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	<title>Mr. Topp and the Big Bad Blog » roleplaying</title>
	
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		<title>The Big Bad Guide to Character Creation</title>
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		<comments>http://mrtopp.com/2010/08/26/the-big-bad-guide-to-character-creation/#comments</comments>
		<pubDate>Thu, 26 Aug 2010 17:29:20 +0000</pubDate>
		<dc:creator>Mr Topp</dc:creator>
				<category><![CDATA[roleplaying]]></category>
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		<category><![CDATA[character concepts]]></category>
		<category><![CDATA[character creation]]></category>
		<category><![CDATA[character creation guide]]></category>
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		<category><![CDATA[rolling up a character]]></category>
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		<guid isPermaLink="false">http://mrtopp.com/?p=6390</guid>
		<description><![CDATA[My gaming group is getting a little bit of a boost. One of my players has decided to try out being a DM, which means that a new D&#038;D game is being launched, and I recently had the opportunity to roll up my first 4th Edition Dungeons and Dragons character. Perhaps it&#8217;s the nature of [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://mrtopp.com/wp-content/uploads/2010/08/dungeons_and_dragons_sets.jpg" alt="" title="dungeons_and_dragons_sets" width="240" height="180" class="alignleft size-full wp-image-6408" /><br />
My gaming group is getting a little bit of a boost.  One of my players has decided to try out being a DM, which means that a new D&#038;D game is being launched, and I recently had the opportunity to roll up my first 4th Edition Dungeons and Dragons character.</p>
<p>Perhaps it&#8217;s the nature of the beast, but I always seem to really enjoy playing the characters that I create &#8212; at least since I reached this &#8220;adulthood&#8221; stage of life.  And because I have this little corner of the Internet, I thought I might write <b>Mr Topp&#8217;s Guide to Character Creation</b>.</p>
<p>Treat the steps below with caution.  While they are generally the order in which your blogger does things, sometimes steps need to be revisited and reconsidered later.  In particular, step two and three are interchangeable, and are repeated (in step four) until they are settled and in sync &#8212; although they should never lose sight of the decision made in the first step.</p>
<h3>Step One: Find a part of the game that you want to explore</h3>
<p>Perhaps this is easy for you.</p>
<p>If you&#8217;re a longtime gamer, as I am, you probably remember making characters when you were a kid.  You wanted to have the <i>Fireball</i> spell.  Or get to have a Mount by virtue of being a Paladin.  Or you just got the latest <i>Complete Guide</i> to some class or other, and wanted to try out the <i>Spy</i> kit, or the <i>Gladiator</i> kit.</p>
<p>When I hit my teenage years, however, this stopped being rewarding.  A &#8220;new&#8221; character class (or a twist on an old one) simply did not make characters interesting anymore.  As a result, I started to play blank slates &#8212; characters that were jack-of-all-trades, or just fit into the party, and counted on random &#8220;growth&#8221; and interaction with the world in the game to make them come to life.</p>
<p>This was mostly unsuccessful.  Over a ten year period, playing a character I liked became something rare and accidental.  I decided that I did not like playing PCs, and should only GM.</p>
<p>And then along came the <i>Amber Diceless Roleplaying Game</i>.  I read the novels.  I read the rulebook.  I re-read the novels.  I played in a campaign, ran a short-lived game, and played in numerous one-shots.  It is a game I enjoy very much.</p>
<p>But there was a part I did not understand.  The power called Logrus Mastery.</p>
<p>When a friend decided that he was running a game based around the Courts of Chaos, that seemed to be my opportunity.  I created a character around the idea of Logrus Mastery &#8212; he was an exploratory vessel for a part of the game that I did not understand, but wanted to.</p>
<p>And I rediscovered that childhood joy in playing something new.  I rediscovered the power of discovery in playing a character.  And it was good.</p>
<p>Today, it is the first thing I decide about my character &#8212; in terms of the game, what am I looking at?  What am I exploring?  What part of the game am I trying to experience?</p>
<p>In this new game, I have chosen &#8212; quite generally &#8212; the incorporation of <i>fey</i> into the game.  It has always been there, somewhere, in the background.  But in fourth edition it really comes alive.  The fey races &#8212; Eladrin and Gnomes &#8212; have special racial powers built around their fey nature.  The Feywild &#8212; Fairy-land, if you will &#8212; has been expanded as a real and reachable place.  And Warlocks can have pacts with fey creatures, from which their powers originate.</p>
<p>All of this explores something not available in the D&#038;D games of my youth, and the central theme to my character concept involves exploring this in the game.  A PC steeped in the Feywild gives me a starting point, and grants a heavy focus to the entire character creation process.</p>
<h3>Step Two:  How does my character get to their starting point?</h3>
<p>This step is, essentially, the character&#8217;s background and history.</p>
<p>This is a standard part of character creation, but for some reason it tends to be treated as an afterthought.  Not here.  We are all shaped by our experiences &#8212; I, for instance, am not a set of my skills and abilities.  Five points of fencing, seven points of blogging, and so on.  I am a sum of my experiences &#8212; my schooling, my parents, my teachers.  Where I have lived, what I have lived through.</p>
<p>Once you have fleshed out your character, these choices are limited.  But when your only limitation is the overriding character concept (see step one), you have a lot of freedom to define who your character is before the sum of their experiences has been limited by what is written on a character sheet.</p>
<p>Like most long-time roleplayers, I have seen (and written) all sorts of character backgrounds, from short novels to single paragraphs.  What works best for me is to have a very lightly mapped out history, with more detail as it gets closer to the game.</p>
<p>For instance, in this game, there is a sentence or two about my character&#8217;s family.  A paragraph about his life up until recently, and then about a page on the events that lead him to where he is at the start of the game.  Excepting some early-in-life character-shaping event, this seems to work well.</p>
<h3>Step Three:  How does my character interact with their environment?</h3>
<p>Once we have the basic drive of the character &#8212; and probably a good idea of what they&#8217;re going to look like once skills have been assigned and powers chosen &#8212; my next consideration is how they interact with their environment.</p>
<p>Are they bold?  Quiet?  Arrogant?  Confident? Proud? Humble?</p>
<p>How will they react to those monsters, characters and dilemmas they are likely to face in the game?</p>
<p>Most importantly, can <b>I</b>, as the player, find something inside myself that can be drawn upon to behave in the appropriate fashion?  It seems to me that I have moments in which I behave &#8212; or would like to behave &#8212; in a manner that would fit any of the characteristics I would place here. Chances are you do too, but be aware of them right now.  If you decide to be a proud character, but normally deflect praise yourself, be aware of this when creating the character.</p>
<p>It is the differences, personality-wise, between you and the character that make <i>them</i> an interesting person to play and explore.  The alternative is to play yourself with superpowers &#8212; there is nothing wrong with that approach, but make it a decision and not an inevitability.</p>
<h3>Step Four: Stir</h3>
<p>Here we take our steps two and three, and revisit them.  Adjust them until they fit together.</p>
<p>The character&#8217;s past ought to either inform the manner in which they interact with their environment, or be consistent with it.  In other words, there should be an event (or events) which lead towards their behaviour, or the character&#8217;s story needs to be consistent with that form of interaction all along.</p>
