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A bit of journal organization March 21, 2008

Posted by chorenn in Miscellaneous.
3 comments

I’ve been kind of wondering how I should organize posts about the actual sessions.  Since the campaign started two years ago, I have articles to write about sessions that happened then, as well as sessions that happen now.  If I work on the former, I won’t get to the latter until I’ve forgotten about them.  If I work on the latter, you’ll never see how the campaign got this far.

What I’ve decided to do is work on both, slowly.  They’ll be written in prose, with hopefully few side comments, and written as WordPress pages, rather than posts.  I’ll have a link to them on the right side, when I finally get the first one done, and then, if I have comments about the session, those will be in a regular journal post.  (Thus, you’ll probably know when a new page has been added to the right-side link.)  I will also have two sections — one for then, and one for now.

Sadly, the older sessions will suffer from lack of detail.  I seem to have written up the first two sessions, but neglected to do so after that (mostly due to apathy — I wrote two versions for each session, one for me and one for the players, and when I posted them, the players showed no interest [except my husband, who loves seeing his own adventures], so I stopped writing), so a lot of detail has been lost.  I’m making an effort now to write session summaries as I go along.

If anyone has any better idea on how to organize this using the tools WordPress gives us, please let me know!

Appropriate Atmosphere, part 2 March 20, 2008

Posted by chorenn in Game Mastering.
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I have quite a lot of work to do today at my job, but I did promise an update on what happened last night, so here goes.

First, I have to admit I was quite a wuss.  I didn’t want to kill Sparrow, so I gave him all the chances I could.

I recapped what was happening, and underlined that Sparrow, alone of the rest of the party, had not indicated what he planned to do during the next two weeks (during which time two of the party were going off to get a magic item made).  Since the new wizard, Mahdi, was heading to his home in Silverleaf to take care of business and the party was going to meet there, Sparrow said he’d go to Silverleaf and “hang out.”  I asked him where he was staying and what he was doing, and he said, at a tavern, and he’d wander the town while he was idle.

At this point, I allowed Sparrow not one, but two Wisdom checks, one for specific danger and one for general danger, but as the dice sometimes roll, he failed both miserably.  (They were rolled without his knowledge and behind my screen.)

Mahdi asked Sparrow to come by his residence early in their stay in Silverleaf, because he needed his assistance with a few things, so on the day after they arrived, Sparrow showed up.  Now, Mahdi had a very interesting thing he needed Sparrow for, but I’m not going into that here; you’ll just have to wonder.  After they had a long conversation, I gave Mahdi an Intelligence check regarding Sparrow’s safety (there was something in the conversation itself that warranted this), which he succeeded at, and I told him that he is concerned for Sparrow, since the last time they were in Silverleaf, it seemed that the group’s reputation was pretty bad and Sparrow in particular had been wandering around in disguise.  Mahdi then brought this up with Sparrow, who assured him he was in no danger. (argh!)   Mahdi then contracted Sparrow to do some travelling around and meeting with nobles in the city.

During this travelling around, I gave Sparrow one last chance — a Spot check to notice that he was being tailed.  A natural 20 saved the day.  I informed him that he noticed that he was being followed, and after losing the tail, he was convinced that he was in danger, and he and Mahdi came up with protection and contingency plans.

After all this, and after the rest of the party arrived in Silverleaf, I gave them a speech, telling them that they need to be more cognizant of where they are and what they’re doing.  I told them that if any of them had been caught, that would probably have been the end of the character.  I suggested that they keep notes as to what happens in which city.  (It occurred to me later that if they did such a thing, maybe they’d start seeing some patterns…)

It turned out that Nathan had thought that the big fight when the Obsidian Guard had come to arrest Vryn, Sparrow, and Zoriya had happened in “some other city.”  I’m not sure I believe that, but I suppose that’s beside the point.  I also told the players that I’m sorry if I’m not painting the world black enough to make them feel the danger, but I did make a point to say that they need to pay attention to this kind of thing a lot more.  So, hopefully this will help.

Appropriate atmosphere March 17, 2008

Posted by chorenn in Game Mastering.
8 comments

I’ve been working lately on two articles:  one about the first adventure and one about the politics of the realm.  As I prepared for my game this week, I realized how far I have yet to go to describe the world that my player characters live in.  There’s so much going on behind the scenes, and the PCs see so very little of it… at least so far.

I’m writing today, though, because of something that my PCs seem to not see at all, and I wonder if it’s because I simply haven’t painted the picture well enough for them to feel it.  Or maybe they’re just not paying attention.

The scene:  Three of the PCs, Sparrow, Falco, and Mahdi (the wizard that replaced Zoriya) are returning to Silverleaf.  Mahdi hasn’t been in the party long enough to either know about any dangers or to be linked in others’ eyes with Sparrow and Falco, but Sparrow and Falco have made a name for themselves in Silverleaf.  They helped save the city from an incursion of demons, and have also spent the last winter here. 

