Confessions of a Newb GM: Game with a Difference

The other day my former DM told me what I missed in the last session. He told me told it was two combats and two skill challengesas an example of how quick the session was moving. Hence why he’s my former DM. I know my new DM cares much more about having fun than winning D&D. Continue reading “Confessions of a Newb GM: Game with a Difference”

Eyes Up – Directing Your Campaign

You need direction at the table. If you’re reading this I’ll assume you aren’t trying to flesh out your Imperial Assault or Descent games just for that little extra bit of story. I mention this because the standard villain of the week approach is boring. It’s boring on TV and it’s boring on the table. A campaign has structure. A campaign needs structure, even if it’s loose, otherwise you and the players will spin your wheels after a while and people will drift away.

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Eyes Up: A Trouble with Terms

Never talk to me about adventures, because if you are trying to it’ll be a book in length and I’m going to be bored, or it’s going to be a about something that isn’t all that long but I’ll be wondering where the rest of it is because I’m expecting the whole novel. Adventure is a meaningless term that could be anything from going and building a snowman to throwing some jewelry into a volcano, or even following the adventures of a Naboo ship-repair droid as he goes through the galaxy orchestrating the overthrow of an evil empire.

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Confessions of a Newb GM: Rooms as Costume

When setting a scene you should have a reason for the players to be in the encounter whether that reason is a piece of information, a contest that one is going to participate in, or an NPC they have to deal with for other reasons. Any situation the party has in front of them has multiple solutions to it and as a GM you should be trying to show at least a few of these solutions. Continue reading “Confessions of a Newb GM: Rooms as Costume”

Eyes Up: Going for the Stands

As a GM we fear the loss of control. I see this everyday with myself being the one fearful, but I also see it at the gaming table quite a bit. I’m a very weird player when it comes to RPGs, I’m not attached to a character and will play it like it’s just an avatar in adventures doing things that are far past the daring do of what a ‘sensible’ character would show. This is my own take on it because of needing to let go of my fears and do things in ways I wouldn’t do away from the table.

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Confessions of a Newb GM: Skills and Structured Events

I want to help clear up a misconception that I’ve seen again and again in discussions. Skills are skills. It doesn’t matter if they’re knowledge skills, combat skills, bow hunting skills, or computer hacking skills it all comes back down to: The way you use a skill in one situation is the same as in any other situation. Continue reading “Confessions of a Newb GM: Skills and Structured Events”

Confessions of a Newb GM: When the NPCs Aren’t There

In the last article we looked at the basics of why an NPC is in a scene. Today we’re looking at where an encounter is taking place. I know I’ve covered it, @Brometheus has covered it, and @theangrydm has covered this before. Here I’m going to be looking at it a little differently. What happens when an NPC isn’t in the room, but you still need to get information across to the players. Continue reading “Confessions of a Newb GM: When the NPCs Aren’t There”

Eyes Up: Change with your Players

Plans change.

As a GM you know this at least theoretically, combats don’t go the way you expect or even don’t happen at all. The changing course of how people interpret information you give them is often seemingly bizarre. Players jump to one conclusion and are unwilling to give up on that idea. I’ve seen players do it time and again. This isn’t a bad thing, but what you do with it can be. Continue reading “Eyes Up: Change with your Players”

Confessions of a Newb GM: Making NPCs That Care

Getting a group together and sitting down to play can be fairly nerve wracking for a GM. Building the world that people are living in is a weird sort of skill to expand. I see the expectation time and again in many RPG products, GMs are expected to be able to go create something and make it wonderful for players off the top of their head. Continue reading “Confessions of a Newb GM: Making NPCs That Care”

Eyes Up: Rewarding the Player, not the Character

Let’s talk about rewards for players. I have yet to meet a GM or player who doesn’t get the basics of rewarding players with experience points. In some systems it’s an equation as simple as putting monsters in at one end, running them through the shiny bladed grinder of players, and dropping at the feet of the players blood splattered items of surprising usefulness. This is all well and good, and keeps the characters growing in power, but this can be minor to rewarding the players for their actions instead of just their characters. Continue reading “Eyes Up: Rewarding the Player, not the Character”

