Tuesday, March 31, 2015

It's never 'no', it's 'how'

Players all the time will look for ways to do things that are outlandish, and are completely out of left field. They will look at you from the front of the GM's screen, and will smile as they glance at their sheet and their fellow players.

"Can I use my Acrobatics to grab the propeller's rod, then run around and around to generate lift?"

The natural reaction is to roll your eyes until they generate an electrical arc, then say with a deadpan retort 'No'. People will get upset, the player will try to say that the +27 they have should allow them to do this feat. But ultimately, you knew the answer was no, and they were able to save the wrist strength on rolling the dice.

These sort of things take control away from the players, even if we know going into the situation that it is going to be a futile attempt. One of the biggest things about TTRPGs is the amount of 'freedom' players have. They are known for being a great escape from the boring, 9 to 5 monotony of the real world. This escape for many is the chance to do things that they would be unable to do. Some want to get swole, grab a sword, and take on 5 to 6 Orcs at once while weathering a sea of blows. Others want to wield arcane magics or serve a deity that blesses them with ultimate power. By itself, the very idea of these capabilities achieve a high level of choice to the characters.

When a player asks you a question you are sure you know the answer to already, avoid saying 'no', but 'how'.

How are you going to pull this one way door open?
How is your Fireball going to cook a row of chickens perfectly with zero error?
How will your character use their excellent Acrobatics skill to turn the propeller on the airship?

This does two things: It gives the illusion of choice, and it also keeps the level of narrative control in the player's hands consistent. Nobody likes being told no, and when it comes to something that is supposed to be an escape, it hurts even more. Players should be allowed to experiment and experience the pain of failure for their characters. In some moments, such an action as the propeller example above in a way make sense. It's a desperate attempt in a life or death situation. It adds tension, and the GM only had to ask how.

While the player is rolling their dice to determine how well they were unable to accomplish their task, you should use this time to plan an explanation that will make their attempt powerful. Players love to hear how well they do, for better or for worse. The key to delivering bad news is doing it with flare. It makes you feel more alive, and it lets your players know that you care.

Thursday, March 26, 2015

Roll20 Marketplace Review - Greytale's Dungeon Items

I have spent more money on the Roll20 Marketplace than I frequently care to admit. Some nights, I lay in bed and think about the dollars that have went into various tile sets while my wife shows me paint ideas for our house.

This money has went to both good and bad items, however there is one provider on Roll20 that has given me the most bang for my buck: Greytale's Dungeon Blanks. I have purchased almost every set from the Roll20 page for Greytale's, and I find that everything that they have released is spot on 100% perfect. Every set has instructions on how to use the pieces in regards to sizing and how certain pieces will interact with others.

The biggest draw to me has been however the amount of customization that is possible with each set. The Blanks in particular have a great deal of mileage on them, and my players that play in my online games can attest to seeing Dungeon Blank Set #2 for almost every dungeon. Each piece if clear of any what I call 'identifying mark's. You will find no furniture baked into the tiles, no blood spots or even statues. Each piece is just the base terrain, which for me is a huge draw to the set. I like to do my best on making sure every dungeon is different, and having tiles that allow me to have a literal blank slate to work with is great. They offer a cavern set, which is amazing and speaks for itself.

Art wise every set is top notch, the furniture packs they offer are done in the same art style as the tiles which allows them to blend as if the entire set was done as one large piece. This seems like common sense to many people, after all it is probably done by the same artist. But a lot of sets in the Roll20 Marketplace under the same author have various styles, or colors that are off hue from one another. It is a real struggle to find good sets for dungeon layouts, and even harder to find them at acceptable prices. For me, Greytale covers both of these.

If Greytale's people ever read this, I do have one bit of feedback for you: release sets faster please! I still need to pickup the newest set as of this writing, Greytale Dungeon Blank # 4, but I can tell looking at it that I will enjoy using it. My players will enjoy the sight of ramps, and enjoy the change of scenery from the other 3 sets.

If you want to check out these sets for yourself, follow this link here to head to the Roll20 Marketplace and take a look at the sets!