However, the last time they were in town, the Obsidian Guard (also referred to as “kingsmen”) attempted to arrest Sparrow, Vryn, and Zoriya for actions they took in another town.  Falco had attempted to prevent the incident by talking to the kingsmen a few days beforehand, telling them that Sparrow and Zoriya had important information about the missing Crown Prince and that he had been tasked with getting them to divulge it; he told the kingsmen that his mission was more important than theirs. However, the kingsman responsible for bringing the three PCs to justice had no proof that what Falco said was true and decided to go ahead with his own orders.  During the ensuing melee, Falco defended his friends, thus turning on his kingsmen employers for the first time.  The group managed to drive off the guard, but decided the best course of action would be to leave as soon as possible.

They’ve been gone from the town for at least three months, during which time the Obsidian Guard did their own research and put two and two together, suspecting that Sparrow was indeed the missing prince.  The kingsmen’s orders, across the board, are to find the prince and kill him (for the reason why, stay tuned to later episodes in this blog).  Falco is completely aware of these orders.  And lastly, of course, in this area, the kingsmen are also tasked with finding Falco, the one who turned on them in the last fight.

So now, while traveling through the region, two of the party have gone to a different city for their own reasons.  Mahdi is headed to Silverleaf because he has set up a magic shop there and wants to check in on it, and Sparrow and Falco decided to head there to wait with Mahdi for the other party members to join back up. 

Therein lies the rub.  Neither Nathan nor Kyle have shown any concern that there might be kingsmen lying in wait for them.  The kingsmen’s tactics are very typical of their kind: Find their prey, wait for him to be alone, then surround and kidnap.  In the case of Falco, he’ll be knocked out and transported secretly to Nemeril (the capital) for punishment (or, more likely, torture and death).  In the case Sparrow, he’ll be taken out of town and killed, and the body burned.

What this leads to, then, is a session in which the two players go somewhere, waiting nicely for the other party members, and get summarily eliminated.  In the case of Sparrow, it’s likely that the party will scrape until they have enough to case a true resurrection on the Crown Prince (and thus the party ends up paying for Nathan’s oversight), but it’s not likely they’d do the same for Falco.

I’m of two minds here.  On the one hand, I feel that if the players cannot get it through their heads that yes, they are wanted and yes, this town is now very dangerous for them, then they deserve what they get for not being careful.  On the other hand, if there’s even the possibility that their lack of taking the danger seriously is due to the GM not presenting the danger well, then their fate is hardly deserved, and certainly not fun.

My worry might be all for nothing — Nathan and Kyle might be very careful when they enter Silverleaf, donning disguises and keeping out of sight as much as possible — but I won’t know until the session on Wednesday, and I need to prepare for the possibility now.  Right now, my plan is to see how they enter the city, and give them a Wisdom check if they don’t take any precautions.  If they still don’t, and Sparrow gets caught, I have a deus ex machina in mind: One of Vryn’s people lives in the town and I’ll have him save Sparrow, though not his equipment.  I’m not quite sure what to do about Falco, but it might turn into a separate adventure, “Save the Scout!”  He will likely also lose all his equipment, and certainly won’t get any experience the party gets for saving him.

Well, we’ll see how it goes.  I’ll let you know on Thursday.

Software tips March 7, 2008

Posted by chorenn in Technology.
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My next post is going to be about Chorenn and its political geography (and the one after that, its history, and then I hope to get into the actual game), but before I do that, I wanted to mention some pieces of software that I have found indispensable during this campaign, both for campaign building as well as for actually playing the game.

One thing that this campaign would not be runnable without is a map of the continent.  The world is very coherent, and everyone needs to know where they are, where they’re going, and how long it’s taking to get there.  Climate and resources also have a very strong impact on the flavor of a region.  Almost the first thing I did when I started this campaign was to create the map.

I decided to do this using Campaign Cartographer, created by ProFantasy Software.  CC2 has been available since the late 90s, I believe, and I happened to purchase it about 4 months before CC3 was released.  (I received a free upgrade key, though I haven’t actually used it.)  I found it to be easy to use, especially if you have any experience with “real” mapping software; it uses the same terminology and design.  This includes the way it layers (which is not the way that an art program such as Adobe Photoshop layers), so it is easy to put features on a separate layers and hide/show layers depending on what you want to display.  You can also annotate maps, as well as link them together — for example, link your map of City A to this item on your overmap, so that when you click on City A, the city map comes up.

I designed my campaign map in less than a week, and created versions of it for each of the characters based on where they had already travelled.  One of the PCs carries a general map with him, so I adapted my map into a “freehand drawing” type art style and printed it out for him.