Confessions of a Newb GM: Clunky Randomness

I’ve been talking with my D&D 4th Edition DM over the last couple of weeks. After trying to bring my DM to The Mad Adventurers Society and The Angry GM blog, in an attempt to bring the perverbial horse to water, we were discussing how the two of us envisioned a 5th Edition campaign. He wanted to wait for the 5th Edition DMs guide and delve into its depths before he was willing to run a new adventure. The biggest reason he gave for this was his memory of the DMs guide from Advanced Dungeons and Dragons with tables upon tables of things that can be rolled on. He was describing why this was a great thing, but there are some concerns when it comes to random encounters as a base for a campaign. Continue reading “Confessions of a Newb GM: Clunky Randomness”

Confessions of a Newb GM: Scaling the Story

As I have done more and more planning for different campaigns, I find that beginnings and endings to have to be the most solid points. Without these two points set in stone the wild twists and turns that the players throw at me have a knack for throwing me into a tailspin that takes quite a bit to recover from. Continue reading “Confessions of a Newb GM: Scaling the Story”

Eyes Up: Messing with Money

Creating a story out of, or imposing a story upon, a roleplaying group is a very daunting thing. Taking a look at what The Angry DM has written this week got me back thinking about why we use anything at the table, from an NPC to a blaster pistol. There are so many different levers you’re able to use to get to the same place whether it’s character power or world based. Continue reading “Eyes Up: Messing with Money”

Confessions of a Newb GM: Communicating Trust

I’ve just started a group in my Lepskin campaign. I trust that they’ll be playing to have fun and to try to tell a good story while working to bring what is cool to them to the table. They trust that I am making adventures that have direction to them, but also that I’ll let them go and explore the sector I have made up a framework for.  I’ve advertised that the players are able to make a sizeable contribution to this campaign setting and, at the moment, I’m trusted to follow through. Continue reading “Confessions of a Newb GM: Communicating Trust”

Confessions of a Newb GM: Rising Action

There has been much said in the last few years of making the results interesting from dice rolls. There has been a really good micro-cast about creating a story from the results of a roll. Creating a narrative is what an RPG is best at; while a board game always has an emergent story to it, normally it has nowhere near the depth of an RPG. A large issue is that people are trying to create a narrative from nothing preceding it. Continue reading “Confessions of a Newb GM: Rising Action”

Confessions of a Newb GM: The Fuzzy Future

You’ve read GM sections so you know preparation is the key to a successful session, you’ve probably heard this in regards to almost everything. For a newer GM it’s true. Preparation ahead of time means having the depth of knowledge to react to a party that wants to go anywhere but the nice little path that you have lain before them. Continue reading “Confessions of a Newb GM: The Fuzzy Future”

Confessions of a Newb GM: Disinterested Interest

Player Engagement is a precious thing. If you lose a player to an outside distraction it takes quite a while for that player to come back and be fully engaged. When players are bored they show it in a multitude of ways, from glancing at their phone, to planning out their next level, to looking up arcane uses of their current skill sets. The ability to be distracted gets heightened online when you have a browser in front of you, it’s so easy to slip over to twitter, to a chat room if you’re on Twitch or any number of other things the giant calculator can do. Continue reading “Confessions of a Newb GM: Disinterested Interest”

Confessions of a Newb GM: The Forever Fight

A few weeks ago I was in a Dungeons and Dragons 4E combat that lasted an epicly long time. The sad part, in retrospect, is that it will not be remembered by anyone who fought in it. The reason being is that nothing substantial happened. Let me repeat this, after an 8 hour fight nothing of value happened, no useful loot was to be had, we didn’t go up a level, no characters came close to being killed (one did get reduced to below zero health one slot in the turn order before being healed). Continue reading “Confessions of a Newb GM: The Forever Fight”

The Start of a New Adventure

Welcome to Tales from the Hydian Way! We’re extremely excited to unveil our brand new website!

Tales From the Hydian Way is a podcast and a community who love roleplaying, Star Wars, and games of all kinds.
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Confessions of a Newb GM: Calmly Adventuring

An RPG is about people telling a communal story and having fun while doing it. If all that people do is get together to get in fights and kill things there is Warmachine or that other, more expensive, one. Players and GMs get the fun of a common goal that they work towards, the players slowly chipping away, up and down action, the GMs frantically trying to spin a story from whatever cliché they can think up in that moment. The putty to fill in the gaps between expectations and what is delivered comes from everyone buying into the premise of having fun together doing the same thing. This is the same reason why people get together to do various sports with friends, play board games, play cards, watch movies, or even just to have a few drinks together.