<p>For instance, if you want to fulfill your commuting fantasy about pushing your fellow jerk commuters down the stairs, your character will probably be short-tempered and violent.  They might have a past that involves being imprisoned, living on the street and fighting for cash (consistency), or have suffered a recent trauma (event).  They likely should not have had a happy childhood with good relationships and had top grades in school.</p>
<p>People do &#8220;just snap&#8221;, but there ought to be a trigger.  Do not count on encountering a proper trigger in the course of the game, unless you have already agreed such a thing with the GM, and decided what it would be.</p>
<h3>Step Five:  Put your character into the game&#8217;s framework</h3>
<p>Only now do we turn to rulebooks and character sheets.  Create your character based on what you have already decided.<br />
<img src="http://mrtopp.com/wp-content/uploads/2010/08/dice.jpg" alt="" title="dice" width="240" height="180" class="alignright size-full wp-image-6409" /><br />
While there will likely be a few painful choices &#8212; two things that both fit the character as written, where only one can be chosen: where to spend the last few points, what skill gets the last slot &#8212; most decisions will be made by your character concept (Step One), with the peripherals informed by your character history (Step Two).  Your circus-raised Sorcerer, for example, is more likely to know acrobatics than history.</p>
<h3>Step Four:  Development</h3>
<p>No battle plan survives first contact with the enemy.</p>
<p>All of the above is designed to give you an interesting person to drop into the midst of a game that somebody else is designing.  What happens from there is anybody&#8217;s guess.</p>
<p>In the majority of games, the events in-game are supposed to be the defining moments of a character&#8217;s life.  Unless you&#8217;re playing retired superheroes who are called to action one last time, this is likely to be the case in the game that you are playing.</p>
<p>And there&#8217;s something about experiencing life-defining moments.  They change you.</p>
<p>And so they will change your character as the game progresses.</p>
<p>Think of the four Hobbits in the Lord of the Rings.  Merry and Pippin go through profound changes over the course of the story.  Sam and Frodo, on the other hand, are more stalwart and bent to the purposes they have been assigned at the beginning of the story.  But they are also much changed by the adventure.  Their future selves are quite different to the Hobbits who were plucked from the Shire by adventure.</p>
<p>There is little point in trying to plan it out.  Certainly, your character can have <i>goals</i>, but how reaching (or failing to reach, or being sidetracked) will change them is difficult to guess.  The events with the most impact to the character do not have to be those most important to the story:  A friend in danger can turn a reticent hero into the one leading the charge.  Wielding a flaming sword could change the character&#8217;s own self-image, and alter their approach to dangerous situations.</p>
<p>Whatever happens, let it happen.  Your character might continue to be interesting long into the future.</p>
<p><font size = "-2"><a href = "http://www.flickr.com/photos/unloveable/2395225701/in/photostream/">Top photo</a> by <a href = "http://www.flickr.com/people/unloveable/">Steve Barry</a>.<br />
<a href = "http://www.flickr.com/photos/lydiashiningbrightly/3423990219/in/photostream/">Bottom photo</a> by <a href = "http://www.flickr.com/people/lydiashiningbrightly/">Lydia</a>.</font></p>


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<p>Related articles:<ol><li><a href='http://mrtopp.com/2009/01/18/creating-a-villain/' rel='bookmark' title='Permanent Link: Creating a villain'>Creating a villain</a></li>
<li><a href='http://mrtopp.com/2009/02/19/the-recap/' rel='bookmark' title='Permanent Link: The recap'>The recap</a></li>
<li><a href='http://mrtopp.com/2009/06/25/crossroads-session/' rel='bookmark' title='Permanent Link: Crossroads session'>Crossroads session</a></li>
</ol></p>
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		<title>Death and consequence</title>
		<link>http://feedproxy.google.com/~r/mrtopp_roleplaying/~3/-8YHdg3hRis/</link>
		<comments>http://mrtopp.com/2010/07/29/death-and-consequence/#comments</comments>
		<pubDate>Thu, 29 Jul 2010 17:53:45 +0000</pubDate>
		<dc:creator>Mr Topp</dc:creator>
				<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[character driven]]></category>
		<category><![CDATA[consequences]]></category>
		<category><![CDATA[death]]></category>
		<category><![CDATA[emotions]]></category>
		<category><![CDATA[hack and slash]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://mrtopp.com/?p=6090</guid>
		<description><![CDATA[A few weeks ago, I read a Gnome Stew article in which player character death was called a &#8220;hot button issue&#8221;. It puts the argument out there that PCs should not die in game &#8212; in books and movies, we often know that the protagonist will be successful in the end, after all, so there [...]]]></description>
			<content:encoded><![CDATA[<p>A few weeks ago, I read a <i>Gnome Stew</i> article in which <a href = "http://www.gnomestew.com/hot-buttons/hot-button-player-characters-should-never-be-kille">player character death was called a &#8220;hot button issue&#8221;.</a>  It puts the argument out there that PCs should not die in game &#8212; in books and movies, we often know that the protagonist will be successful in the end, after all, so there is no reason for a protagonist to die in your game.</p>
<p>Secondly, it argues that character death is akin to punishment for the player, as it pulls them out of the game.</p>
<p>Around the same time, I read an article at <i>D&#038;D With Porn Stars</i> which &#8212; in its coda &#8212; <a href = "http://dndwithpornstars.blogspot.com/2010/07/completley-spoiling-haiku-like-elegance.html">looked at character death and character creation through the lens of how the game is approached</a>.</p>
<p>These two articles mixed and merged in my head, and are now forcing themselves back up onto the pages of the Big Bad Blog.</p>
<h3>What is death in roleplaying?</h3>
<p>In a roleplaying game, death is not the same as it is in real life.  Depending on the game you play, it does not even necessarily mean that the character is gone &#8212; it could simply be like a hockey penalty.  But if death is not death, what is it?</p>
<p>Again, this depends on the death in question.  Some deaths might be sacrifice, suicide (at least in the kamikaze sense), or storytelling.  But most deaths will be consequence.</p>
<p>What <i>Gnome Stew</i> misses is that in many &#8212; dare I say most? &#8212; roleplaying games, death merely represents defeat.  In games like Dungeons &#038; Dragons, it&#8217;s not even permanent.  It needs to be kept in mind that death is not the only &#8212; and often, is not even the best &#8212; consequence for failure.</p>
<h3>Game style and death</h3>
<p>The <i>D&#038;D With Porn Stars</i> article makes clear that playing styles can strongly influence the impact of death on the players, and the way death is used.</p>
<p><b>Hack and Slash</b> games <i>must</i> have death as a consequence.  If you are playing kill the monster and take the treasure, the monster gets a chance to kill you.  That&#8217;s just how it goes.  As a GM, fudging die rolls takes the fun out of the game &#8212; which is essentially a small scale tactical battle game with odd weaponry.  When the point of the game is to win the fights, the players need to actually <b>win</b> the fights.</p>
<p>Winning cannot occur if there is no opportunity for loss.</p>
<p><b>Character-driven</b> games are often better when a consequence other than death is chosen.</p>
<p>If you play a roleplaying game which is about building a character, understanding the character and <i>playing</i> that character&#8217;s <i>role</i> to a T &#8230; well, this is where death becomes as much penalty as consequence &#8212; not only do you say to the character &#8220;this is the consequence of your actions&#8221;, you also force the player to go back to square one and start over.</p>
<p>This is not necessarily cool, or warranted.</p>
<p>In these situations, there is often a better consequence to throw at the players, as they are emotionally invested in the well-being of their characters.</p>