You can also purchase add-ons for CC, such as Dungeon Designer, which, well, is for dungeon designing (duh!).  ProFantasy sells art packs, too, for more objects to place, or you can design your own or download other people’s packs.

I really don’t know if this program is better than other mapping software, but I am very happy with it and have used it occasionally when creating dungeons or cities (when it turned out that a simple sketch on a piece of paper wasn’t going to be enough).

During the now 2-year time span of this campaign, two of the players moved out of town to separate states, but have continued to play in the campaign.  The only reason we are able to do this is because the entire group of us are geeks and we all own laptops — thus we can use software to assist.  The first thing we started using right away was Skype.   This is a voice-over-IP program, which means, it’s like a telephone, but transmits over the Internet.  It allows conference calling, so we can have our speaker phone going on our side, and Nathan and Kyle are able to connect up individually.  Skype is adequate for our purposes, but you can find other programs that will do the same thing.  I believe Yahoo Messenger can, and of course, programs designed for hooking up with your multiplayer-online-game friends, such as Ventrilo, will work just as well.

We spent a number of sessions working without a real map that Nathan and Kyle could see.  We had, of course, our usual hex map with painted miniatures, and we used a webcam to broadcast the map, but Kyle, working on a Mac laptop, could not tap into the video feed.  We ended up having exchanges like ”Ok, it’s your turn.  There’s one monster 15 feet ahead of you, and one 20 feet at 3 o’clock.  What do you want to do?”  “I move 25 feet to the left, avoiding any threatended squares and skirmish the guy in front of me.”  “Ok, there wasn’t really a way to do that, but I moved you where I think you would have gone.”  “Ok, that’s fine.”

Obviously, this didn’t work particularly well.  When Bret left the game, Asia joined up, and one day, he came to game with a new program that he wrote – a mapping program hosted on his personal server, with clients that he distributed to all of us.  This allowed me to drop basic layouts and allowed the players to see where the monsters are and move their characters individually.  This revolutionized the game; now Nathan and Kyle felt like they were actually a part of it again.

Sadly, it isn’t available for distribution, but there are programs out there that will do the same thing (and probably has a lot better art than ours).  Of course, the one benefit of our program is that Asia wrote it, so it’s free for us to use, and he’s been customizing it to the way that we game.

A stranger in a strange land March 4, 2008

Posted by chorenn in Player Characters.
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(Spoilers)

(Note:  My descriptions here will be about both the character and player, because you cannot separate the two.  Thus, some of what I write may seem harsh or critical.)

Now we come to the most difficult of the characters to discuss:  my husband’s.  Not because I don’t want to be critical of him — we’ve been married 11 years so I’ve had plenty of practice — but because his is by far the most complicated and ambitious.  The story of Robert’s character’s creation may also be instructive, since we had to compromise to come up with something that would work for both of us.

You might remember that I stipulated that all the player characters had to be human.  Zoriya ended up as a half-elf (which is what Mel wanted) mostly because of what happened with Robert.  After he received the world and campaign description (which included that it would be a heavy roleplay game), he came up with the following idea (heavily paraphrased from his original text).

Vryn Smithson is a half-doppelganger (real name is Xephnon), a member of a group of doppelgangers from Faerun whose spelljammer malfunctioned and crash-landed on an island beyond the shores of Chorenn.  Seeking to make their way in this strange new world, they sent some scouts out to learn of the ways of the human, but after one disastrous incident, they realized they needed a breed of doppelgangers that would not be revealed by such simple spells as dispel magic.  They bred a small number of half-doppelgangers, who hold on to the form they choose in areas of no magic, but do not have any telepathic abilities.

The original Vryn was an inhabitant of a small fishing village in Japrilis.  One day, when he went out to fish, Xephnon captured him, learned of his life and attitudes, and then killed him, taking on his persona.  He then declared to his “family” that he felt the call of a wandering life and left the village to travel to distant parts of Chorenn.

The doppelgangers intend to slowly invade the human world, taking over the populace and seizing their lands.  They eventually plan to usurp the throne from the (in their eyes) weak and pitiful human king and rule the land secretly.

I think you can probably see the problem here.  I’m going through all this trouble of creating a campaign in which Nathan’s character is going to take the throne, and Robert’s character is going to murder him and take his place the moment Nathan utters a word of it!

Thus, a number of days of discussion (verging on argument) passed.  While I felt that it was an interesting character, I also felt that it was intended to destroy the world that I had spent so much time creating.   On the other hand, I didn’t want to disappoint Robert by nixing the character he wanted to play. 

