
So, either you are a long-time reader and know that sometimes I disappear... Most of you are recent, however, and find it odd that after tons of people find out about this blog that I just up and vanish. There is a reason why I haven't posted in a few weeks.
I was recently laid off from my job. I was given very little notice and no severence, so I've been busy trying to find a new one. I was fortunate enough, however, to get a little vacation down in Hilton Head, SC, so I'm pretty much recharged (although I got a horrible case of food poisoning while I was there; stay away from the hamburger place - trust me).
I don't think I'm going to get a real post up today, however expect to see posts starting Monday. Until then, have a great weekend, and get some gaming done! I know I will.

I want to take a moment to
talk about You. That’s right –
You. I’m calling you out. But don’t bother getting out your +4 flaming
burst dire flail of annihilation, and just let your scramjet ammo sit in it’s
box.
I want to know, how do you
feel right now? Go ahead, answer me,
out loud. No, I won’t be able to hear
it (wish I could, that would be a cool talent), but I want you to say it, right
now.
Edit: Sorry, I forgot to link to Brandon's blog, toosigma.com. Apparently I need to job my own memory. :)
All right.
Fine.
Good, thanks.
Great.
Tired.
Bored.
Stressed.
Upset.
Indifferent.
Now, I’m going to go out on
a limb and say, without knowing you, that there is something about yourself
that you could change that would turn your answer to my question into
“Excellent, and I hope you feel excellent, too!” I’m not talking about your current situation, or an event that is
happening in your life – I’m talking about You.
Before you get all angry
towards me, let me tell you where this is going. While pen-and-paper games are a great escape, I believe that if
you come to the table a happier person, you will have a better time. Simple idea; common sense, right? Then what I want to suggest to you is that
you can improve every gaming session you have simply by making yourself a
better person.
Many people, PCs and GMs
included, want to better themselves for various reasons. And blogging about self improvement isn’t
new. Just look at what Brandon has
talked about (speaking of – I hope the reason why he hasn’t updated his blog in
a while is because he is too busy getting things done). He is just one RPGer out of many who wants
to change themselves, and they can’t help but to have a better game as a
result.
Now I’m not trying to change
your life – just your game. I could
throw lists of tips at you, or some strategies for creating NPCs easier and
with more depth, or some neat tips on character optimization, or what-have-you,
but I truly believe that to have a lasting affect on your game, you need to go
to a more fundamental level. What I’m
going to do for you is give you a few links to some great websites that can get
you can evaluate for yourself and see if you can carry anything over to your
game. If this isn’t your cup of tea,
thanks for reading anyway, and I’ll see you next post.
Do you have a link to some
advice that has improved yourself, thus your game? Let me, and everyone else, know!

This past weekend my group gathered together for our d20 campaign. The session was mostly an excuse to throw some dice at some big creatures; the group had gone through several role-playing sessions, and it was time to make good on some promises.
The party decided that they could tough it out for just a little bit more before finding a safe place to lick their wounds after a particularly rough battle. They rounded the corner and discovered three large demons. After a few knowledge checks, the party thought they knew what to expect, so they quickly created a plan to take care of the soon-to-be-charging opponents.
The party’s primary fighter (and cleric) went toe-to-toe with the strongest of the demons. Things started looking pretty grim almost immediately. Between a normal attack and an attack of opportunity, the fighter was down to negative hit points (and was very thankful for taking the diehard feat). “We’re dead – TPK” he proclaims. There was silence for 2 seconds when another player looks at me and says “Who’s next on the initiative?”
I’ll spare you the drawn out ‘convention-style’ story. The punch line is the fighter/cleric was saved and his comrades helped him in defeating the brute in addition to fending off the remaining 2 demons.
This was a prime example of teamwork. One player healed, another dealt some damage, one held off the advance of the other opponents… It was everything anyone could expect from a party of adventurers. Well, anyone except the fighter/cleric. I talked to him about it briefly afterwards and he said that he didn’t think that he could get healed in time, or for enough hit points to finish off the demon.
Although healing was part of the solution, it wasn’t the only action the party took. It was then that I remembered several comments that where made throughout other sessions that where tell-tale signs of what was happening:
I thought you could turn invisible at will?
Does anyone have silent image?
Why can’t you cast a healing spell?
You’re a bard – inspire courage or fascinate them, now!
Those and other comments have been spoken multiple times by one player or another repeatedly. The party has no idea what the adventurer to his left and right can do. I have to admit that even I, the GM, don’t know what every player’s total power is. I know enough to plan a fair adventure that features moments where one character or another can shine, but my players surprise me ever few sessions with abilities that are clearly labeled on their character sheets.
I have my own shortcomings in this department, but it is my opinion that the party is lacking in knowing what everyone can do. While I sit around and brainstorm, I came up with the idea of asking each PC to showcase their character to everyone via e-mail (or they could print out what they would have types and send bring it to the next session). This, of course, would give each PC the ability to recognize what everyone can do, so that when the chips are down, they know what cards can be played. Some players may see this as homework, but I don’t think many will – this is one step away from bragging about their character; seriously, who here hasn’t bored someone with a story of what their character can do?
Below lists several questions to have each player answer about their PC. If you are a GM in a game, make your own list and ask the players to share their character with everyone. If you are a player in a game, fill out the list yourself and e-mail it to everyone, encouraging him or her to do the same in return. If you think something is missing from this list, or if you have an alternate way of doing the same thing, say something in the comments section.