<p><b>World-driven</b> games ought to have death as part of the landscape.  If you are playing in a sandbox game in which the players (through their characters) explore the world you have built, with strange peoples and places, danger hidden around every corner, et cetera &#8230; death should be part of the landscape.  Such a world ought to be littered with the bones of old heroes &#8212; and your players should be in constant danger of being such heroes.</p>
<p><b>Storytelling</b> games should also feel free to use death &#8212; though it does not seem as necessary as it does in the Hack and Slash and Wolrd-driven games.</p>
<p>I was amused by the <i>Gnome Stew</i> article &#8212; it mentioned that there was never any doubt that Frodo would live (in <i>Lord of the Rings</i>) or Luke Skywalker (in <i>Star Wars</i>).  But, of course, the entire company does not survive the whole distance in <i>Lord of the Rings</i> &#8212; Boromir dies, much as Thorin does in <i>The Hobbit</i>.  And Obi Wan dies in <i>Star Wars</i>, as do some lovable Ewoks.  Most stories involve death and loss at some point &#8212; if the story calls for (or looks like it will be improved by) PC death, then PC death should be possible.  Perhaps even desirable.</p>
<h3>Other types of consequence</h3>
<p>As a GM, it is always important to remember that consequence comes in different forms.  In the epic Dungeons and Dragons game I ran during University there were two large consequence scenes which went beautifully.</p>
<p>The first was a death scene &#8212; an injured party member went wandering around town alone, although the Big Bad was certainly in the area.  A battle ensued and the character died.  The interesting part is that it was not the player who played the character who was most distraught, but one of the other players whose character had lost a travelling companion.  It is not necessarily the player who loses the character who &#8220;experiences&#8221; the greatest consequences.</p>
<p>The second was a session in which the PCs were trying to drive an enemy army from a city that they had captured.  While the players were &#8220;successful&#8221;, their tactics were not &#8212; the city burned, and many NPCs died.  At the time, I thought this consequence &#8212; the tactics and approach seemed a little laissez-faire to me, with the foregone &#8220;we&#8217;re PCs, so it&#8217;ll work&#8221; attitude &#8212; was a light slap on the wrist, as it did not impact the PC&#8217;s directly.  However, it stuck rather heavily with one of the players.</p>
<p>The lesson here is that the negative consequences do not have to fall directly on the player&#8217;s character for the consequence to strike home.  Nor does that consequence need necessarily to be death.  In fact, with more experienced players, a more complex and indirect consequence can be better &#8212; waiting around for a <i>Raise Dead</i> spell can be a bit ho-hum.</p>
<h3>Take the kid&#8217;s gloves off</h3>
<p><i>Gnome Stew</i> puts forth the argument that because character death is a penalty that can emotionally impact players, it is not fun and should not be part of your game.</p>
<p>This ignores what people actually enjoy.  Sad movies, scary movies, games in which there are winners and losers, games in which there are penalties (hockey, for example), and driving too fast are just a few of these.</p>
<p>Penalties are okay if they are built in to the game.  Any time a player has their character do something risky, they should be doing so with the understanding that it might remove their character from the game if it does not go well.  That&#8217;s what the game is &#8212; PC&#8217;s, in almost every game I have ever played, are huge risk-takers.  Nothing wagered, nothing won.</p>
<p>And players who are emotionally invested enjoy the games <i>because</i> of the emotional investment.  Character death &#8212; their own, another player&#8217;s, or even an important NPC&#8217;s &#8212; can actually play as a trigger for exactly what they are trying to get out of the game.</p>
<p>Arguments which state that consequences should be avoided in roleplaying games, particularly when they claim that this is for the player&#8217;s own good, miss out on a great deal of the fun in roleplaying &#8212; it arbitrarily decides that great moments (and set-ups for great moments) in roleplaying games are de facto <i>not fun</i>.</p>
<p>Here at the Big Bad Blog we disagree.  Consequences are a necessity if a game is to be fun.  Otherwise you might as well just sit there with a bored expression rolling dice until all the bad guys are gone.</p>


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		<title>I love it when a plan comes together</title>
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		<pubDate>Tue, 13 Jul 2010 17:19:28 +0000</pubDate>
		<dc:creator>Mr Topp</dc:creator>
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		<description><![CDATA[I&#8217;m still brewing over what happened on Sunday night, when my regular group gathered around a table to play another chapter in my D&#038;D game. It has been nearly twenty months since we started the game. The cast consists of &#8230; &#8230; Me, an experienced DM who is used to experienced players. &#8230; Them, a [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m still brewing over what happened on Sunday night, when my regular group gathered around a table to play another chapter in my D&#038;D game.</p>
<p>It has been nearly twenty months since we started the game.  The cast consists of &#8230;</p>
<p>&#8230; Me, an experienced DM who is used to experienced players.<br />
&#8230; Them, a group of first time players &#8212; the most experienced among them having played one or two one-shots.<br />
&#8230; The game, Dungeons and Dragons &#8211; Fourth Edition.</p>
<p>The last time I had played Dungeons and Dragons, the game was on its second edition.  And wow had it changed.</p>
<p>At the end of the game Sunday night, I remarked on how well it had went.  The players &#8212; doubtlessly thinking of the <a href = "http://mrtopp.com/2010/04/08/the-crossroads-revisited/">infamous April game</a> where they had made useless all the planning I had done &#8212; thought that I meant that my plot was intact.  That they had not screwed up the plot by killing a major bad guy.</p>
<p>But I learned that lesson earlier this year.</p>
<p>Sure, they screwed up a plot &#8212; but it was a plot belonging to the bad guy they killed, not me.  Confusing my plot with the plots being carried out by the characters in the game is what screwed me over before.</p>
<p>The world has places, and people.  And things.  There are bad guys, good guys, and guys that don&#8217;t clearly fall to either side of that line.  These characters all have their own plots and plans and goals.  So the players cannot screw up &#8220;the plot&#8221;, they can only foil the plots of their enemies &#8212; or, if they prefer, their allies.  While their actions changed my plans for a scene later on in the session &#8212; they caught him earlier than expected &#8212; that&#8217;s OK.  A third scene was also eliminated, in which the bad guy&#8217;s plot was successful, but there was always a good chance that said plot would be foiled at some point.</p>
<p>If the triumph of my approach over potential game-changing action by the players was not what made Sunday&#8217;s session great, what was it?<br />
<img src="http://mrtopp.com/wp-content/uploads/2010/07/giant_d20-199x300.png" alt="" title="giant_d20" width="199" height="300" class="alignleft size-medium wp-image-5949" /><br />
The answer is a simple one:  The Game Flowed.</p>
<p>Until Sunday, there had been two types of sessions:  They were either roleplaying intensive, where the dice tended to stay put and the rules were not needed, or they were combat intensive, with lots of rolling, rulebook referencing, and the game was a constant trying-to-figure-out-what-is-going-on.  In a bad way.</p>
<p>On Sunday?  There was a ton of dice-intensive action &#8212; robberies, fist fights, sword fights, invasions of underwater temples, ambushes &#8212; but it <i>flowed</i>.  They would describe what they were doing.  I&#8217;d say &#8220;roll against [insert skill/stat here]&#8220;.  They would tell me the result of the roll, and I would describe the result of their action.</p>
<p>It was an absolutely beautiful game, the way roleplaying games ought to be, but seldom are.  The conflict felt like conflict &#8212; sometimes it was dangerous for the PCs, sometimes it was dangerous for their enemies.  The players explored creative ways to solve their problems that were not written explicitly on their character sheets.</p>