That’s one of the problems with playing with your spouse, by the way: There’s more than just the game at stake.  It’s not like the game is going to destroy your marriage, but there are other feelings at work.  Luckily, neither Robert nor I take things that happen in the game personally (though I do want to make him happy in the game, too). 

After much wrangling, we came to a compromise that made us both happy.  The doppelgangers find Chorenn to be boring and backwards (especially compared to Faerun!) and want to fix their crashed spelljammer and get the hell out.  To do this, they need to amass magical items to drain their power into the spelljammer’s engine, then start it using psionic power.  However, the doppelgangers are unable to provide the flavor of psionic power that it needs, and must organize at least two hundred humans to provide it (even humans without obvious psionic power have a bit of psionic energy that the doppelgangers can harness).  Vryn and his half-breed brethren are seeded in the human world and are attempting to solve the problem.

With this, we were able to satisfy Robert’s craving to play a shapeshifter and yet avoid the destruction of my campaign.  While Vryn is wholly dedicated to his task and will not balk at committing evil deeds to accomplish it, he will look for and take alternate routes, since causing chaos and possibly attracting attention to himself will only hinder him.

Vryn is definitely single-minded in his pursuits (his specific task is to gather magical items and feed as much information about Chorennii religion back to the doppelgangers as possible), and that has opened him up to character development: Will he learn to work with the humans with which he travels?  Perhaps he might find other goals that he finds more worthy.  You’ll learn about this when we get to appropriate points in the actual campaign history.

The character was built with 2 effective character levels from his doppelganger heritage; Robert and I both agree it should have been 4, but that would be too hard to reverse-engineer now.  I believe (without actually checking my notes right now) that his original character had levels in ranger (with favored enemy human), fighter, and the prestige class War Shaper.  My husband is quite the powergamer, so Vryn has become a very powerful front-line fighter, but this turned out to be good, since the only other melee character in the group, Sparrow, is heavily built towards defense and diplomacy.  On the other hand, it means that Vryn is extremely difficult to kill (*wink*).

Vryn has made the character interaction and storyline of the campaign much more interesting, and while I had envisioned a group of human adventurers, I am glad that I allowed the character.  Robert, of course, has much to do with it, since he plays the character as not quite so nice as everyone else, adding much-needed tension to the group.  In retrospect, I should not have allowed Zoriya to be half-elven, because it added nothing to her background or roleplay; the character and her history would have been the same if her mother had been human.  I think if I were ever to write a novel of this campaign (I’ve considered it, though I am not a skilled prose author), Zoriya will be human.

My GM’s notebook March 2, 2008

Posted by chorenn in Technology.
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I just noticed, within the past few days, that I actually have a bit of a readership!  I wanted to thank you for reading my campaign blog, and for your comments!  I think this all started with Tommi mentioning me in his blog, Cogito, Ergo Ludo, which is itself an excellent gaming blog, and now I’ve noticed my blog linked on other blogs, too.  It’s very flattering! (I think, also, that knowing someone is reading might spur me to write more often, which is always good.)

I’ve been going through my blog stats and following links, and I came across The Game Master Foundation, which also has great GM tips and discussions.  On their page, they have a link to a PDF about how to set up a game master’s notebook, and I thought I’d take a moment to tell you about mine.

I’m somewhat computer-savvy and I run my game off my laptop, so my notebook is on the computer.  However, I also work and play on a number of different computers, so keeping the notes solely on my laptop is not optimal.  What I did was set up a wiki on my personal web space.

I chose Wikka Wiki as my platform because it was the only one I could find that lets you allow only certain people to see pages; I wanted to make sure that my players could not access GM-only pages.  (Wiki philosophy is that information and knowledge should be available to all who participate, so software such as the popular MediaWiki do not allow user access restrictions.  Maybe this has changed since I first looked in 2006.)  It’s also a plus that it’s so fun to say, “Wikka Wakka Wiki,” as the engine was called when I installed it.

I had intended the wiki to also serve as a collaborative home page for my campaign, but it turned out that my players had no interest in visiting the page or making their own pages on the wiki.  No problem, though. I’ve found the following advantages to this approach to my notebook.

  • I type a lot faster than I write, so I can generate content much faster. 
  • I can access my notes any time I’m on the web (which is pretty much all the time for me).
  • Editing and referencing material is very easy.
  • My friend and campaign advisor, Bob, can read it all at any time, too (though he can’t edit any of it).
  • One day, when my campaign is done, I can open it all up to anyone who wants to look at it.

My only problem with it is that I still write my actual adventures in Microsoft Word, so those aren’t in the notebook.  That’s just force of habit, and I need to cut it out.  And, of course, there’s the occasional loss of network/Internet access, but they haven’t affected me much yet (and I can work offline and upload later if I have to).

If you’re interested in poking about a bit, here is my wiki, though you can’t get into any of the GM pages.  I really like it, and I hope it can help some of you readers out there.

