Tuesday, December 23, 2008

New Table Rules

Here are some more things I am going to try to help the game run smoother and swifter.

1 - Table Talk Minimum: I never liked the DM's who ran the game "if you say it, your character says it" - and yet something needs to be done to keep the focus on the game itself. Part of the Session Reward is tied specifically to a keeping game interruptions to a very low quantity. To aid this I'll be looking to the Party Leader for most travel and dungeon crawling decisions. Other players will relay their intentions through the Party Leader for Exploration mode. During Downtime and Encounters I will be going around the table asking each player what it is they are doing. There will be little need for players to ever interrupt or shout out something about what they want to do.
2 - Post Combat Encounter Break: Since I want to try to keep the game moving swiftly so we can get more done, and since combat encounters are much more involved in 4th Ed, we'll take a short (5-10 minute) break after each such combat encounter. Snack time, sneak off to the bathroom, unwind and chat for a bit.
3 - Schedule: There will be a lead-in and lead-out time planned, about ten to fifteen minutes to get ready to game (once everyone has sat at the table, before the "Previously on . . .") and about ten to fifteen minutes to distribute XP and make end of game adjustments to characters and such. With a set starting time, and a set ending time (many have to work the next day and need to get to bed at a reasonable time) this two periods of time will attempt to be at specific times, especially the later (if we are playing until 10 pm, for example, the lead-out will kick in at quarter to.)

I realize all this "structuring" may seem like unnecessary complications for a game that is meant to be fun for a gathering of friends, but much of it is just meant to maximize the fun we have with the game for the short time we get to play. This is all a work in progress - anything that doesn't add to fun, especially if it takes away from the game, will get chucked.

Monday, December 15, 2008

Updates on My Campaign

Benton and I will be swapping soon our roles as DM / Player. I'll be running the sessions as I tried to before, with some more emphasis (on me, mostly) to keep things moving and lively, to get started sooner for more game time and yet still end the game sooner for those who need to go to bed.

Start getting character ideas sent to me, or talk to me at some point about them. I do want, as much as possible, to stick to the core books (namely - PHB) but I am listening to requests for outside options. No to anything Forgotten Realms as we are not playing in that world, to start. Playtest classes from the upcoming PHB 2 (Barbarian, Druid, Bard, etc.) are possibilities. No to races from the Monster Manual.

To start things rolling, Benton is looking at possibly a Dwarven Druid (Controller) or Tiefling Bard (Leader).

Finally, I am debating about hosting my sessions at my house. It would be more convenient for me and I would have things set up and ready to go before anyone started arriving. I have the room for it, and my dog is much smaller and I have no problem locking Molly away from where the people are.

Friday, December 12, 2008

New Campaign

We will be starting Keep on the Shadowfell over with a clean, new party.

I will be making extra efforts to assure that there is no TPK ever again (unless you are all REALLY asking for it, which you weren't) and even more effort to draw in PC personalities and get the RP part of the RPG going.

Don't worry, it will feel different than the previous run-through.

I'd still like to emphasize sticking with the core races from the PHB, please, and as much as possible sticking with the core classes. I will listen to pleas, but don't get your hopes up. The new playtest classes are possibilities (artificer, barbarian, bard, druid) but I'd like to keep them to a minimum.

I want us to get more game-time in for a session - this might not be possible. A session should be at least every other week and last (game-time) 5 hours, in which time there should be 3-4 encounters (not all of them being, or needing to be, combat.) This is what I'll be working towards.

Lastly, I am toying with the idea of making certain Jobs static instead of dynamic. Like Jake being Party Leader and Mike handling Initiative and the like.

Monday, November 10, 2008

Skirmish Game Be Gone!

From WotC - No More Skirmish Game Support!

Really, they are changing how they sell miniatures.

My thoughts? I don't play the Skirmish Game, so that loss is not affecting me. BUT this will make buying the miniatures you want (as a player for your PC) and the ones you need (as a DM for encounters) much cheaper and easier than having to dig through ebay and stores like Johnny Cee's.

The focus on the RPG game for the minis now makes me very happy.

What are your thoughts?

Wednesday, November 5, 2008

New Fill-In Game Offer

A filler for while Star Wars is on hiatus for a couple months -

I'm offering to run a short run, fun, RP heavy campaign of either Buffy or Army of Darkness RPG. If anyone is interested let me know. It'd be on Sundays, when most of us were meeting for Star Wars anyway. I know Benton won't be able to make it, but if I get at least 3 people interested I'll throw something together.