The difference with RPGs is that while there is a game, there are also roles to play; I mean it is right there on the book jacket. During setup everyone gets their role, depending on their desired outlooks for the game: the face, the muscle, the tinkerer, the sneaker, the mob of other people. This make up requires communication. If you’re playing a random Lord of the Rings derivative RPG and your players all have fighters, as the GM you shouldn’t spend time with a with a rogue based sneaky portion to save the party from a massive fight. Everyone ends up feeling frustrated at not being able to use their fun abilities.

To help facilitate group creation the GM can give an elevator pitch for what type of adventure is going to be happening. Even a list of a few movies or books you’re going to riff on is a good idea. A blank page can lead to anything, one person wanting to do cowboy horror and the next to create a werewolf teen basketball star, guidance is needed. Everyone sitting down at the table needs to say what their intentions are for their character.

The Long Campaign

As has been said before a miss-matched group of characters leads to inevitable headaches. I normally want to talk over with the players ahead of time what sort of campaign we all want. I may have my own ideas for the campaign, but I may be spurred on by a cool idea that a player has.

Party creation can be done in its own session and usually it helps with setting expectations for everyone. If it’s with old friends it allows for a nice relaxing time, if it’s with new people you can size everyone up and the emergence of a table leader starts to happen. This isn’t throwing away a session. You’re gathering ideas and honing them into a larger notion of where you’re going with it. It allows for the players to decide what they’re taking and to make sure that any particularly visible holes can be dealt with.

The holes matter in a long campaign, especially if you as the GM want to play around in one of the areas that the players are weak in.

Party balance is a weird beast depending on the RPG system you’re in. If you’re in a more narrative system where people are able to do pretty much anything and it’s the story that matters it isn’t as crucial. With narrative games it does still matter when considering the “odd one out.”

When I was in the playtest of @Fiddlebacks Mask of Ordo (a great module, I cannot recommend it more) we had two to three combat orientated people and a sneaker, the GM tried to let the sneaker get ahead and do stealthy things, but the rest of us didn’t let him because it wasn’t in our character’s natures.

If you’re in one of the d20 alum games it matters an amazing amount. If you are chronically without a healer that means slower going due to natural healing, no one to control the enemies for more than a round, and your damage dealers are having to evade without dealing damage. Not enough damage dealers and the fights take too long and people get bored.

One Quick Shot

One shot adventures are a completely different beast, whether it’s at a convention or wanting to try out something new. These don’t always require a balanced party, as @wood-jasond rightly points out, but it depends on what people are trying to do with it. You need to be aware of the experience you want and what you’re trying to accomplish. Is it a convention game with a bunch of hardened players for the system? Are you doing pregen characters? Can that adventure be used to welcome new people to it? Do you really want to do that one and only time you GM a zombie adventure now?

Making sure you know what you want out of the adventure allows you to give the players an idea of what is coming up and how it will affect them. Knowledge of the adventure paths allows you to also decide if player party balance matters to you or if it’s more advantageous to have a completely tilted play group. Can three fighters and a mage slay that dragon or does it need to have the rogue and cleric as well?

Adventuring Together

I’ve gone through my two types of adventure thinking here for both campaigns and one shots. I hope it helps with figuring out how much you want to know about the party before starting to plan an adventure. Planning ahead is wonderful for a campaign, but a series of independent adventures that focuses on each player can  allow for greater enjoyment.

The Tale of Fear

We talk of fear checks and how some really dislike them, bringing a full top to bottom examination while giving a few ideas on how to make them much more awesome than a pit trap.

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The Herding Players Tale

This week Joshua asks David and Ben why his players are floundering after giving them an open sandbox to work with.

Discussion erupts around ways to move the story along and ways of presenting story that players care about.

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The Modified Tale

We look at Special Modifications this week and find that there is a surprising amount in such a small book.

We have a bonus sized episode for you to make sure we at least got through the start of the character stories.

Continue reading “The Modified Tale”

Confessions of a Newb GM: Through the Dark Glass

While listening to potelbat Ep. 18  I was introduced to Obsidian Portal, I looked at it and thought, “This is kind of cool to use as a repository for all things campaign related.” Working with Obsidian Portal proved both easier and harder than I expected.