How do you prevent the destruction of a campaign? March 2, 2008

Posted by chorenn in Game Mastering.
6 comments

I’d like to take a moment to address a side issue that my husband and I were discussing this morning.  (Coincidentally, it postpones my discussion of his character in my campaign, which is going to be a doozy.)  What do you do when the party gets wiped out prematurely?

I’m not talking about those times when you wipe them out with monsters that you thought were appropriate but turned out to be way too strong for them.  In Robert’s old campaign, he presented us with a fang dragon, which proceeded to dismember the fighter in one round.  He took 15 minutes and deleveled it, and it still killed the fighter in one round.  After a couple more attempts at trying to get the dragon to be a reasonable fight, he finally changed the encounter so that it became a diplomatic encounter (the dragon ended up sending us on a quest).

The case that we were discussing is when the party dies through their own stupidity.  Sadly, the group that Robert was leading was quite prone to very stupid acts.  For example, at one point, when we were attempting to kill off a bunch of intelligent monsters holed up in a cave, we sent the thief to sneak in and scout out the defenses.  He walked into the cave, waved at the monsters, and left.  I’m not kidding. 

During the course of Robert’s campaign, the party got wiped out three times.  Here are the situations.

1.  The party encounters a group of … I don’t remember what they’re called.  These monsters drain wisdom points when they attack.  The party gets wiped out due to player stupidity, including such things as the monk refusing to move out of a position in which he’s flanked, because he’s sure his AC is good enough to protect him.  (It wasn’t.)

2.  In a tower from which there is no escape until the party solves the entire thing, we entered a room with blank walls.  When the party cleric (me) steps on the switch that reveals a logic puzzle, she gets turned to stone (because I wrote the puzzle for Robert).  It’s a “figure out the number sequence” puzzle, and when the players narrowed it down to two sequences, they decide to guess which is the right one, rather than pasting the numbers back into the clues and see which one fits (the wrong sequence would be obvious this way).  They choose poorly.  The only thing they can do is reactivate the puzzle by destoning the cleric and trying again, but they can’t figure out how to do so.  Finally,  at the next session and after two hours of the party desparing of its plight (and me sitting in forced silence, since I’m stoned), Robert (not knowing how bards work) looks at the bard’s spell list and points out to the bard in the party that break enchantment will destone the cleric.  When the puzzle is reactivated again, without checking if the numbers in the puzzle have changed (they have) and before discussing anything with the rest of the party, the bard enters the second sequence and fails again.

3. The party is on a deserted island in the middle of a vast ocean, trying to recover an artifact from a temple.  There is a horde of millions of mechanical spiders that have just landed on the island and are coming into the temple, destroying anything organic in their way.  We get to the room with the artifact, but must destroy a huge sentient crystal which summons 1d6 defenders every round.  We identify the crystal as the main threat after about three rounds, and I tell the fighter to get to the crystal and kill it.  He gets to the crystal … and decides that the defenders are bugging him and attacks them instead.  (Robert confirms that if he had attacked the crystal with a full attack, it would have been destroyed.)  The next round, I’m killed, so the fighter yells for retreat.  The wizard casts teleport and chooses as his destination the entrance to the temple … where millions of mechanical spiders tear the party to shreds.

No one wants their campaign to end prematurely, but what can you do, especially after the party does it to itself multiple times?  In the first case, since the monsters only wanted to eat wisdom, the party woke up in slavery, having been found by, unbeknownst to us, our archenemy.  In the second case, the solution was presented in the story itself: The GM had to research the bard class and tell the player how to play his own character.  In the third case, the GM, possibly out of pique, could not come up with any way to save the party and ended the campaign.

The first solution, I feel, was particularly elegant.  It took the situation and turned it into an adventure of its own.  In a way, though, Robert feels that this rewards the characters for being stupid, partially because it sets a precedence for the GM saving the party from dying, and partially because they got a whole new adventure out of it.  (Granted, we did lose all of our stuff, including some quest items.)

Robert is a big fan of reward and punishment.  If a player plays well, he should be rewarded.  If a player plays poorly, he should be punished for it.  On the other hand, his concept of “well” or “poorly” sometimes can use some work.  He’s fond of saying, when designing a new encounter, “If the party doesn’t do exactly this, you’ll all die!  This is great!”  I’m not sure I agree with this school of thought. 

