The DMs Guide to Session Planning

DMs, do your players always take the path of most resistance?  Or are they content to sit in the local tavern for four solid hours, roleplaying and digging up so much information that you never could have prepared for it?  Or maybe they simply murder hobo through every NPC you carefully crafted.  Here’s my point:

Campaigns never go according to plan, if you plan.

As DMs who are trying to juggle family, jobs, other responsibilities, and gaming, it can get frustrating.  I mean, is there any point in planning at all?

I believe there is a point to planning within limits.  And it all starts with having the right attitude.  You need to make a plan in order to break it.  You heard me right.  Plan with the expectation and intention of breaking that plan.

The path your campaign takes will never be straightforward and simple.  It will be twisted and complicated with lots of course correction.  So here’s how you can plan for that  without losing your sanity:

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AD&D: Embrace the Imbalance

AD&D is imbalanced.  There, I said it.  The classes are imbalanced.  The races are imbalanced.  Many of the monsters feel imbalanced.  Everything about the game reeks of imbalance.

But is imbalance necessarily a bad thing?  I don’t think so.

Picture by Kevin Thai

My players are just learning the basic combat rules.  We’re only 2 full sessions in, due to crazy schedules, so we’re still working it out.  I’m still working it out.  So as we engaged our first serious combat opportunity, I thought, let’s keep the guard rails on:

4 PCs (a fighter, an assassin, an illusionist-thief, and a cleric)
1 allied PC (Elmo, if you’re familiar with The Village of Hommlet)
3 opposing NPCs (2 bandits and one fenced-in wild horse)

Everything about the encounter reeks of caution:

  • One less NPC than the PCs
  • The wild horse was fenced-in, just in case the 2 bandits were too much

But there was more than meets the eye:

  • The Monster Manual recommends bandits be in group of…wait for it…20-200!
  • Wild horses appear in packs of 5-30

So, yeah, I was pulling my punches.  But why?  I wanted to allow the players to learn the system without their characters getting slaughtered.  Is that so bad to do?  The game feels so imbalanced–weighted against low-level PCs–I don’t want them to get frustrated with the system.  In the end, this is the question I found myself facing:

Can I trust the numbers in the books—or do I need to flub them?

Well, I learned from the experience big-time.  Here’s how:

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Budget-Friendly Nostalgia: Miniatures

This is the third post in a series on responsible and affordable AD&D shopping.

It was one of the scenes with the greatest foreshadowing in “Stranger Things”: when Mike slammed down the terrifying miniature of a demogorgon smack-dab in the middle of the adventuring party.  They were playing AD&D.  And things just got real.

This thing's no joke: 200 hp straight up (MM, 16).

Demogorgon’s no joke: 200 hp straight up.  3 attacks per round, incl. psionics.  Just run. (MM, 16)   

But a few grognards out there may have taken exception at this point.  “Miniatures!” they might exclaim “We didn’t use no filthy miniatures in AD&D!  It’s was theater of the mind!”  So I’ve heard some say.  But as one who has not only recently read the rulebooks in toto, but has also been recently playing AD&D 1e with miniatures, I think it’s the best way to play the game.  And, for that matter, it’s not going to break the bank either.

But let’s start at the beginning: should AD&D even be played with miniatures?  Is it really going to enhance my gaming experience?

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Satanic Panic

The topic has come up in almost every Chasing the Dragon podcast we’ve had: Satanic panic.  That period in the eighties when good, virtuous mothers and churchgoers were warned against the dangers of Dungeons & Dragons.  And the edition that brought on these accusations most powerfully was the exact edition that I’ve been reading, re-reading, playing, and podcasting about: First Edition AD&D.

Some of you may not know this about me, but I am a Protestant pastor in the Southern United States.  I’ve been accused of being too conservative…and also accused of being too liberal, which is probably a good place to be.  But as a Protestant pastor in a denomination that uses the word “evangelical” to describe itself, rest assured I lean right compared to a more liberal, mainstream Protestantism.

Why does that matter?  Well, it seems that if anybody would be sympathetic to the Satanic panic of the ’80s, it would be this guy:

Yep, there he is. That evil gamer type again.

Yep, there he is. That evil gamer type again.

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CtD Podcast, Episode 5: Character Creation

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For our fifth episode, I sat down with my brother in Memphis, TN to discuss character creation for AD&D.  We hear about both of our experiences creating characters for other games and how AD&D contrasts with them.

A few affiliate links to works referenced in the show:

And now, the podcast:

Video:

Audio:

Progressive Revelation of AD&D

Within orthodox Christianity, there’s a concept called “progressive revelation,” which means that God did not reveal everything about Himself at once to humankind.  Otherwise, who knows what would’ve happened?  Maybe our heads would have exploded, a lá Dogma.

Dogma-Bethany-and-friendsRegardless, the Christian God chose to reveal Himself in baby steps.  And I like to think that Gary Gygax did the same.

As I have mentioned before, AD&D was released in this order:

Monster Manual (December 1977)
Players Handbook (June 1978)
Dungeon Masters Guide (August 1979)
[These dates come from this unbelievably helpful site]

As a result, the ruleset was somewhat incomplete until all three books were released.  Nowhere is this more apparent than in combat and character creation.  Since I wrote at length about combat and initiative order last week, let’s focus on character creation this week. Continue reading

Is your life reactive or proactive?