Thursday, October 23, 2008

Benton's Scales of War

Scales of War continues on with much fun being had by all, or so it seems!

The party failed its first skill challenge BEAUTIFULLY, costing us a higher reward and the trust of the town we are protecting. YAY!

Most players seemed to be getting into their characters, and so far we are dominating the equal level combats.

Of course, my campaign's players did so as well until they hit an encounter that was well above their level.

Monday, October 13, 2008

Plans for the Future

My initial idea was for a new party of characters to try to uncover what happened to the last party.

However, on reflection, I think a better course of action may well be to instead reset the clock and pick up, with the old party, as it headed to the kobold cave.

I will allow for Max to stick with his new Warlock instead of going back to his Warlord if he likes, but otherwise as long as everyone was enjoying their characters I think we should stick with them.

Any questions or comments can be left here or emailed to me.

Of course, with Benton stepping in, we will probably not get back to this campaign for a little while now.

Wednesday, October 8, 2008

And in a shocking turn of events . . .

Benton will be running a D&D adventure tonight.

We had initially spoke of co-DMing. Well, for a brief hiatus for me, Benton is going to fill in this session.

As a group tonight we will discuss how this is going to work.

Monday, October 6, 2008

Wednesday Night

We'll game at Jake & Angie's at least one more time - since we are gaming EARLIER in the night, I'm even considering offering up my basement again (until the Game Room at Wausau Comics is ready), but for now their excellent set up will do nicely.

I want us making characters TOGETHER Wednesday night, one at a time, so even if you pre-make your character you will be filling out a character sheet for the DM (for me) with everyone else contributing. Even if this takes most of the night.

What I want is for each and everyone one of the players to understand not only their character and their role in the party, but also to understand the characters and roles of the other players. I want some "built-in" associations between the PCs prior to the game restarting, like we tried before. But, again, I want to make sure we all understand the roles and abilities of the PCs.

A Defender stands in front of the other party members and absorbs damage, preventing to the best of his or her ability his comrades from being attacked.
A Striker targets individual opponents to eliminate, playing hit and run tactics mostly.
A Controller tries to manipulate the battlefield as a whole, tying down or eliminating numerous opponents (mainly minions) at a shot.
A Leader assists the rest of the party with heals and buffs.

Combat Encounters utilize maps and terrain features and miniatures for a specific reason - 4th Edition is very much a tactics game. And one of the most important, and I feel possibly overlooked so far in our gaming sessions to date, tactics is positioning. Making sure Defenders are BETWEEN the enemies and the squishier allies. Making sure cover and concealment is utilized to the party's advantage and the opposing group's disadvantage. Keeping softer targets on the move, like Strikers.

I know most of my players are more used to (if any gaming) the more RP oriented combat, often without any visual aides or maps. I, even though I've RP'd a lot for over twenty years, come more recently from miniature strategy games (Warhammer, Heroclix) and maybe have a better understanding of miniature combat tactics than some of group. The game SHOULD be far to the party's advantage - even with "tougher" opponents, I will not be going for the throat - my motivation as a DM is to provide fun for all. But we had two bad nights of party losses, and I've decided to take a huge step back and run most of the rest of this module as almost a 4th ED boot camp. There are still rules and such I don't have memorized for this game, some of which players like Jake and Benton know very well, but I do understand strategy gaming and will be stepping more out of the "running the opposition" role in combat and more into the "party leader" role I was hoping a party leader would take on its own, at least until I feel everyone has a better handle of this. I will be making suggestions and issuing warnings during combat for the time being during combat, letting options be known and when mistakes might be in the making.

Tuesday, September 30, 2008

Warhammer Online

I'm not a big MMO fan. The concept doesn't turn me off, but the execution often does. Also it has been my experience that a large enough number of very vocal players easily ruin the whole experience.
Dark Age of Camelot had me for a little while. I still love City of Heroes / Villains, though I didn't play it that much and haven't touched it in years. No other MMO (and I tried most of the ones up to maybe a few years ago) kept me interested for more than a couple weeks. I've never even seriously considered WoW.

Now, however, Warhammer emerges. The miniatures game system that Blizzard "copied" with Warcraft. And from what I've read and seen so far, Warhammer Online might be something I want to try. I loved the Realm Vs. Realm concept from Dark Age, and Mythic is behind that game as well as Warhammer.