But I digress.  What other ways are there to save the game from a total party wipe due to their own stupidity?  I have to admit I’m out of ideas.  I do have one plan already in place for an accidental party kill in my campaign.  Since Sparrow is trying to take the throne and is making allies here and there, he has one backup plan (the player doesn’t know this, though).  One of his allies has been amassing funds, troops, and equipment, and Sparrow instructed him that if he doesn’t hear from him every so often (at least once a year), he should start doing divinations to determine if he’s dead and use a true resurrection to get him back if his is.  Since it will take some time for him to get the funds, if this ever does happen, the story will be moved to the future by a few years, changing the entire political climate.  And, of course, Sparrow will then have to work on resurrecting the rest of the party.  However, this won’t work twice: At some point, his ally is going to decide that it isn’t worth the cost.

So where does that leave the campaign?  How do you save the party without rewarding them for their stupidity?  When do you decide that sorry, the party is dead and the campaign is over?

Rage and magic February 28, 2008

Posted by chorenn in Player Characters.
5 comments

(Spoilers)

(Note:  My descriptions here will be about both the character and player, because you cannot separate the two.  Thus, some of what I write may seem harsh or critical.)

The magic-user of the party was Zoriya, played by Mel.  I use the past tense because Mel is no longer playing and Zoriya has been replaced.  Mel did play for about 1.5 years before she decided to quit due to other obligations.

Mel was newly introduced to D&D 3.5 rules.  She had played tabletop RPGs many years ago, probably during AD&D, but her only recent exposure to a similar genre was her experience in Final Fantasy XI and World of Warcraft.  Thus, there was not only the difficulty of encouraging the player to develop a vibrant, three-dimensional character, but also that of teaching the player the rules.

Unfortunately, the experiment did not work well, and you’ll see why later in this entry.

Zoriya was half-elven in a world where elves were unknown.  The elves tend not to mix with humans at all, and haven’t for over a millenia, and thus they are considered creatures of legend.  Zoriya thus had to conceal her race by wearing hoods and head scarves.  As a child, she loved her parents very much and was devastated when they were killed during King Harold’s invasion of Valuria.

She always had studied magic, but threw herself into her craft after her parents’ death.  A second blow came when her cousin, a full human teen girl who had been studying in Nemeril, committed suicide after telling Zoriya that she had been raped by Prince Johnathan.  (I added this part to her background.)  Zoriya then left her homeland, travelling to find meaning as well as to exact revenge from the royal family that brought so much sorrow to hers.

Her story is a little trite — the angsty wizard driven to revenge by terrible circumstances — but it should have been interesting to play, especially considering the eventual conflict with Sparrow (and probably Falco).  However, this never blossomed.  A lot is to be blamed on Mel’s handling of the character, but you must also consider that I did a poor job of helping her along.

There were a number of problems, any one of which probably wouldn’t have affected anything much but together were devastating.  The first problem was that I assumed that, given a list of rules pointed out specifically, they would be read and understood.  For example, when we began character creation, I sat with Mel for two hours and went through all the rules on how to create a wizard.  At the end, I pointed out that there were things we didn’t cover, but this is what we haven’t done and she should read them and decide if she wants to use them.  The next day, she assured me that she had read them, and yet later, I found that she used none of them.  One of them was the rules on magic specialization — Zoriya wasn’t specialized until I gave her a quest to get specialized.

The second problem stems from the first.  If a player isn’t actually familiar with the rules (or maybe she just wasn’t thinking about them, only reading), she cannot apply them to her benefit.  This happened daily, with her inability to choose appropriate spells to use, and her forgetting from week to week what actions she can take in a round.  There were also instances in which she failed to use her character’s abilities correctly.  For example, once, when she was alone, a monster (large, “covered in scales and with horns and spikes bristling on its back”) stepped through a portal and landed in front of her.  Instead of using a Knowledge (Arcane) check to attempt to identify the monster (it was a demon or devil of some type) as something about 3 CR levels above her with immunity to lightning, she simply stepped back and threw a lightning bolt at it.

The third major problem was that Mel never actually was Zoriya.  To her, the game was throwing fireballs and cracking out-of-character jokes.  She never visualized what Zoriya was seeing, or felt what Zoriya was feeling.   She took no initiative (when I told what she had to do to get her character specialized and said that she’d have to ask the party to make some time for her to do it, she dragged her feet for nearly six months, and made two levels within that time), even when it was her character’s main goal (when I gave her the opportunity to assassinate Prince Johnathan, she discussed the strategy with the party for two sessions, then, when she finally got there, she did nothing, barely even speaking throughout the entire session.)

Here’s an actual exchange during a session. 

Mel: “Oh yes, the prince wronged my… who was that, my niece?” 
Me: “Your cousin.” 
Her: “Oh, and what did he do to her?” 
Me:  “He raped her.” 
Her:  “Oh yes, that’s right.  Wait, she died from the rape?” 
Me:  “No, she committed suicide.” 

While I don’t expect people to remember every detail of their character’s background, I do expect them to remember the single driving force of their life.