<p>Rather than having conflict be a series of checking character sheets (for both the good guys and bad guys), and referencing charts and rulebooks, it was a quick describe-roll-react scenario.</p>
<p>A quick caveat:  There were no huge drag-&#8217;em-out fights in this one.  Only small skirmishes, usually with one side or the other mismatched.  We will have to see if the Big Fight can possibly go so smoothly.</p>
<p>But for one glorious afternoon, we (largely) left the 4E power structure behind, and used it&#8217;s other mechanics &#8212; and it was devastatingly simple and effective.</p>


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<p>Related articles:<ol><li><a href='http://mrtopp.com/2009/01/27/a-new-chapter/' rel='bookmark' title='Permanent Link: A new chapter'>A new chapter</a></li>
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		<pubDate>Thu, 08 Jul 2010 17:21:34 +0000</pubDate>
		<dc:creator>Mr Topp</dc:creator>
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		<description><![CDATA[This year&#8217;s &#8212; and last&#8217;s, come to think of it &#8212; personal roleplaying renaissance has been interesting. All my players were new to gaming back at the beginning of last year, when we began. And while my new group is quite a bit of fun, I still hold some nostalgia for those who I played [...]]]></description>
			<content:encoded><![CDATA[<p>This year&#8217;s &#8212; and last&#8217;s, come to think of it &#8212; personal roleplaying renaissance has been interesting.  All my players were new to gaming back at the beginning of last year, when we began.  And while my new group is quite a bit of fun, I still hold some nostalgia for those who I played with previously.  We were all close friends, and we had all been playing roleplaying games since we were children.</p>
<p>Here in London, I have the choice of close friends who are new to roleplaying or experienced strangers.  And my mind turns to ways in which a remote game would be possible, and this dichotomy might be resolved.</p>
<h3>Play by mail</h3>
<p>The first solution that comes to mind is one that has been tried, tested, and repeatedly failed by my group:  play by e-mail.  This was first tested when my old roleplaying group graduated from University, and again when we became more geographically diverse.</p>
<p>Each and every one of these play-by-email games floundered.<br />
<img src="http://mrtopp.com/wp-content/uploads/2010/07/original_dungeons_and_dragons-199x300.jpg" alt="" title="original_dungeons_and_dragons" width="199" height="300" class="alignleft size-medium wp-image-5895" /><br />
On the surface, this should not have happened.  All of us spend &#8220;too much&#8221; time online, are avid writers, readers and roleplayers.  We made an assumption that changing the game into a written story format would work well for us, but it failed all three times it was attempted, no matter who was running it.</p>
<p>It turns out that e-mail games have a few detrimental things that need to be worked out logistically in order to function.</p>
<p>First, there is the problem of writing styles.  Each player would write their character&#8217;s actions and scenes at a different place, find different places to stop for the GM&#8217;s input &#8212; or that of another PC &#8212; and when not in the same place, with different pacing.  This means some players fall behind, others move ahead.  Different playing styles become more pronounced, and the tools for dealing with them are not the same as they are around a table &#8212; not that I can give much advice on these tools, as I have not had much success in running these games.</p>
<p>Second, there is the problem of encounters.  Long drawn out conversations can take tens, or even hundreds, of e-mails.  Combat is drawn out as players describe their actions, the GM describes the resolution of those actions &#8230; and that&#8217;s two e-mails for one round with one character.  You could not play a 4E D&#038;D game with its long fights over e-mail.</p>
<p>Finally, there is the problem of volume.  When playing, I found these campaigns to be easy.  But as a GM, they became logistical nightmares.  The e-mails could not just be fired off (usually), but often had to be thought out, written carefully, and sent.  And the more players you had, the more e-mails were required.  In the end, if you have a normal-sized group for tabletop play, it can become too much.</p>
<h3>Video conferencing</h3>
<p>But that was then, this is now, and we would like to explore further options that might now be available.</p>
<p>Conference calls and speaker phones have been with us with some time.  But as anybody who has been in a business meeting or two knows, it is easy to forget to participate or crowd people out who are on the other end of the phone, and those running the meetings need to take care to remember who is on the other end of the line and not saying anything.  And while roleplaying by conference call sounds possible, it is hard to believe that it would be fun.</p>
<p>But what of video conferencing?</p>
<p>With the near universality of VOIP (such as Skype), this is certainly a possibility, but one that I have not tried.  <i>Gnome Stew</i> &#8212; and its commenters &#8212; offer up <a href = "http://www.gnomestew.com/gming-advice/skype-at-the-game-table-a-primer">some Skype advice</a> which sounds useful, and gets me thinking about attempting a Skype-based game at some point.</p>
<h3>The Chatroom</h3>
<p>Chatrooms seem to be a thing of the past.  In the early days of the Internet, they were all the rage &#8212; go online, go to a chatroom, and find some strangers (or friends!) to chat with.  Eventually they got overrun with bots, and this blogger no longer has any idea whether or not they still exist.</p>
<p>Still, they strike me as an ideal interactive tool for remote roleplaying.</p>
<p>If the chatrooms are private &#8212; accessible only to those playing &#8212; you can have a main chatroom:  The Game Table.  If the party splits up, you can divvy them into two chatrooms, monitor who is in each (the GM should be the only one in both) and play the two groups near-simultaneously.  One-on-one conversations can occur through private messaging.</p>
<p>Encounters can happen in real-time, in a way that e-mail does not allow.  Radio silence which is often required in conference calls (making the event less friendly and fun) does not need to be maintained, as people can talk on the side all they want &#8212; even have an extra room for it, players can have multiple windows open at once.</p>
<h3>The Web Destination</h3>
<p>Building on the idea of a chatroom as the ideal remote gaming platform, what about a full website for your game?  There is no shortage of open source software out there, nor of cheap &#8212; or even free &#8212; hosting solutions.</p>
<p>Require a log in.  Have chatrooms present for the gaming sessions.  A message board/discussion forum for between games.  Character sheets, character illustrations, player/character blogs.  An online dice-roller.</p>
<p>All of which sounds like a lot of work.  But who said running a game was easy?</p>
<h3>Never forget the drawbacks</h3>
<p>A piece of advice for those who intend to attempt a long-distance game:  never forget the drawbacks.</p>
<p>While we outlined the problems with running games via e-mail above, our other methods cause difficulty as well.  Video conferencing requires good lighting and background noise be kept to a minimum &#8212; that includes music, chit-chat, young children and your significant other watching TV.<br />
<img src="http://mrtopp.com/wp-content/uploads/2010/07/magic_missile-150x150.jpg" alt="" title="magic_missile" width="150" height="150" class="alignright size-thumbnail wp-image-5897" /><br />
Chat rooms suffer from the opposite effect.  Distractions can be invisible, and with a lack of face-to-face interaction, keeping sufficient discipline around the &#8220;table&#8221; to have the game moving will likely be difficult.  Make sure that your players are going to be sufficiently dedicated to the game before you begin.</p>
<p>And the website?  That&#8217;s a lot of work if you are not sure that the chatroom method is going to work for your group.</p>
<p>Finally, whatever you do, do not forget about time zones.  Any sufficiently diverse group of players, geographically-speaking, will be spread across multiple time zones.  Real-time games need everybody to be awake and free to play simultaneously.  The more time zones that are involved, the more difficult this becomes.</p>