Mainly, though, there is one feature that grabs my attention. City of Heroes, for example, gave us the spawning mission zone - when you entered a door to go into your mission (whether you, singular, or you, your party) no one else could follow. No other players could mess with your mission! This was great, and many games have copied this since - but it does pull away from being part of something larger. Enter PUBLIC QUESTS. These are mutli-stage Player Vs Environment events that spawn often and allows all players, even solo players, to engage in part of something larger with their "realm mates" without needing to find a group of players specifically to hang out with!

Combine PQ's with the whole expanded and refined Realm vs. Realm concepts of Warhammer Online, and I'm actually mildly excited for the first time in years over an MMO.

Anyone else interested?

Monday, September 29, 2008

Fourth Session Ends In Tragedy

I blame WotC for their Level 6 encounter designed to face off against a Level 1 party. Seriously.
I blame myself for, after seeing the party beaten once, not being far more careful the second time.
I wish I could blame text messaging and cell phone distractions, but they probably played little role in this event. Still . . .

Telafinil and Dram recouped outside the cave, and were joined by a Warlock tracking down the death cult in the area.
They tried to sneak back into the cave to rescue their fallen comrades but Irontooth and the kobolds were ready for them. The three fought bravely, long enough for Ghesh and Anastar to awaken - but apparently a level 3 Elite Brute is more than a party of 5 1st level characters can reasonably handle, especially if the Brute has allies and/or the party is half-dead.

General consensus was that the players would create new characters, the DM would more carefully screen the upcoming encounters for difficulty, and gaming would resume (same storyline, new party) October 8th.

Tuesday, September 16, 2008

More Dragon Age Origins Video!



Go to the Dragon Age website at Bioware, here, to learn more!

Saturday, September 6, 2008

To Look Forward To -

1 - Max will most likely be playing a Half-Elf Warlock. This will likely mean that Miklotov didn't survive the assault on Irontooth hideout.
2 - The game will most likely pick up moments after last session ended, with Telafinil and Dram outside the cave entrance. My strong suggestion - the two escapees camp near the entrance, rest (with shifts of watches) and then attempt a rescue. Just my suggestion, but you guys can try whatever.
3 - The D&D campaign is going to be encouner / combat heavy. There will be skill challenges too, and many instances of "acting in character" for information gathering and non-combat encounters, but for the most part this will be less "acting" role-playing than "character adventuring" role-playing. Just because of the nature of how 4th Ed is set up and, for this campaign, DM's personal preference.
4 - We are almost done with kobolds. Honest!

Sunday, August 31, 2008

New Venue?

Wausau Comics has moved upstairs at the Treasure Mill. Now I have the whole top floor for my use, including a room for gaming.

We can start having D&D there soon. I'll let you guys know when it gets set up. As great as Jake & Angie's place is, it will be nice to not have to worry about the dog or them having to worry about us leaving a mess, etc.

I'll keep you guys updated. Wausau Comics will also be hosting Evan (the WASFEn Con guy) and his Robotech RPG game I'll be part of, as well as official tournaments for Heroclix and such.

Friday, August 29, 2008

Third Session

Short and not-so sweet.

After surviving the ambush of the previous night the party decided to not rest and just press forward.

They arrived at the location that both of their maps indicated the kobold (or death cult) hideout should be. Seeing a small army of kobolds guarding a waterfall, they attacked and cleared out all but one lone slinger. The slinger ran behind the waterfall into a cave.

The party took a short rest to gain their bearings and then dove into the cave. A two-wave attack hit them, and for most of the fight the party looked to be cleaning house. Near the end of the fight, however, the kobold priest and the gobling warlord ( Irontooth! ) managed to turn the tide and three of the party were felled. Deciding discretion is the better party of valor ( the DM assumes it was actually blatant racisim on the part of the fae ) Telafinil and Dram fled the cave.

What is the fate of the fallen? Will the eladrin and elf rescue their companions, or will they form a travelling vaudeville act instead?

Wednesday, August 20, 2008

Delays - and apologies

Jake called me with an offer for playing this Wednesday (the 20th) and I had to decline.

It turns out Benton is out of town anyway, but we could still have possibly played. And I could well have just run it, but things for me have been a bit chaotic recently.

We are set to go on the 27th, and hopefully we'll get back to an every-other week schedule from there!