Metaphors and comparisons are great
tools. If you sit down at a table of
people playing a card game you’ve never heard of and someone tells you “This
game plays like Go Fish,” you know what wto expect.
So metaphors are good, to an
extent; I’m sure that same group of people
would get pretty aggravated if you tried to turn their current game into a game
of Go Fish with the idea that the game they are playing is close enough.
Last time, I talked about
comparing RPGs to a book. Now I’m going
to talk about comparing them to video games.
It seems natural, doesn’t
it? Both are interactive, both allow a
decent degree of control over what is going on… The only difference is one has a constant stream of pretty
pictures and the other doesn’t, right?
Let me tell you about the
time I picked up a copy of Baldur’s Gate for PC. Everyone and their mother loved this game, which was based on the
AD&D 2nd Edition rule set.
Some people really liked the story, some really liked the action… I found the whole game lacking. This was by far no substitute for
pen-and-paper.
Games are getting more
involved as time moves on. We have
games like Grand Theft Auto and the Elder Scrolls, which provide massive
environments for you to explore; despite the fact that there is a finite amount
to do in these games, there’s a heck of a lot.
You can use different playing styles in the game; you can even design an
add-on pack, or download and install a modification, if you want the game to
behave in a specific manor. Heck, you
can even play a game like World of Warcraft and have a massive shared
experience. So it would seem that as
time goes on, video games become a better and better metaphor.
They why is it that every
other weekend I get together with about 5 of my friends, sit around a table,
roll some dice and talk about dragons, elves, steam-powered transports, gates
to other planets, and mutant powers (no, not all at once)? Why not just meet up in Azeroth (the “home
land” in World of Warcraft), or play some Baldur’s Gate? Or read a book?
I could give you my answer,
but that’s the problem – it’s my answer.

Today, I want to talk about
something that every GM should know and every PC hates. If you are a GM and what you’re about to
read doesn’t seem familiar to you, take notes.
The GM is usually pinned as
the one responsible for the story of a game.
Indeed, he typically throws out the first hook, and most hooks after
that. There are plenty of stories out
there in the world, from common tales and clichés to complex original
plots. Any of these can make a great
pen-and-paper game story line when uses correctly. This implies that there is a right way and a wrong way to run a
game – and there is. Fortunately for
you, the ways to run a game right are nearly infinite. Another blessing is that there are few ways
to run a game poorly. The catch? It’s way too easy to present a plot line
poorly.
I’m going to make this a
two-part topic. Today, I want to talk
about comparing a great plot to a novel or book.
People draw similarities
between books and RPG campaigns all the time.
One of the best resources for story development on the net was spawned
to help GMs and story writers: the creation process for a plot, whether it is
for a book or a game, is very similar.
That’s where the similarity
ends. Unfortunately, many GMs
(typically novices) carry the analogy further.
A book is something that you
read through page-by-page. You are
primarily receiving from the book. If
you try to give the book feedback, nothing changes. If a GM takes the book metaphor too seriously, you get this: an
RPG plot line/campaign is something that you expose to your players
page-by-page. Your players are
primarily receiving from the game. If
they try to give you feedback, nothing changes.
Please tell me you see how
bad this is.
The one-liner to this is
RPGs plots are not like books. If you aren’t
too keen on the whole thinking thing, or expect me to flesh out my own thought
on my own blog, let me explain what this means.
Looking at this, it’s easy
to see that a book isn’t a great metaphor to use to refer to an entire game
session. What can we compare it to
then? Perhaps a video game!