I created my one free campaign to see how things would work out from the GMs side of campaign creation and to see how quickly I could break it. I’m glad that the programmers linked to a textile help page so I could start muddling with how I can get tables and different things to display properly.

 

Dealing with Obsidian Portal is a bit of a bear, especially for the uninitiated. I’m going to give a few examples of what I do for player characters, NPCs, and general wiki entries. I’ll also show a basic layout that allows for quick reading while getting across as much info as possible.

Today’s article is going over the basics of the character wiki pages. In the next article I am going over how Slugs are used, how links are created and modified, and how tables can be used to simply create a quick character sheet without CSS.

Character Creation:

The first two things that are needed are what you’d need on paper. Generally I’m copying off of scratch pad or filled character sheet anyway. Obsidian Portal provides a Description and a Bio; both are useful though I’ve mentally separated them into crunch with leading flavor text in the Description, leaving all of the fluff that you and the player want.

Since this is about the character sheets specifically, I’ll touch on a few of the entries that come up only on character pages. For all examples I’m going to be using Draeks from the Lepskin Council.

Character Name:

What it says on the tin. This is what the character is called and what will be displayed at the top of their page. This also will become the slug seed if a slug isn’t chosen.

Slug:

The slug is the most important thing you can adjust. This is how everyone for this campaign links back to the character. Preferably this is something simple such as first name, last name, nick name, or generic description. It is important to keep it short and unique since other people will use it and can use it when not mentioning a character by name, such as Gands.

Examples:   Han1, Bothan3, itswhomnotwhat, or Fettissarlacfood

Tags:

This is the way to order your characters and wiki entries. This works just like the ones on The Mad Adventurers Society, click on them and you get taken to a page with all of the things tagged with this. Usually this is done at creation, but anyone who has access to the page can add tags. Again, this calls for brevity in what is put in. I can put in Lepskin Council as a tag, but Council or The Council would be preferable, unless there is more than one Council. Normally I toss in everything I can come up with, for Draeks I put in tags to show his links and where he can be found. It’s not crucial, but it doesn’t take long and it’s quite recommended to do at the time of character creation since it is so easy to forget.

Examples for Draeks:   Bothan, Council, Commander, Rebel, and Catiwhinn

Quick Description:

This section is a small description that everyone who is browsing the character section will see. Leaving this description blank is an option, but one that should be exercised rarely since it just becomes a list of names without anything for context. Even short three word phrases work and can be enough to spark some imagination for what the character is.

Description:

This section has two uses. One is a description of how the character is and acts and should be short, manageable paragraphs to keep from painting people into corners when thinking about the character. The description is also for putting ‘the crunch’.

The crunch is the hardest part to do since all it contains is numbers and simple descriptions’; making it readable is near painful. Obsidian portal is putting together a series of Dynamic Style Sheets that use Cascading Style Sheets and information skimmed from the description section. Sadly the one for Edge of the Empire and Age of Rebellion is nonfunctional and ends up overwriting existing information in spots.

For this I have thrown together a table that looks okay and is fairly serviceable for putting things in an organized fashion.

Biography:

This is where the fluff goes, even if you don’t put anything in this section the vestigial section still shows up for everyone. Character history blurbs are great but a new character or NPC doesn’t need a long one since the character is at the start and everything before should be more boring than what is about to happen, or the character is about to die. A slowly growing journal adding a paragraph or two after each session or adventure is a good idea and gives a bit of history to an established character, this also allows for people to remember what happened a year ago in a fast moving campaign.

The Check Boxes:

Check those that apply. Having people constantly e-mailing updates to other members or their GM can quickly lead to either ignoring notifications from Obsidian Portal all together, or cause the one receiving the notifications to take a negative view of the one causing them.

 Note:

At the time of writing this I don’t know CSS and haven’t played around with it much beyond fixing other peoples pages. It is something I hope to get good at since it seems to be easily learn-able.

The Challenge Tale

Two listeners asked us about skill challenges in Fantasy Flight’s Star Wars system and we decided to give our thoughts on it.

From outlining what they are for those unaware, to ways the advantage and threat skew how you can use them.

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