Saturday, August 9, 2008

Go watch THE GUILD!




Seriously. It is so very frakkin funny!

I'm just sad I found them so late - I would have absolutely donated to keep it going! At least it looks like there will be another season!

I've got the DVD ordered, so if some of us want to get together and watch the whole thing together in one sitting I'm game. We could make a regular thing of it - catch Gamers and The Gamers and similar shows as well.

The website is here or just google Watch The Guild, or check them out on Facebook or MySpace.

Seriously, I'm very much a fan of Felicia Day lately!

Thursday, July 31, 2008

Second Night

Arriving at the small sleepy village of Winterhaven, the party settles in at Wrafton's Inn and goes about the business of investigating.
After meeting some of the colorful folks and taking a small tour of some of the locales, the group relaxes for the evening with drink and conversation.
Anastar gains the adventuring company a commission from the local Lord, Ernest Padraig, to remove a kobold encampment.
Telafinil gains some information about his missing mentor, Douvan, and knows he is on the right track.
An elven hunter named Ninaran, while initially cool to the party, lets Ghesh know that the death cult seems to be hiding out in the same area as the kobold encampment - even though no one else in the town seems to know ANYTHING about said cult.

The next morning the party decides to go ahead and complete the Lord's commission first and heads back down King's Road towards where two separate maps (one from Eilian a local gossip, the other from Ninaran the elven hunter) point at the same location of the kobold hideout. On the way, however, they are ambushed by some very angry kobolds seeking revenge for their comrades that the party had killed previously.

Tuesday, July 29, 2008

More World Updates to Come

Our team warlord has presented me with some interesting back story as well as a bit of world design to add.

I'll start a series of blog posts about this world additions, converting the information provided to me into a more general text representing the knowledge that average folk of the world would know.

Monday, July 28, 2008

About Frakken Time!

Dragon Age news! Actual substantial news about Bioware's next TRUE computer RPG!

I have been waiting for this for SO GORRAM LONG!

http://dragonage.bioware.com/

Podcast about the game.

Screenshots!

I am very excited and wanted to share.

Wednesday, July 23, 2008

Nentir Facts - Gnomes

the first in a series of posts filling in background about the Nentir Vale - some will be by me and some will be supplied by the material created by players

GNOMES

The gnomes who inhabit Nentir Vale are few in number and a secretive lot. They keep largely to the Winterbole Forest, near Lake Wintermist, while a scattered few inhabit Harken Forest north of the King's Road.

Back during the decline of the Nerath Empire the gnomes were a bit more sociable, keeping relations with local elves and even trading at times with Hammerfast. After the region fell into isolation and decay the gnomes retreated back into the forests, becoming reclusive and suspicious of all.

Encounters - Think Strategy

A big part of the fun of D&D is combat. Not just killing things or having the toughest character - those can be fun, true, but there is far more to the game.

Especially 4th Edition. The tactical aspects of the game are amazing. Combat should be far less about "how can I kill the most" or "how can I look the coolest" and much more about "how do we work together as a team to come out of this encounter the easiest?"

It will take some getting used to, for new players, players not used to using miniatures, and even for 3rd edition players who suddenly find the concepts of shifting, moving your opponents, and "effects last until the end of your next turn" type mechanics turning the combat system on its head.

Take some time to read over the combat section of the PHB if you haven't yet. If you have, skim over it again before the next session. There is so much fun to be had with the Encounter system of 4th Edition!

Sunday, July 20, 2008

First Adventure

The party formed in Fallcrest and following a couple leads that pointed in the same direction they started their trek to Winterhaven.
A missing mentor for the Artificer, and the Paladin has been asked to check into signs of a death cult.
Kobolds tried to rob the party, and before that a pesky gnome with some trained rodents ambushed the party as well. The adventurers, however, made short work of both groups. Sadly for the PCs, the gnome got away!

Thursday, July 17, 2008

Game News and Site Update

We had our first session late last night.

I'll get some summaries up and do a little site retooling this thru this weekend. I do have to deal with trying to get one of my web comics I do working again, and that's been eating into my "at computer" time, though.

Monday, July 14, 2008

DM Style

Merin's DM Style

The DMG gives a list of several spectrums, right and left columns of extremes to either side of play-style. Using those lists I would describe my campaign to be run as:

Cinematic, Anachronistic, Serious, Intense, Bold, Preplanned, Thematic, Heroic.

