So, if you give me a chance to run a few sessions with this rule, I’ll be sure to let you know how it works out in actual play.

M. Hamhock out.

*Anyone who tells you that gating a player’s cool action behind half a dozen layers of rules and die rolls isn’t saying “no” is a goddamn liar.  If a player perceives that they can be more effective in combat by walking up to the enemy and bashing away with a sword until one of them falls down, someone’s fucked up.

**If you’re not familiar with 13th Age, you should go have a look at the character creation rules in the SRD right now.  They’re pretty dope.

***I’ll probably talk more about the Icons I’m using for the Lich Kings of Avalon setting in a future post.  Stay tuned!

Mechanics & Fiction: A Love Story

Me, you, and the Lich King too

I’ve been running roleplaying games for most of my adult life and it didn’t take me long to figure out that great stories don’t grow on trees.  A good GM borrows ideas.  A great one holds up Ideas ‘R’ Us with a .45 while wearing a Reagan mask.

A couple years back, I ran a game based on Leviathan Wakes, the amazing first chapter in James S. A. Corey’s Expanse saga.  I stole basically everything except the character names.  It took only the barest minimum of effort to transplant the core ideas into the Eclipse Phase setting.  I got a solid three months of (mostly) weekly play out of that one and the end of the game made a great excuse to make my players read more hard sci-fi.  Thanks Dan and Ty.  I owe you guys a beer.

My latest game is no exception.  A while back, I started reading multiplexer (the incomparable Emily Dresner)’s Dungeonomics, an amazing blog on the intersection of D&D, economics, and absurdism.  Nearly a year ago, she posted a campaign seed for the (then) brand new edition of Dungeons & Dragons called The Lich Kings of Avalon.  This brilliant piece takes the uncertainty of feudal succession, mixes it liberally with the near-limitless magical power of your average fantasy setting, dumps in a healthy dose of her own delightfully ridiculous bureaucratic conceits, then drags the whole mess out to its (il)logical conclusion.  It’s one of the best campaign seeds I’ve read in a damn long time.  Go check it out.  No, I mean now.  Seriously.  I’ll wait.

See what I mean?  She takes the good/evil dichotomy of traditional fantasy storytelling and turns it on its head.  Suddenly, being the “good guys” isn’t so cut-and-dried.  Your players can choose to support an undying regime that advocates stability at the low, low price of your very soul, to become the medieval fantasy equivalent of religious extremist terrorists trying to overthrow the most stable and prosperous regime in the world, or somehow try to split the difference.  When I read it for the first time, I was blown away.

I’ve been sitting on the campaign seed for about a year for one reason or another, but my schedule’s finally cleared up a bit and I’m going to give LKoA a shot.  So, for the next few months, expect to hear a lot about it.  My goal here is to document my creative process in adapting the seed for my own nefarious purposes, writing adventures in a morally ambiguous setting, and rolling with my players’ inevitable punches.  Stay tuned….

M. Hamhock out.

Me, you, and the Lich King too

Trying something new… Again

Okay, here’s the deal.  I’ve tried to keep a blog before and somehow it always ends up tanking.  However, I need to write more and it would be great to have somewhere to dump some ideas from time to time.  So, what’s a boy to do?  Hmm… I guess I’m starting another blog.  Sigh.  We’ll see how long it lasts, eh?

This one’s gonna be about something I spend a lot of time thinking about (probably way too much).  Tabletop gaming.  Roleplaying games, specifically, and GMing theory and practice, even more specifically.  It’s been my creative outlet for years and I like to think that I’m getting pretty good at it.  That said, I make no claims to authority.  Everything I post here is what I’ve tried, failures and successes, alike.

So, what would a successful blog look like for me?  If even one person can learn something (even if it’s what not to do) from my creative process and make their own game just a little bit better, I’ll throw a damn parade.

Let’s see how this goes, shall we?

M. Hamhock out.

Trying something new… Again