Tuesday, March 24, 2015

Handling a Rules Lawyer at the Table

At some point in the life of a GM, there has been that one player whose knowledge of a system is infallible. They studied it, played it since they were but a mere child, and are ready to remind you of every little discrepancy in the rules even if it hurts their fellow party members. They can end games and ruin friendships, but most of all they can make the game a no fun quagmire for the GM.

Handling this sort of player is a true test of social skill, requiring a bit of a backbone as a GM. Before you even consider approaching them on this, look at a few factors:

-          Are the players verbally or visibly upset when the Rules Lawyer starts to grumble?
-          Is the Rules Lawyer only speaking up when it is in their favor?
-          Most importantly, is the Rules Lawyer hurting your enjoyment of the game?

If they tick any of these options above, then you need to take action immediately. If you let it linger, it will hurt the game in the long run and people will drop out. Worst of all, if it bothers you the most, it can hurt the quality of the game resulting in a massive degradation of player enjoyment that can be difficult to come back from.

Turning the negative energy the person at the table is generating into a positive one can be difficult. Often times many will understand if you tell them to bring any rules questions up after the game with you, in order to keep the table moving and play time unbroken. However, there are a few who will take this as a way of silencing them, being unwavering in their dedication to the written word of RAW (Rules as Written). The best way to handle this is turn that negative energy into something positive for the whole table. Let them know that you could use their expertise and knowledge in areas such as Skill Resolution, which is often times a section that many players are unfamiliar with. Have them help the group out by providing basic handouts on commonly misunderstood rules that can slow a table down if they get out of hand. Using the person as a tool instead of a hindrance is a great way to turn their energy into something that benefits all, and can help take a burden off of your shoulders!

It is sad to say however that there are many who will try to abuse their standing knowledge of the game for their own goals, or to harm other players at the table. Trying to speak with them can prove futile as they continue their old ways, or worse, start to become distraught at the table. These players should be cut from the roster and a replacement found, if possible. It is the hardest thing to do as a GM, but think of the game and your enjoyment. Think of the time and energy everyone else, including yourself, have put into the table. Will it sour some grapes? Yes, but in the long run it is worth a bit of heartbreak for a long term relief of knowing you can enjoy your own games.


Remember at the end of the day: The GM’s word is law, and for good reason. Never be afraid to back up your feelings or decisions.

Thursday, March 19, 2015

In Defense of Group Character Creation

Oftentimes GMs will have their players create the character they need for the game at home before they arrive to the table for the first session of play. Arrays and point buys have eroded the need for ‘GM confirmed’ rolls for attributes and there are so many systems out there that allow for easy character generation for most major systems. Making the character before the game saves a session of time, but what is the cost of this convenience?

I have always felt that by having characters generated before the game starts, we lose out on a chance for our players to appreciate the setting. Watching over their shoulder while they consider their choices allows you to both make sure you are providing an adequate challenge, but you can also help strengthen their bond with the setting. Offer suggestions from the handout (if there is one) about how certain classes can tie in with existing organizations. Talk about the terrain and certain events while they create which can give them ideas as to what would be strong in the campaign. Talking about a setting will churn thoughts among your peers more than simply placing it on a piece of paper. Speak with a tone that shows you care about what you created and you can easily encourage your friends to think about their in-character choices.

With everyone in the same room, you also allow for the group to synergize better with one another. You have an easier time filling class roles, and people can work together to create a bond that works in-character for the campaign. Probably one of my biggest gripes is when players come to the table with multiple characters rolled ready to go when I ask them to roll at home. It gives of a feeling of caring only for the game portion of the campaign, not the setting itself. It’s a nice gesture in order to make sure roles are established to avoid shortcomings, but it feels hollow unless they have a good back story for each.

Newer players will always benefit the most from group creation, with veterans helping them determine the direction they should go for the idea the new player has in mind. Many systems that offer a lot of complex choices also suffer from the Ivory Tower gaming theory where certain options seem appealing, but are useless. These options are traps for new players who only know the basics, and can deteriorate playing experience in later sessions. The group experience can also make sure that the player’s character is in line and 100% correct for game time to help keep the game time flowing smoothly.

The best reason though to create characters as a group is the bonding aspect of it all. Knowing what design process went into each character, interacting with each other by providing suggestions and support for character ideas and themes, all of this can result in a greater experience at the table come game time.