It is my intention to see this campaign to be run as a role-playing game, with equal emphasis on game as well as role-playing. Speaking in-character will have its place, as will skill checks. I neither want this to turn into Warhammer (miniature strategy game) nor into improv theater.

I have four basic guidelines I am going to try to adhere to while running the gaming sessions:

1 - Keep the Action Rolling: I want the game to keep moving at a good pace and not get bogged down with in-character discussions and debates, nor with out-of-character joking and stories. While I will never resort to "what is your character doing? OOPS, you took too long, you do nothing!" methods, I will try to keep distractions, non-game related chatting and such to a bare minimum.

2 - Story Focused: While I will be using the published series of modules from WOTC as the background for the game, the importance to me is creating a story with the players. Combat is good, role-playing in-character is fine, but overall I'm most interested in forging a fun experience that develops an interesting story. To this end the plots will be, as much as I can make them, player-oriented and character-driven. I will create many Quests so every player can feel their characters are important to the overall story.

3 - 3rd Person over 1st Person: With a group of mostly Actors play-style this might seem counter-productive. Be that as it may I am going to be looking for far more "My character asks the innkeep for a room" than "Innkeep, what price do you charge for a warm bed?" Conversations will be the major exception to this rule - when seeking information, mostly, but also when meeting NPCs who are important to the plot and interacting with villains who take the time to gloat before attacking. Still, for Exploration and Encounters and Passing Time, I want short descriptions of actions and not lengthy RP'd out scenarios that take up most the night.

4 - Downtime is Brief and Mechanical: Long story short - short of Conversations, town time will be the quickest of game modes.

Saturday, July 12, 2008

Jobs for Players - Rotating Jobs

Rotating Jobs

1. Recapper

I'd like one player to take notes during the gaming session - notes of what is happening in the story. These do not need to be detailed, or even presentable - only as much as the Recapper needs to remember the important events that happened that session.

The Recapper for the previous game session will then, at the start of the next session, relate what happened the previous session during the "Previously on . . ." section of the Settling In phase. Really, this needs only hit the highlights, and shouldn't even take ten minutes. It'll be a good refresher, a good way to ease into the game from the pre-game socializing and joking that is sure to occur, and will give an episodic feel to the story.


2. Initiative Tracker

During Encounters (especially Combat Encounters), the Initiative Tracker keeps track of the initiative order for the players (and, after the first round of the encounter ends, all involved parties.) I as the DM will keep track of initiative as well, especially due to timed events and hidden NPCs and such, but having a player keeping visible track will help keep the encounter running smoother and quicker.

Along with keeping track of the initiative order, the Tracker will will call out important moments. For example, the Initiative Tracker will no only declare whose turn it is but also remind the player whose turn is next that they are coming up. Players should try to have ready what they are doing by the time it is their turn. The Initiative Tracker will also call out when a Combat Round ends (everyone has gone) as well as what round it is. Lastly they will remind each player at the end of their turn to take their saving throw, if they need to make one.

3. Team Leader

This is completely an out of character position - the player who is acting Team Leader does not need to be the IC leader of the party (although he or she can be - or there need not be an IC leader, whatever.) The Team Leader is a position that almost exclusively comes into play during Exploration. As the party traverses the caverns or delves into some ruins, it is the Team Leader's job to be the arbiter for intra-party decisions. The Team Leader briefly consults the other players and then relates to the DM what the party's next move is.

Jobs for Players - Possible Jobs

Possible Jobs

1 - Party Mapper

A player who maps out the area being explored, to aid in future explorations or to sell to an NPC interested in such maps. This is most certainly not required, and if no one wants to do this then it is not done at all. There will be XP rewards for a player who does decide to do mapping.

2 - Quest Designer

For Minor Quests: Each player can work at creating Minor Quests that focus on their own respective character. These could be as simple as a rivalry with an NPC met that needs to be resolved, a small village nearby where a PC's relatives live that needs to be defended, a magic item the player wants to create or acquire, or whatever. The quest write-ups must be short, brief on details, and designed in a way to entice the rest of the party to come along on the detour.

For Major Quest: This is more involved, and rewarding. Coming up with a plot idea and sharing it with the DM might allow you to help shape a Major Quest. The DM will work with you to outline what will be the goal of the quest and why the party will want to be involved. If its a good, workable idea the DM will incorporate it into the campaign.