As we played, it became clear to me what the problem was:  Mel was expecting D&D to be like WoW.  In an online RPG, your character has a very clear role in the group, and very few options, with the rules being taken care of by the software.  Character interaction is rarely an issue, unless you’re part of an exclusively role-play group.  Scenes are displayed to you, rather than requiring your imagination to paint them.  Motivation comes in the form of wanting to gain experience to make level, or finding the items you want, or going with your friends to hunt or raid.

D&D, or at least my campaign, has very little of any of this.  The actual point of my campaign was to have the players live the life of their characters, through their eyes, and not as simply as statistics on a sheet of paper.  And the more you live your character’s life, the more options there are.  You don’t just need to choose which of your ten pre-loaded skills to use, you now must make the decision about whether or not to use it (“maybe we shouldn’t be killing this monster…”).

D&D turned out to be much more complex than Mel expected.  In retrospect, she should never have been allowed to be the wizard, which is arguably the most complicated base class to play (of the ones in the Player’s Handbook); Robert (my husband, whose character I haven’t yet discussed here) should have been the wizard and Mel should have taken the straight fighter.  Combining the three problems — ignorance of the rules, inability to apply the rules and her abilities, and lack of immersion — made the experience very frustrating for everyone at times.  When Mel’s personal life became busy, she found it was an excellent excuse to bow out of the game due to time constraints.  While I do think I could have done more to help here, there is a limit to how much I’m willing to hold the hand of a player over the lifespan of a campaign that is now into its third year.  I think it ended about as well as could be expected.

Searching for peace in a war-like world February 1, 2008

Posted by chorenn in Player Characters.
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(Spoilers)

(Note:  My descriptions here will be about both the character and player, because you cannot separate the two.  Thus, some of what I write may seem harsh or critical.)

The next character to discuss is Falco Bors, played by Kyle.  The reason for this is that the other two characters, played by Robert and Mel, are rather complex and will take some time.  Falco is a lot easier to define.

Kyle assumed the mantle of rogue for the group, but didn’t want to play a classic rogue.  He instead created a scout/ranger with a tragic past.  Falco is a native of Lasquibur, the region which is perpetually in territorial and racial struggles with its neighbor, Chondheim.  Falco grew up in a peaceful fishing village, but it was invaded and razed by Chondian forces, and he barely got away with his life.  His anger over the event prompted him to join the Lasquiban military, where he specialized in scouting and reconnaissance.  However, he soon tired of bloodshed, and when he got the opportunity, he left the military and his home region, seeking peace.

I pegged him as the unknown wild card in the group and added a bit more to his background.  While he was in the military, his abilities were noted by those he didn’t know were watching him, and at some point, he was offered a position in the Obsidian Guard, the king’s secret service.  I thus had to create how exactly the OG worked, so that Kyle could adjust his character accordingly.

The Obsidian Guard (or kingsmen) live incognito among the citizens of the realm, watching for any possible treasonous activity.  They are unmerciful and ruthless, and those who speak against the king may suddenly disappear, never to be heard from again.  The kingsmen have a more open presence in Nemeril, where the officers of the corp run it day-to-day, but in the rest of the kingdom, no one knows if the person sitting next to him is a kingsman.

In order to make this plausible, I gave the OG a secret language, like a thieves’ cant, in which words and gestures made during normal conversation convey other messages.  Kyle was required to take the language normally (one of his starting languages).  Thus, one OG can identify other OGs by observing someone talking and seeing if their language makes OG-sense.  News and information is passed by word of mouth, which is often very slow — a piece of information, even when the OG is trying to spread it, may take weeks or months to travel to the next town, depending on the travels of the kingsmen.

The kingsmen are divided into two “ranks.”  One is the “observer” rank. These kingsmen live their lives and if they see a problem, report it in rather than do anything about it.  Thus, they are not required to have combat or stealth capability, and they are more successful at maintaining their cover.  The other is the “operative” rank, those that actively do missions, kidnap, arrest, or execute people, etc.  They are less concerned with maintaining cover, since their work is much more open.  Falco is actually a member of the second group, though he infiltrates like the first.

Falco does get paid for his work periodically (I’m not sure I’ve paid him recently; I better check).  He, however, has only met OG that either trained him in Lasquibur or he has established contact with on his journey.  He has never been to Nemeril and has never met the established Guard there.

Kyle accepted this bit of subterfuge very readily.  He decided that Falco joined them for idealistic reasons, believing that they actually are bent on doing good for the realm and the king, rather than being secret police.  In the course of the game, Falco has been discovering that all is not as it seems, and is wondering if anything in the world is good.  As yet, the party has not discovered his secret agent status, though, unbeknownst to Kyle, two of the party suspects him.