<p><font size = "-2">(Top image is the original artwork for the Dungeons and Dragons game.  Bottom image is from <a href = "http://www.penandpaperportal.com/dungeons-dragons-comic-book-to-be-published-by-idw-publishing/">Pen and Paper Portal</a>)</font></p>


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		<title>Evading .300 – the next game</title>
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		<pubDate>Thu, 24 Jun 2010 17:58:31 +0000</pubDate>
		<dc:creator>Mr Topp</dc:creator>
				<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[batting .300]]></category>
		<category><![CDATA[creativity]]></category>
		<category><![CDATA[evading 300]]></category>
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		<guid isPermaLink="false">http://mrtopp.com/?p=5746</guid>
		<description><![CDATA[This is the third installment in a regular roleplaying feature here called Evading .300. These are in reaction to an article in Gnome Stew called Batting .300, in which it was suggested that failing to finish most games is acceptable. Without necessarily disagreeing with the observations and conclusions there, we present causes for game failures [...]]]></description>
			<content:encoded><![CDATA[<p>This is the third installment in a regular roleplaying feature here called <i>Evading .300</i>.  These are in reaction to an article in <i>Gnome Stew</i> called <a href = "http://www.gnomestew.com/gming-advice/batting-300">Batting .300</a>, in which it was suggested that failing to finish most games is acceptable.</p>
<p>Without necessarily disagreeing with the observations and conclusions there, we present causes for game failures and strategies to avoid them.</p>
<p>Today we look at <i>the Next Game</i> &#8212; something which is currently plaguing my mind and threating my current campaign.</p>
<h3>What is the next game?</h3>
<p>The next game is just that.  The current game is humming along, planned out, and being played out.  And the GM is exercising their creative muscles in directions outside the game.</p>
<p>This can manifest itself in a number of ways.  They may feel like it&#8217;s time for them to step out from behind the DM&#8217;s screen for a while and play a PC, or have an idea for a whole new game that they begin to plan.</p>
<p>Another common problem can be the discovery (or re-discovery) of a different game that the GM wants to play.<br />
<img src="http://mrtopp.com/wp-content/uploads/2010/06/dungeons_and_dragons_baby-300x298.jpg" alt="" title="dungeons_and_dragons_baby" width="200" class="alignright size-medium wp-image-5749" /></p>
<h3>What&#8217;s wrong with the next game?</h3>
<p>There is nothing inherently <i>wrong</i> with looking forward to the next game &#8212; variety is the spice of life, and all that &#8212; but there is a real chance that the next game will interfere with the current one.</p>
<p>If as a GM, you are planning to run a second game, will you have time to run both well?  If not, one of the two is likely to go off the rails and fail.  Do your players have time for two games in their schedules, or are  you forcing them to choose between the two?</p>
<h3>Handling the next game</h3>
<p>There are three basic ways to handle the next game &#8212; the right strategy will depend on the root cause, your game, your schedule and your players&#8217; schedules.</p>
<p><b>Roll it in with the current game.</b>  Quite often, this problem occurs in mature games.  The planning part of your current game has become less important &#8212; the bad guys have been established, the game world is well developed, the players&#8217; goals are known, and you pretty much know how to get there.</p>
<p>So what do you do with your planning time?  You think of your next game, or your next PC.</p>
<p>This raises a question:  Why are these players not NPCs?  Why is this the next game, and not a wrinkle in the current game?</p>
<p>There may be a good answer to these questions, of course, but if what you are missing is the creative element of planning for a game, take actions to bring that creative planning back into the game you are playing now.</p>
<p><b>Take a break.</b>  Alternately, the problem might not be that your game has reached a point where planning is unnecessary.  Perhaps you&#8217;re just tired of running it.</p>
<p>Like all good things, a roleplaying game can start to feel like work if it takes up hours every week and seems to drag on without end.  It shouldn&#8217;t.  So take a break &#8212; not from roleplaying, but from the game that is starting to bore you.</p>
<p>We live in a world full of trilogies, serials and sequels.  Your players have no problem waiting for the next issue of their favourite comic book, the next volume in <a href = "http://www.amazon.co.uk/gp/product/0099410680?ie=UTF8&#038;tag=mrtopp-21&#038;linkCode=as2&#038;camp=1634&#038;creative=6738&#038;creativeASIN=0099410680">Neal Stephenson&#8217;s <i>Baroque Cycle</i></a>, or the next movie based on the works of J.R.R. Tolkien.  So why would they have a problem with a break from your game for the next couple of months.</p>
<p>Perhaps have every player run a one-shot before moving to the next session?  It allows you to make some characters, and gives them all an opportunity to walk a mile in your shoes.</p>
<p>Of course, before the break you need to either wrap up the current plot or find an appropriate cliffhanger.  And you need to have a planned return date (or it won&#8217;t happen at all).  But it can be done.</p>
<p><b>End the game.</b>  In the end, you are playing a game and it should be fun &#8212; for everybody, including the GM.  Dreaming about the next game is a good sign that you are not getting what you want to get out of the game.</p>
<p>If this is the case, and the above strategies do not seem appropriate, it is time to end the game.  Not in a way that leaves your players hanging and the major themes of your campaign unresolved, but in a satisfying way.  Figure out how to give the game the send-off it deserves (in no more than four sessions), and end it on your terms.</p>
<p>When the next &#8212; as yet undefined &#8212; game that you will play in starts to take hold in your imagination, it&#8217;s a good sign that your current game is in trouble, and the perfect time to act on it.  Whether you need to recharge, inject some fresh energy and creativity into it, or bring it to a close &#8212; or have other ways of dealing with it &#8212; an intervention is needed.</p>
<p><font size = "-2">(Image found <a href = "http://coolthingoftheday.blogspot.com/2007/03/d-baby.html">here</a>.  Credit unknown.)</font></p>


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<li><a href='http://mrtopp.com/2010/04/08/the-crossroads-revisited/' rel='bookmark' title='Permanent Link: The crossroads, revisited'>The crossroads, revisited</a></li>
<li><a href='http://mrtopp.com/2009/01/27/a-new-chapter/' rel='bookmark' title='Permanent Link: A new chapter'>A new chapter</a></li>
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		<title>Where are the adventures?</title>
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		<comments>http://mrtopp.com/2010/05/27/where-are-the-adventures/#comments</comments>
		<pubDate>Thu, 27 May 2010 17:22:11 +0000</pubDate>
		<dc:creator>Mr Topp</dc:creator>
				<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[adventures]]></category>
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		<guid isPermaLink="false">http://mrtopp.com/?p=5561</guid>
		<description><![CDATA[When I was a child, most of the adventures I played were of the pre-packaged variety. I replayed the Draglonlance books through their corresponding adventures, completing the D&#038;D campaign to novel to D&#038;D campaign circle. I must have sent every single one of my friends through the Isle of Dread, although I am still unsure [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.co.uk/gp/product/0880380535?ie=UTF8&amp;tag=mrtopp-21&amp;linkCode=as2&amp;camp=1634&amp;creative=6738&amp;creativeASIN=0880380535"><img src="http://mrtopp.com/wp-content/uploads/2010/05/isle_of_dread-150x150.jpg" alt="" title="isle_of_dread" width="150" height="150" class="alignleft size-thumbnail wp-image-5562" /></a><br />
When I was a child, most of the adventures I played were of the pre-packaged variety.  I replayed the <a href="http://www.amazon.co.uk/gp/product/0140115404?ie=UTF8&#038;tag=mrtopp-21&#038;linkCode=as2&#038;camp=1634&#038;creative=6738&#038;creativeASIN=0140115404">Draglonlance books</a> through their corresponding adventures, completing the D&#038;D campaign to novel to D&#038;D campaign circle.</p>