All Quests come with Rewards, so the designing of Quests will help you (and the party) gain the Rewards in addition to those received as part of the regular campaign. This also allows players to further help shape the story and gives players the kind of adventures they are seeking.

3 - World Developer

Any player can ask to help create the world the campaign is taking place in. While we are playing in the generic setting as fleshed out in the DMG and the H Series of Modules, there are locations and villages and histories that are not described. Much can be done with histories for towns, regions, dungeons and the like, as well as backstories rewritten for kingdoms, races, religions and so on.

Talk with the DM about what you want to help create, wherever your interests lie, and you will be helping to shape the story and the game world. There will be XP rewards given as well for those who help create the world.

5 Modes of Gameplay

Set Up

"Settle in" time: when people take their places, miniatures and dice and "gaming provisions" are distributed, introductions of players are made (for new people and such)
Character Updates: if characters leveled up or acquired important new items at the end of the last session or between games, this is the time for the party to be updated
"Previously on . . ." : story recap - one person recounts what happened last session

This is also any point when the DM is informing the players where they are, what they are doing, how they got there, etc.

Exploration

When the PCs are moving through a dungeon, ruin, forest or other such location new to the PCs
Exploration mode is where the Team Leader comes in. (Team Leader to be explained in future email on Rotating Jobs)
Narrative focused, lead-in to many encounters and challenges. A good portion of a gaming session

Conversation

The most in-character part of the game. Social interaction amongst party members and (mostly) NPCs
Information gathering largely, sometimes part of a Skill Challenge
Appropriate time to speak in your character's voice

Encounter

Combat and Non-Combat
Usually get 2-4 in during a gaming session (our goal will be at least 3)
Time for initiative, attack roles, and XP gaining!

Passing Time

What I like to call "downtime" which will progress something like the following (to keep the game rolling)
- DM explains what happened, what is going to happen next (before and after the Passing Time)
- DM asks each player, in turn, what they are doing during the downtime - usually like one thing they want to accomplish
- DM summarizes results, with die rolls as needed
- rinse and repeat the above as necessary (within a certain time frame)

Types of Players

Player Motivations

Most players enjoy many aspects of the game at different
times. For convenience, we define the primary
player motivations as types of players: actors, explorers,
instigators, power gamers, slayers, storytellers,
thinkers, and watchers.

Actor
The actor likes to pretend to be her character. She
emphasizes character development that has nothing to
do with numbers and powers, trying to make her character
seem to be a real person in the fantasy world. She
enjoys interacting with the rest of the group, with characters
and monsters in the game world, and with the
fantasy world in general by speaking “in character” and
describing her character’s actions in the first person.
The actor values narrative game elements over
mechanical ones. Unlike the storyteller, she values
her character’s personality and motivations over other
story elements.
An actor . . .
✦ Provides PC background, emphasizing personality.
✦ Plays according to her character’s motivations.
✦ Prefers scenes where she can portray her character.
✦ Often prefers social encounters to fights.
Be sure that the actor doesn’t . . .
✦ Bore the other players by talking to everyone and
everything.
✦ Justify disruptive actions as being “in character.”

Explorer
An explorer loves to see new places in the fantasy
world and to meet the residents of such places, fair and
foul. All the explorer needs is the promise of an interesting
locale or different culture, and off he goes to see
that place.
The explorer wants to experience the wonders the
game world has to offer. He also wants to know that
there’s more out there to find. He presses for details:
proper names of characters and places, descriptions
of the environment, and some idea of what’s over the
next hill. He’s sometimes interested in the adventure
plot and his character’s motivations. (The explorer is
close kin to both the actor and the storyteller.) The
wonder of new discoveries is what is key to keeping the
explorer happy.
An explorer . . .
✦ Seeks out new experiences in the game’s setting.
✦ Likes learning hidden facts and locating lost items and
places.
✦ Enjoys atmosphere as much as combat and story.
✦ Advances the plot by being willing to move ever on.
Be sure that the explorer doesn’t . . .
✦ Use knowledge of the game world to his own advantage.
✦ Bore the other players or exhaust you with his thirst for
detail.