First off, I want to apologize for the lack of updates. Between getting a new web host, starting an exercise routine, and jury duty, I've been pretty busy. I'll try not to let it happen again. :)
There are times when the players arn't willing to see anything but what they want to see. To illistrate, you introduce an NPC that is down on his luck, being blackmailed, has trained questionable skills to get by. You want to display him as someone who is a little misguided and good at his core - the players want to see him as a waste of space and a greedy back-stabber.
Try and try as you might, your players won't see any redeeming value in the poor guy. To them, he is exactly as they peg him. In cases like these, all of those character perks and thoughts you have about that NPC are wrong. Remember, you have the final say over the exact outcome of things when it has a mechanic (or lack thereof) behind it, but not on what the players think/say/do.
You may think this line of reasoning is wrong, but I would argue that unless you are running a game that is heavy on cloak-and-dagger plots, politics, or other mysteries, the GM and the PCs should have similar (not identical) thoughts about each NPC.
At times like this, there are 2 obvious paths with sometimes not-so-obvious actions behind them.
It's worth noting that you shouldn't give up on each NPC with the first label placed on them. Everyone has stereotypes. If he dresses like a scoundrel and talks like a scoundrel, then the players will think he's a scoundrel even before they talk to him. It's when he also acts like a scoundrel but you think he's a real stand-up guy that crossed signals get sent.
Until next time, friends, don't let your friends summon outsiders drunk.

Sometimes when you speak, the universe is listening. Either that, or it's a total coincidence.
I got my answer as to when the next version of D&D will be out - not until after 2008, and probably later than that.
The source of this? Abyssal Maul did a live-blogging of a D&D Experience presentation (use to be Winter Fantasy) saying:
The 4th Edition Question gets a lot of laughter.
"I'm surprised it took this long for someone to ask that"
"Its going to come at some point. It's a long ways away. You'll get an announcement when that happens, but it's a long ways away. We have a lot of good stuff coming out through 2008"
The journaling happened in a thread on theRPGSite.com.

I hate to admit it, but those 4th Edition nuts may be right.
First, there was lots of talk about a 4th Edition brewing a year ago at Winter Fantasy (which has been renamed for this year). Even ENWorld made an unofficial 4th Edition news log. Ok, I can see that - it keeps the nuts going to the site while keeping the forums relatively span-free.
Then there where books like Dragon Magic, Tome of Magic, and Tome of Battle that introduced entirely new systems of magic (while ToB isn't magic, it sure has that feel) to spice up the game play - as if the game had gotten stale. (While I agree that it might of needed a spritzer of something, it wasn't stale).
Monte Cook, the writer of the DMG 3.0, expressed his concern about a 4th Edition. While he admits that he isn't in the loop anymore, the original plan for the fanchise was to release new editions more often (as in, 3.5 was planned before 3.0 was finished). He also comments that he has been around a while and knows what kind of products a company releases towards the end of a game's life cycle. (Link or it didn't happen? Here you go. - search for "The OGL and the Future")
Then game the compendiums. The Spell Compendium was great - a huge collection of spells all in one book is awesome. The Magic Item Compendium is being published in March 2007. They add some neat stuff to it, but otherwise, why do you need a magic item compendium?
Now, in October of this year, Wizards of the Coast is publishing the Rules Compendium.
I could be reading in between the lines, but didn't they release a Companion CD for 2nd Edition with a truck load of source books on it about a year before they announced 3rd Edition? (That's rhetorical - I have the original and the 2.0 version)
So, should we all be saving some extra $$$ to see what the next incarnation of D&D has in store for us? Or is WotC honestly trying to be helpful by producing a meaningful rules cyclopedia?

