Showing posts with label toolkit. Show all posts
Showing posts with label toolkit. Show all posts

Tuesday, May 5, 2009

Jobs Update

There are two new jobs awaiting players to choose them, if they so desire, as well as an addition to an existing job.

The new jobs are Quartermaster and Encounter Tracker.
Briefly -
Quartermaster keeps track of party gold and treasure.
Encounter Tracker keeps track of kills and saves (who heals whom) for each encounter.

The Initiative Tracker has a new responsibility as well. I will have a dry erase board ready for the Initiative Tracker to use where he will list the initiative order. On this board he will also track conditions that characters and monsters are under (such as burning until save ends, being marked, dying, etc.)

This is in addition to me dropping all the jobs down to being a Minion of Level XP. I will hopefully come up with a couple more job options soon, so there will be choices that can be made for those who want a little more XP and a little more to do in game.

Thursday, April 23, 2009

Concerns on XP

It has been brought to my attention via more than one source that there is some concern about the distribution of XP - namely that those with jobs will gain a growing permanent lead on those without jobs.

I have a few things to say in response:
1 - I am watching the XP difference, and won't let things get out of hand. A character being a level or even two ahead of the party shouldn't be an issue, but a 3-4 level range difference in the party would be. I won't let that happen.
2 - Doing extra work during the game needs to have some benefit.
3 - It is my intention to have enough optional extra jobs possible that everyone who wants extra XP can gain it. I will unveil new jobs as soon as they are ready.
4 - If you don't care that much about XP and only want to enjoy the role-playing you shouldn't have to take on an extra responsibility, hence why no person is mandated to have an extra job.
5 - The jobs themselves help alleviate some of the work from me, the DM, but also helps keep players involved in the game even when their characters are not directly active in a given scene.

Also, understand that I personally have a concern that the party will level too fast with all the XP I am giving, but I am trying to balance that with a sense from some players of "I don't want to be level one again!"

To conclude, I am aware of the concern and I am monitoring it. More job options will be available soon. And I have my own concerns about extra XP.

Monday, April 20, 2009

Merin's D&D Handbook

I should have this ready by Wednesday, a nice printed-out copy at the table, and a PDF available for download on the site.
Basically it'll be a compilation of articles I wrote here or emailed to everyone that regards my DMing style, the style of the campaign, the jobs players can have, XP rewards, etc.
Look for it! I know you are all tingling with lack of anticipation!

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.

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.