<p>I must have sent every single one of my friends through the <a href="http://www.amazon.co.uk/gp/product/0880380535?ie=UTF8&#038;tag=mrtopp-21&#038;linkCode=as2&#038;camp=1634&#038;creative=6738&#038;creativeASIN=0880380535">Isle of Dread</a>, although I am still unsure as to why there is a <i>Ring of Regeneration</i> inside the guts of a dinosaur.  None of the players ever found it, but it led to me to vivisect monsters for years to come.</p>
<p>This is to say nothing of my favourite adventure, <a href = "http://www.amazon.co.uk/gp/product/0880384719?ie=UTF8&#038;tag=mrtopp-21&#038;linkCode=as2&#038;camp=1634&#038;creative=6738&#038;creativeASIN=0880384719">The Egg of the Phoenix</a>, which &#8212; when first played at the age of 12 or 13 &#8212; I was sure was the greatest adventure of all time.  I still have a tendency to occasionally steal bits and pieces of it for my own games.</p>
<p>For my current game, I had decided that I wanted to give my players (who are all a bit new at this) a bit of an old-school adventure experience, and started looking around for a 4th Edition adventure that I could slip into my campaign.</p>
<p>There were none.</p>
<p>All the stores that sell roleplaying games have no more than two or three adventures &#8212; the same in every store &#8212; none of which slide easily into our present campaign.  No problem, I thought.  I&#8217;ll just check online.</p>
<p>The same problem.</p>
<p>As I have learned from last week&#8217;s <a href = "http://mrtopp.com/2010/05/20/inside-the-insider/">look around D&#038;D Insider</a> that new adventures are still regularly published in <i>Dungeon</i>.  But <i>Dungeon</i> has not been published in paper format since 2007, and I can hardly do &#8220;old school&#8221; from my laptop.  It&#8217;s just not the same if you cannot take the cover off the adventure and use it as a DM screen.</p>
<p>Besides which, you need a full subscription to access <i>Dungeon</i>.  You cannot just buy one adventure (or one issue) and then print it up.  Not that I&#8217;m entirely sure of the legalities of printing an adventure sold on a subscription basis &#8212; that might be expressly forbidden.</p>
<p>While I was never a huge customer of pre-packaged adventures (after <i>Egg of the Phoenix</i>, everything turned to homemade adventures), I am quite sad to see shops devoid of them these days &#8212; particularly when I happen to be searching for one, myself.</p>
<p>However I did find one thing online.  <i>Wizards of the Coast</i> will be releasing a version of <a href = "http://www.amazon.co.uk/gp/product/0786954914?ie=UTF8&#038;tag=mrtopp-21&#038;linkCode=as2&#038;camp=1634&#038;creative=6738&#038;creativeASIN=0786954914">Tomb of Horrors</a> as a &#8220;Super-Adventure&#8221; this summer.  Tomb of Horrors is one of those original &#8212; strike that, <b>the original</b> Gary Gygax dungeon crawl, where the entire setting is just trying to kill you.</p>
<p>Monsters, traps, the Big Bad at the end &#8230; it&#8217;s all there.</p>
<p>The end result is that the big traditional dungeon crawl has been delayed until such a time as I am ready to plunge my players into <b>The Tomb of Horrors!</b></p>
<p>I can&#8217;t wait.<br />
<img src="http://mrtopp.com/wp-content/uploads/2010/05/tomb_of_horrors-393x512.jpg" alt="" title="tomb_of_horrors" width="393" height="512" class="aligncenter size-large wp-image-5563" /></p>


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<p>Related articles:<ol><li><a href='http://mrtopp.com/2010/01/07/too-many-monsters/' rel='bookmark' title='Permanent Link: Too many monsters?'>Too many monsters?</a></li>
<li><a href='http://mrtopp.com/2010/05/20/inside-the-insider/' rel='bookmark' title='Permanent Link: Inside the Insider'>Inside the Insider</a></li>
<li><a href='http://mrtopp.com/2009/06/25/crossroads-session/' rel='bookmark' title='Permanent Link: Crossroads session'>Crossroads session</a></li>
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		<title>Inside the Insider</title>
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		<comments>http://mrtopp.com/2010/05/20/inside-the-insider/#comments</comments>
		<pubDate>Thu, 20 May 2010 17:03:50 +0000</pubDate>
		<dc:creator>Mr Topp</dc:creator>
				<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[2nd edition]]></category>
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		<guid isPermaLink="false">http://mrtopp.com/?p=5478</guid>
		<description><![CDATA[Previously on the Big Bad Blog, I have complained about the complexity of the 4E D&#038;D system. In the comments to that article, one of our regular contributors mentioned that 4E had a built-in assumption that a laptop would be used at higher levels and that Wizards of the Coast had a subscription service that [...]]]></description>
			<content:encoded><![CDATA[<p>Previously on the Big Bad Blog, I have <a href = "http://mrtopp.com/2010/04/01/4e-streamlined-for-complexity/">complained about the complexity of the 4E D&#038;D system</a>.  In the <a href = "http://mrtopp.com/2010/04/01/4e-streamlined-for-complexity/#comments">comments to that article</a>, one of our <a href = "http://mrtopp.com/author/curgoth/">regular contributors</a> mentioned that 4E had a built-in assumption that a laptop would be used at higher levels and that Wizards of the Coast had a subscription service that would (presumably) be of assistance in these matters.</p>
<p>As it so happens, one of my players happened to take out a subscription to said service &#8212; better known as <a href = "http://www.wizards.com/DnD/">D&#038;D Insider</a>, giving your blogger a chance to take a quick tour of the service and share some initial impressions with you.</p>
<p>Keep in mind that this is not a full review of the site &#8212; we&#8217;ve had it up on a laptop screen for all of one session, and done some poking around in it.  There&#8217;s plenty of stuff that we (rightly or wrongly) are assuming to be bells and whistles.  That said, we would like to share the results of our initial three hour tour.</p>
<h3>The first impression</h3>
<p>My first impression of the site was, I must say, not impressive.  Might have been the quote on the front page when I first arrived:</p>
<p><i>Min/Max your Min/Maxing</i></p>
<p>Everybody does it, yes &#8212; we all try to tweak our character&#8217;s stats for best performance in the game.  But many of us also recognize that the more we view our characters as a vehicle for combat, the further we get from <b>roleplaying</b>, and the closer we get to a game that is based entirely on combat.</p>
<p>To be fair, the message is only one of several that get shown on that front screen, a significant number of players have turned the Min/Max into an art, and the tools provided <i>can</i> help those who wish they were better at it.  But I still get an icky feeling when Min/Maxing becomes the purpose of the exercise.</p>
<h3>What&#8217;s Inside</h3>
<p><img src="http://mrtopp.com/wp-content/uploads/2010/05/dnd_character_builder-300x215.jpg" alt="" title="dnd_character_builder" width="300" height="215" class="alignright size-medium wp-image-5486" /><br />
There are many pieces within <i>D&#038;D Insider</i>, including access to <i>Dragon</i> and <i>Dungeon</i> magazines.  While there might be other pieces that you (or I) might find interesting, what we&#8217;re looking at here are those things that look like they might be of use in my own games.</p>
<p><b>The Compendium</b></p>
<p>Easily the most beautiful part of having a subscription is access to the Compendium &#8212; a searchable database of every feat, power, race and class contained within a <i>Wizards of the Coast</i> publication.</p>
<p><b>The Character Sheet</b></p>
<p>There are two aspects here &#8212; the <i>character builder</i>, which I have not used but is the functionality referred to in the Min/Max advertisement.  It is probably safe to assume that I would see its utility, but not necessarily like the way it impacts the process of character creation.  We might look at this some other time.</p>
<p>The second part is the Character Sheet viewer.  This is the wonderful creature alluded to by curgoth in my previous post &#8212; all the calculations are done for the player, no need for complicated number wrangling &#8230; all taken care of by the laptop.</p>
