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 Art Tale

We look to the art of Fantasy Flight Games to glean inspiration for adventures and even campaigns.

Work coordinated and curated by Zoe Robinson has been an inspiration during her time at FFG, and this is our tribute to her work as she departs to Blizzard.

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The Grand Combat Tale

We talk about montage scenes in your game and mass combat in a way that makes every roll matter for your campaign and the fantasy world writ large.

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A Son of the Monkey

Ben and Joshua discuss setting a scene and how the FFG system is tailor made for better improvisation and cool ways of adding to it from both sides of the GM screen. (who uses those things as screens?)

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The New Legends Tale

David likes the Vong, Joshua loves cool ideas.

We talk about using the odd ideas from legends to have a cool game and how to use them in a general sense at your table.

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The New Path Tale

David’s players went to Bandomir.

This is a problem because he has no idea what to do and the session is the day after recording. Ben chimes in with a few ideas and in doing so they find a great truth for all GMs.

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The Strongholds Tale

Joshua and Ben have the book Strongholds of Resistance and give their reviews. David leads questions and joins in with his thoughts. We all talk about how to bring this book into making your tales on the table all the more awesome.

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The Holiday Tale

As we enter into the longest night we look to holidays in Star Wars and role playing games in general. From what makes up a holiday, to covering a few ideas and themes that you can do from major adventures all the way to little bits.

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The Organized Tale

Organizations are fun to come up with, so we came up with 9 new ones, each with a different bend.

David takes criminals, Joshua goes all forcey force, and Ben is doing odd military applications.

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The Bestial Tale

We talk about Beasts this week because ages ago @thebrometheus decided he really liked the 30 odd dogs in his family room.

It’s taken a little bit but we here on the Reluctant Bogwing  sat down and talked about beasts from the wonderful swarm of bees to Zilo beasts.

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The Tale of Endings

We talk about things to keep in mind as you end sessions, chapters, and campaigns during Cams final show.  We have a great time as we watch out for murder bears around the campfire.

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A Party Tale

This week we start a look at how you can deal with holes in the party and how, as a GM, you can challenge players without making it punishment for choosing the ‘wrong party’.

We also give a few ideas for party concepts and how they can be made into really amazing adventures or campaigns.

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A Tale from the Front Lines

We saw the Rogue One preview. It was amazing. Then we started talking about running a campaign like that and asked ourselves how we would do it. One thing leads to another and suddenly we’re discussing how to make a decent war based campaign that doesn’t feel like an Edge of the Empire campaign.

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The Tale of Shiny Things

Ben had no idea about equipment and was starting to worry he was doing it very wrong. Cam had some ideas so they started talking about it. Thankfully someone had the recorder going so all of you can benefit from the discussion on equipment and how to get it to mean something to the players while not being too giving or to miserly with it.

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Who’s Tale is it Anyway?

We start off with a simple question of how to deal with a guard house full of security personnel with out shooting it up and expand into how we run low prep games and bring the players into a scene.

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The Tale of Corrupted Power

Ben and Cam talk about high powered adventurers and parties, tactics to deal with same both in FFG Star Wars and more generally, changing things up mid-campaign, and what to do when a player is about to break the game.

You can find us on Twitter at @DeuteriumIce and @Xphile101361

You can find us and much more at TheHydianWay.com

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We go say hello to Admiral Daala and dine with wookiee service and you can listen in below.

Encouraging Weird Parties

Today we talk about the wonderful things that you can do to help make your player parties less ‘normal’. With interesting ideas for making weird party concepts, talk a little on how parties are their own character in their own right, and then go on to finding ways of making things even more interesting at character creation. How can a single free rank change the entire nature of a party?

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