Instigator
An instigator enjoys making things happen. She has
no patience for careful planning or deliberation. She’ll
open an obviously trapped chest “just to see what
happens.” She provokes authority figures and opens
dungeon doors to bring more monsters into an already
difficult fight. The instigator loves the vicarious thrill
of taking enormous risks and sometimes just making
bad choices.
The instigator can be disruptive, but she can also be
a lot of fun for the other players. Things rarely grind to
a halt with an instigator in the group, and the stories
that get retold after the game session often revolve
around whatever crazy thing the instigator did this
week.
An instigator . . .
✦ Likes to make things happen.
✦ Takes crazy risks and makes deliberately bad choices.
✦ Thrives in combat and dislikes having nothing to do.
✦ Takes decisive action when things grind to a halt.
Be sure that the instigator doesn’t . . .
✦ Get the rest of the group killed.
✦ Attack the other PCs or their allies.

Power Gamer
A power gamer thrives on gaining levels and loves the
cool abilities that come with those levels. He defeats
monsters to take their stuff and use that stuff against
future enemies. The story and roleplaying are secondary
to action and awesome abilities and magic items.
Most players have a little power gamer in them. A
couple of the core elements of fun in the D&D game
are the accumulation of power and the use of that
power to accomplish astonishing deeds. Nothing is
wrong with enjoying that in the game.
A power gamer . . .
✦ Optimizes character attributes for combat performance.
✦ Pores over supplements for better character options.
✦ Spends less time on story and roleplaying elements.
✦ Prefers combat to other kinds of encounters.
Be sure that the power gamer doesn’t . . .
✦ Become a lot more powerful than the other characters.
✦ Try to take more than his share of treasure.
✦ Treat the other characters as his lackeys.

Slayer
The slayer is like the power gamer, but she is even
easier to please. She emphasizes kicking the tar out of
monsters. Maybe she does so to let off a little steam in
a safe way, or she likes the joy of feeling superior. Perhaps
it’s the pleasure of having the power to mete out
punishment to villains.
D&D combat is thrilling. Few other aspects of
the game put a character in such apparent jeopardy.
Beating the bad guys is a clear success. Most players
enjoy these D&D elements, but the slayer seeks them
foremost.
A slayer . . .
✦ Optimizes like a power gamer.
✦ Might pick simple options to get into the action quicker.
✦ Spends less time on story and roleplaying elements.
✦ Wants to fight monsters and take bold action all the time.
Be sure that the slayer doesn’t . . .
✦ Ruin adventures by killing monsters the characters should
talk to.
✦ Rush past social and skill challenge encounters to the next
fight.

Storyteller
The storyteller is a player who prefers the narrative
of the game to individual character motivations and
personality. This player sees the game as an ongoing
chronicle of events in the fantasy world, and he wants
to see where the tale goes.
For the storyteller, the rules are there to support the
game’s ongoing story. He believes that when the rules
get in the way, the narrative should win. Compromise
for the sake of the story is more important than individual
character motivations.
A storyteller . . .
✦ Often provides an extensive background for his PC.
✦ Works hard to make sure his character fits the story.
✦ Likes dramatic scenes and recurring characters.
✦ Prefers adventures that include at least some plot.
Be sure that the storyteller doesn’t . . .
✦ Insist on making his character the center of the story.
✦ Dictate other characters’ actions to fit his idea of the story.

Thinker
A thinker likes to make careful choices, reflecting on
challenges and the best way to overcome them. She
also enjoys herself most when her planning results in
success with minimal risk and use of resources.
Solving a challenge in a creative way is more important
to the thinker than character power or roleplaying
issues. In fact, the thinker might prefer sound tactics
to acting in character or straightforward, brute force
battle.
A thinker . . .
✦ Engages any challenge as a puzzle to be solved.
✦ Chooses her actions carefully for the best possible result.
✦ Is happy to win without action, drama, or tension.
✦ Prefers time to consider options over bold action.
Be sure that the thinker doesn’t . . .
✦ Constantly tell the other players what to do.
✦ Grind the game to a halt when considering tactical options.


Watcher
A watcher is a casual player who comes to the game
because he wants to be part of the social event. A
watcher might be shy or just really laid back. He wants
to participate, but he doesn’t really care if he’s deeply
immersed, and he doesn’t want to be assertive or too
involved in the details of the game, rules, or story. He
enjoys the game by being part of a social circle.
A watcher . . .
✦ Shows up to be a part of the group.
✦ Helps calm disputes by not being as attached to the game.
✦ Often fills a hole in the PC group, facilitating the fun.
Be sure that the watcher doesn’t . . .
✦ Distract the other players with TV, a video game, or surfing
the Internet.
✦ Disappear from the table at crucial moments.