<p>Players in my game are using a variety of home-made sheets and filled-in print outs of the official character sheet.  The player with the Insider subscription is the only one who always knows what their final number is after they&#8217;ve rolled the die.</p>
<p><b>The Monster Guide</b></p>
<p>You&#8217;ll notice I left <i>monsters</i> out of the compendium.  That is because they&#8217;re all in the Monster Guide.  This lists every monster published for 4E, allows the DM to add monsters of their own creation, and allows the DM to edit monster stats, powers, et cetera to their own liking.</p>
<h3>Why it&#8217;s the best thing since sliced bread</h3>
<p>I must say that, after taking a poke around, it is tempting to get a subscription myself and I would recommend it to others.</p>
<p>First, there&#8217;s simple cost.  The average rulebook runs about $25, and a subscription is $71 per year.  Fourth edition was released approximately two years ago, and counting only editions of the Player&#8217;s Handbook, Dungeon Master&#8217;s Guide and Monster Manual (the &#8220;core&#8221; books), there are already six books.</p>
<p>If you are somebody who would have all of these, you would have access to all those rules for less money with a subscription.  As well as having access to all the additional information that is available in the numerous supplements.  And a laptop is much easier to carry than a backpack full of hardcover roleplaying books, as we all know too well.<br />
<img src="http://mrtopp.com/wp-content/uploads/2010/05/dnd_adventure_tools-300x225.jpg" alt="" title="dnd_adventure_tools" width="300" height="225" class="alignright size-medium wp-image-5488" /><br />
Second, it is easier than playing 4E with the books.  Want to use a power written on your character sheet, but need to take a look at the power&#8217;s details first?  No more flipping through the <i>Player&#8217;s Handbook</i> looking for the right page, only to find out it&#8217;s not there and repeat your flipping feat with the <i>Martial Power</i> rulebook.  And no more forgetting to add half your level to your rolls, or updating your new Strength bonus across every single place that your strength modifier is used.  It just happens automatically.</p>
<p>Most important is that it puts every power, feat, ritual and monster in the game at your fingertips.  You literally need to do little more than just type the name of the monster in, and the stats appear on your screen.  The modified stats, if you have modified them.</p>
<p>It is quite simply an incredibly useful resource.</p>
<h3>How it could be better</h3>
<p>Just because something is useful does not mean that it could not be better.  The compendium requires you to be online (although the character sheets and monster guide do not), meaning that if something is NOT on a character sheet to reference, and you have no access to the Internet, you are cut off from the game.  More facilities to save bits to a local machine would be welcome.</p>
<p>As would mobile applications.  I am shocked that there is no D&#038;D Insider iPhone app.  It would be great to get all the books, papers and computers off the table, and allow everybody with a smart phone (ie, everybody) to have their character sheets and rulebooks.  Games feel different when there are barriers (ie, laptop screens) between the players.</p>
<h3>Why it&#8217;s an awful idea</h3>
<p>As great a resource as <i>D&#038;D Insider</i> is, however, it is still a concept that I do not like.</p>
<p>First and foremost, it&#8217;s a subscription, rather software that can be owned (and updated).  What is going to happen when the 5th edition of Dungeons and Dragons is released?  Will those who are depending on their <i>D&#038;D Insider</i> subscription be suddenly unable to play?</p>
<p>As an online resource, the tools at <i>D&#038;D Insider</i> only exist for the duration of time that <i>Wizards of the Coast</i> choose to offer them.  The price can increase, the service can be withdrawn.  I can grab my old 2nd Edition D&#038;D books and run a game just as easily as I did fifteen years ago.  I expect to become dependent on an online service to run 4E &#8212; which means that in fifteen years, it will be a system that cannot be played.</p>
<p>But that is secondary &#8212; more important is what this says about the relationship between the players and the game.</p>
<p>Were somebody to arrive at my house tonight, with dice, paper, pencil, and imagination, we could play any number of roleplaying games.  I can play 2nd Edition D&#038;D, <i>Mage</i>, and a number of other games without need for the books during the session and only a <i>Player&#8217;s Handbook</i> (or equivalent) between them.  I don&#8217;t need a book at all to handle a one-off in 2E or Mage.  </p>
<p>Alternatively, my imaginary guest and I could drop the between-sessions book and dice requirements altogether, and play Amber.</p>
<p>This is what makes the tabletop roleplaying game so fantastic.  You can use all sorts of bells and whistles &#8212; miniatures and maps, supplements, props, store-bought adventures &#8212; but you do not have to.  In the end it comes down to you, your imagination, and the character you are playing.</p>
<p>On Sunday afternoon we sat around the table.  People were diving through their rulebooks, miniatures covered the table, and a laptop was diving through the compendium looking at powers.  People were crunching numbers to figure out whether the 12 they rolled was a 12, 16, or 21.</p>
<p>I remember sitting in Julian Stevenson&#8217;s basement, playing my Elf pirate.  There was lots of prep work involved between sessions.  I re-wrote my character sheet every time.  I updated my hit points, my THAC0, and anything else that needed updating.</p>
<p>I remember playing a Mage in Allan Roberts&#8217; game.  I remember pouring through the <i>Player&#8217;s Handbook</i> and <i>Tome of Magic</i> every time I gained a level and got to add new spells.  Choosing them carefully.  Spell lists with little check marks beside them to represent the number of times I had memorized each of them.</p>
<p>I remember sitting in Dave McKay&#8217;s attic, playing my Paladin.  In those days, I would never go to play D&#038;D without my <i>Player&#8217;s Handbook</i> (or <i>Unearthed Arcana</i>, if I remember correctly) in my backpack.  But I cannot remember opening a book once the game got away &#8212; in Dave&#8217;s attic, or any of those others, though I am sure it occasionally happened.  Those tables conveniently grouped in the appendix were simply too accessible and useful to be ignored, after all.</p>
<p>Instead, these games involved plots, descriptions, dice, maps, paper, pencils, and a lot of imagination.</p>
<p>The rules provided the guidelines to set up the sessions &#8212; the start point.  Once you knew what die to roll in what scenario, even the tables at the back became useless once play was underway.</p>
<p>On Sunday, I saw how indispensable a <i>D&#038;D Insider</i> subscription is going to prove to my 4E game.  There will, without doubt, be an open laptop at every session from here on out &#8212; and it makes me sad.</p>
<p>It is not necessary to constantly check the rulebook or do arithmetic in order to roleplay; but it is if you want to play the latest version of Dungeons &#038; Dragons.</p>
<p>That an internet resource can prove to be such a key in-game tool simply illustrates that the system itself too-often interferes with the actual playing of the game.</p>


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		<title>Evading .300 – The Big Scene</title>
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		<pubDate>Thu, 13 May 2010 17:44:13 +0000</pubDate>
		<dc:creator>Mr Topp</dc:creator>
				<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[DMing]]></category>
		<category><![CDATA[evading 300]]></category>
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		<category><![CDATA[the Big Scene]]></category>

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		<description><![CDATA[Evading .300 refers to an article in Gnome Stew called Batting .300. Here at the Big Bad Blog, we try to identify why some games fail, and develop strategies that allow games to prosper rather than striking out. What is The Big Scene? The Big Scene refers to a game which is based upon a [...]]]></description>
			<content:encoded><![CDATA[<p><i>Evading .300</i> refers to an article in <i>Gnome Stew</i> called <a href = "http://www.gnomestew.com/gming-advice/batting-300">Batting .300</a>.  Here at the Big Bad Blog, we try to identify why some games fail, and develop strategies that allow games to prosper rather than striking out.</p>