(As a note, this wasn’t the direction I was hoping Falco would take.  I wanted Kyle to use his connections in the OG to eventually start funnelling information to the party, but as it is, Kyle is straddling the fence, trying to live up to his obligations on both sides.  It is starting to crumble, but not completely yet.)

The devotee of the goddess of all magic January 11, 2008

Posted by chorenn in Player Characters.
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(Spoilers)

(Note:  My descriptions here will be about both the character and player, because you cannot separate the two.  Thus, some of what I write may seem harsh or critical.)

The first character I want to discuss is Brother Steplan Krag, a magic-item creator and devotee of the goddess Mystra, played by Bret.  It is important to note that the final version of the character was not what Bret wanted to play; he had wanted to play a wizard with magic-item creation skills, and not a cleric.

Brother Steplan was born in Irilyth, in Valuria.  He lost both parents during the War of the Pass (Harold’s invasion of Valuria) and was raised by his maternal grandfather, Augustus Malix, a professor of fey languages in the Surculus of Ianus, the famed arcane academy in Irilyth.  He fell into a friendship with one of the school’s blacksmiths, Tidus Cromwell, and became interested in crafting.  Enduring his grandfather’s wrath (because he was choosing such a menial vocation), he combined his love of crafting and magic, becoming a talented item creator.

When he graduated, he immediately was offered a position crafting weapons for the King’s Armory in Tarnas (Valuria’s capital).  Knowing that these weapons may be used against his own people and that his parents died at the hands of the king’s army, he refused, attracting the attention of the Obsidian Guard, who began to attempt to intimidate him into accepting.  When his grandfather was accosted by “brigands” outside his own home, Steplan realized that his decision was endangering those around him, and decided to move on for his grandfather’s sake.

In play, Steplan was an enthusiastic supporter of Mystra, always proselytizing and handing out informational pamphlets.  He was also mostly concerned with applying his trade and creating magic items.  However, this began to cause some serious problems in the campaign.

First, Steplan’s first impulse when meeting someone new was to say, “Do you know about Mystra?” and attempt to stuff a pamphlet into that person’s hands.  It started, of course, when meeting the other player characters, but continued with every NPC they met.  It was funny at first, but became annoying quickly.  At one point, the party was attempting to establish diplomatic relations with a slightly hostile half-orc (half-Tarn, actually – the Tarn are the orcs of Chorenn) tribe, and when Sparrow stepped up to greet the already-suspicious leader, Steplan jumped forward, interrupted Sparrow’s greeting, and started waving pamphlets in the leader’s face.  And this is all coming from a lawful good character.

Second, whenever the party had some downtime in a city, Steplan would rent a workshop for a little while and create magical items for the party, usually giving them to the other characters for free.  This caused two problems.  Steplan became dirt-poor, since he was buying the materials but not charging for them.  The other party members began demanding that he charge them, and even then, he still gave them discounts.  Then, he also began lagging, level-wise, behind the party, because the item creation rules in D&D mandate that the creator lose experience points when creating these items.  (The general consensus is that this rule is stupid — you lose experience for doing something new?)  At the time that Bret left the game, Steplan was lagging nearly 1.5 levels behind the party.

The bottom line, though, was a personality conflict between Bret and the direction and feel of the campaign.  Bret is an enthusiastic player, but he has a tendency to obsess about one or two things, especially those that get him laughs or gratitude.  A major example of this is the fact that while he spent much of his time poring over the rules for magic item creation, his character, who was wearing a breastplate, had an armor class of 16 — worse than the armorless wizard.  He had simply not bothered to consider the combat equipment of his character because he was so busy coming up with ideas for proselytizing and items to make.

Part of the problem also stemmed from my inability to deal with the situation.  When he thrusted the pamphlets at the Tarn leader, I suggested that he reconsider his actions, in light of the fact that his character has a wisdom of 20 and should know that this would not be acceptable.  Instead, I should have had the Tarn leader disdainfully grab the pamphlets, eat them, and then make the subsequent negotiations harder for the party.  I know now that, instead of telling the player what he’s doing wrong, I should have punished him in-game, to both let him know subtly what’s wrong and also reinforce the point that it’s the character, not the idiosyncrasies, that are important.

One other mistake I made was to attempt to help him increase the effectiveness of the character by making suggestions of things he could change retroactively (mostly, it was suggesting that he pretend he had never bought his +2 crossbow [which he never wielded even once] and add some magic to his breastplate).  This, I think, had the effect of insulting him, implying that he couldn’t build an effective character.  I also believe that he honestly had no interest in combat effectiveness, considering that his character did what he wanted it to do — create magic items.

Bret left the game after about eight months, saying that he no longer had time for multiple games because he was studying for his Microsoft certifications.  I am quite sure that he really left because the game wasn’t what he wanted, and his character wasn’t what I wanted.