<h3>What is The Big Scene?</h3>
<p>The Big Scene refers to a game which is based upon a single idea in the GM&#8217;s head &#8212; it might be the introduction to the game, the climactic finale, or a showdown halfway through.</p>
<p>Wherever it might fit in the overall picture, the GM gets excited about the scene and starts a game in order to realize it.</p>
<h3>What&#8217;s wrong with The Big Scene?</h3>
<p>The danger with the Big Scene is that, as a human being, the GM is going to pour a lot of time into the parts of the game that interest them most.  In other words, a disproportionate amount of effort goes into producing the Big Scene, while other parts of the game &#8212; encounters, NPC development, and so on &#8212; get considerably less attention.</p>
<p>There are three types of Big Scene:</p>
<p><b>The Climax</b>:  The GM imagines how the game will end, and throws together a game to achieve that.  This is the type of Big Scene most likely to be successful, as the GM has strong motivation to bring players to the Big Scene.  The large danger here is that the PC&#8217;s might feel that they are being railroaded, not enjoy the game, and bring the whole thing off the rails before the Big Scene arrives.  The longer the needed set-up for the scene is, the more difficulty there will be in reaching it.</p>
<p><b>The Beginning</b>:  Here, the GM imagines the opening scene (or scenes) of a game, and launches into it.  Good improvisers can sometimes tease a successful game out of these, but those who depend on meticulous planning will find themselves in trouble.  There are two dangers here:<br />
First, if it truly is a great opening scene, player expectations are set high, but there is nothing else in the works to match the opening scene &#8212; it&#8217;s all downhill.<br />
Second is the danger of starting too soon.  With the opening session planned out, the GM is often tempted to start the game without a plan for the overall campaign.  Games without plans are simply less likely to be successful.</p>
<p><b>Somewhere in the middle</b>:  The worst-case scenario is when the scene that excites the GM and gets the campaign moving is one that occurs neither at the beginning or the end.  Here, you encounter all the problems above &#8212; the need for a (possibly railroading) buildup to the scene, and then the letdown afterwards.</p>
<h3>Handling the Big Scene</h3>
<p>Despite the pitfalls that have been mentioned, having a fantastic idea for the beginning, middle or end of a campaign is clearly a nice problem to have.  Handling the Big Scene is about moving your headspace from the scene to the bigger picture <i>before</i> inviting a group of people armed with dice into your home.</p>
<p>Knowing, as they say, is half the battle.</p>
<p>That said, if you are <i>really</i> stuck on a scene, the Big Bad Blog would suggest that you <b>keep it short.</b>  Short games reach their climaxes quickly, have the end scenes on the tail of the start scenes, and so on.</p>
<p>Short games are not strikeouts, and not every game will be a home run.  If you cannot find a larger campaign to surround your Big Scene, just play the fun bit that you&#8217;ve come up with and get out.</p>


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<p>Related articles:<ol><li><a href='http://mrtopp.com/2010/06/24/evading-300-the-next-game/' rel='bookmark' title='Permanent Link: Evading .300 &#8211; the next game'>Evading .300 &#8211; the next game</a></li>
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		<pubDate>Sun, 11 Apr 2010 15:23:39 +0000</pubDate>
		<dc:creator>Mr Topp</dc:creator>
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		<guid isPermaLink="false">http://mrtopp.com/?p=5113</guid>
		<description><![CDATA[The Big Bad Blog is moving. No, not like that. We can still be found in the same great place. But our intrepid lead blogger (aka Mr. Topp) is moving house. And what with the lag between the move and having an Internet connection, and the unpacking of boxes &#8230; there&#8217;s just no room for [...]]]></description>
			<content:encoded><![CDATA[<p>The Big Bad Blog is moving.</p>
<p>No, not like that.  We can still be found in the <a href = "http://mrtopp.com/">same great place</a>.  But our intrepid lead blogger (aka Mr. Topp) is moving house.  And what with the lag between the move and having an Internet connection, and the unpacking of boxes &#8230; there&#8217;s just no room for blog entries this week.</p>
<p>So enjoy a quiet week away from the randomness that is the Big Bad Blog.  And we&#8217;ll be back before you know it!</p>
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<p>Related articles:<ol><li><a href='http://mrtopp.com/2010/06/14/vacation-advice-catch-up-days/' rel='bookmark' title='Permanent Link: Vacation advice: Catch-up days'>Vacation advice: Catch-up days</a></li>
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		<title>The crossroads, revisited</title>
		<link>http://feedproxy.google.com/~r/mrtopp_roleplaying/~3/trKy9CMqMTM/</link>
		<comments>http://mrtopp.com/2010/04/08/the-crossroads-revisited/#comments</comments>
		<pubDate>Thu, 08 Apr 2010 17:14:16 +0000</pubDate>
		<dc:creator>Mr Topp</dc:creator>
				<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[crossroads]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[DMing]]></category>
		<category><![CDATA[GMing]]></category>

		<guid isPermaLink="false">http://mrtopp.com/?p=5083</guid>
		<description><![CDATA[Back in June, I wrote about something I called the Crossroads Session. The idea is that there are some sessions which can define an entire campaign &#8212; the players choose a side or a direction, and that decision reverberates through the rest of the game. That session went well, and a couple weeks ago there [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://mrtopp.com/wp-content/uploads/2010/04/crossroads.jpg" alt="" title="crossroads" width="240" height="161" class="alignleft size-full wp-image-5085" /><br />
Back in June, I wrote about something I called <a href = "http://mrtopp.com/2009/06/25/crossroads-session/">the Crossroads Session.</a>  The idea is that there are some sessions which can define an entire campaign &#8212; the players choose a side or a direction, and that decision reverberates through the rest of the game.</p>
<p>That session went well, and a couple weeks ago there was a culmination point.  The quest the players had chosen themselves was near completion, and &#8230; they chose not to complete it.</p>
<p>This is what is beautiful about real roleplaying games, rather than computer games that claim to be &#8220;roleplaying&#8221; games.  The players will surprise the GM.  If this were a computer game, there would be nowhere to go &#8212; the next step would be to complete the quest.  There would be no rethinking of what side the PCs are fighting for, and wondering if the quest were a mistake.</p>
<p>It is also the horror of the roleplaying game.  I was ready for almost anything but the players choosing not to complete their quest.  I know how every major NPC would react to the quest&#8217;s completions, and the ramifications it would have throughout the game.  What will happen without that?  I am still working it out.</p>
<p>As a GM, I pride myself on allowing my players the freedom to shape the story, the world and the game that they are playing.  Sometimes that bites you &#8212; I had a huge amount planned for the completion of the quest, and nothing for the alternative.</p>
<p>This should serve as a reminder:  When there is a quite obvious alternative path, put some thought into what should happen if the players&#8217; choose it.  If you do not, they will.</p>
<p>They did it to me.  The next session should be fun.</p>
<p><font size = "-2">Photo courtesy of <a href = "http://www.flickr.com/photos/paraflyer/935595071/">Paraflyer</a></font></p>


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<p>Related articles:<ol><li><a href='http://mrtopp.com/2009/06/25/crossroads-session/' rel='bookmark' title='Permanent Link: Crossroads session'>Crossroads session</a></li>
<li><a href='http://mrtopp.com/2009/06/18/pacing-a-campaign/' rel='bookmark' title='Permanent Link: Pacing a campaign'>Pacing a campaign</a></li>
<li><a href='http://mrtopp.com/2009/02/19/the-recap/' rel='bookmark' title='Permanent Link: The recap'>The recap</a></li>
</ol></p>
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