When you create a character for your tabletop RPG, what do you think about more?  Do you think about who you want that character to be?  Or do you think about where you want that character to go?  There’s a subtle difference between the two approaches.  Both approaches can make interesting characters–both approaches can result in good, worthwhile stories.  But one approach is reactive, while the other is proactive.  One focuses on the present, while the other looks to the future.

Let me give you examples of both.

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The Reactive Character

Let’s say you take the first approach, “who do you want the character to be?”  Well, you want her to be a dwarven wizard who serves Moradin.  She wields an orb that belonged to her father before her.  And as far as alignment goes, she is Lawful Good.  When this character is presented with a problem to solve, how will she respond?

In an ideal world, wherein players are engrossed in their characters and truly play the role, this character will consider who she is and she will respond to the situation.  “Well,” she thinks, “as a Moradin-follower who seeks to honor her father, how should I respond to this situation?”  By focusing on who the character is, we set up our character to be primarily reactive.

The Proactive Character

But let’s say we take the second approach, “where do you want the character to go?”  Well, regardless of the outer trappings of who our character is, you may want her to go down a path toward redemption or heroism.  Perhaps you want him to develop a sense of self-sacrifice or conversely a sense of complete independence and self-sufficiency.  When this character is presented with a problem to solve, how will he respond?

This character will also consider who he is, but then that thought process will go a step further to where he wants to go.  He has a future that he wants to achieve–something toward which to move, which makes his character primarily proactive.

Which character are you?

I’ve touched on this briefly over on MadAdventurers.com, but where are you headed in your life?  Do you have a vision of where you want to go?  Or are you simply reacting to the situations in which you find yourself?

Last week, I spoke briefly of the lies that people say about gamers.  Many of us have started assuming that those false beliefs are our future.  You’ve allowed those people and their stereotypes to set your expectations.  You are who you are and that’s who you’ll be.  But it doesn’t have to be that way.  All it takes is a change in the way you think about yourself and your future.

Have you ever stopped and asked, “What would make my life worthwhile?  What is the absolute highest thing that I want to accomplish with my life?”  Maybe you’ve asked those questions about RPG characters, whose lifespan is sometimes only a few sessions.  Have you asked that question about your own life?

Most of my life, I’ve had fleeting notions of where I wanted to go.  I had some idea of the sort of job I wanted–of the quality of life I’d like to live.  But I’ve never really set clear goals toward which I wanted to move.  That has changed in the last few years.  Just in the last few months, I stumbled upon a resource called Creating Your Personal Life PlanIf you’d like to start living more proactively, I’d encourage you to take a look at it.  It will be well worth your time.

If you don’t have time to read that resource, let me give you a few questions to ask yourself:

  1. What kind of legacy do I want to leave behind when I’m gone?  How do I want people to think of me?
  2. To whom do I want to leave that legacy?
  3. What is the first step I need to take toward that legacy?

I understand this may be a new way of thinking for you.  I’ve been there too.  But I’m convinced this is your first step into a much larger world.

How have you embraced a more proactive life?  How have you struggled with this way of living?  Email me or sound off in the comments here!

(Photo Credit: Ade M-C)

Experience Points: The dangers and benefits of religion at the tabletop

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Welcome to Experience Points, my weekly response to one of your questions about anything!  Life, relationships, faith, or gaming…really anything is game!  If you’d like to send in your question, feel free to email me.  Here’s our first question:

As a GM, how can I help players play religious PCs well?

There are a lot of ways that this can be answered, depending on how you define “playing religious PCs well.”  Here are some of the different ways you can look at it:

In the case of real-life religions (like Christianity, Islam, Hinduism, etc.):

  • How can I help players play a PC whose religion differs from their own?
  • How can I help players play a religious PC without being offensive to others players?

In the case of setting-specific religions (like the Cult of Sehanine):

  • How can I help players embody their character’s religion in a believable way?
  • How can I help players actually utilize their religions, rather than them simply fading into the background?

Religion can complicate your tabletop…

The first two questions really challenge the player to be a student of the religion that his or her character believes.  If you’re embodying a faith that is not your own, you’ll need to learn more about itWhat do proponents of this faith believe?  Why do they believe those tenets?  And how do their beliefs impact their thinking and their lives?  The only way that players will know this is through a little research, either interpersonal, or academic.  You’ll want players to talk to people and to study sources that are generous, rather than critical.  The goal in our gaming is not to deconstruct other religions!  It’s to tell a story that is fun for everyone at the table.

As a conscientious GM, you’ll want to guide your players away from stereotyping people of faith.  Stereotyping may be fun, when you’re talking about a dwarf or a dragon.  Stereotyping others is not fun, when you’re talking about real people.  You can extend that beyond matters of faith, even to matters of race, culture, sexual orientation, and beyond.  Not only is it not fun for everyone, but I would argue that it’s objectively wrong.  On what grounds?  It isn’t loving.  And I think we can all agree on that!

The only time I can see an exception from the stereotyping rule is this: if all of your players have a shared faith, it might be humorous to play a stereotype of your own faith.  For example, I’m a Protestant Christian and I’ve played with groups that were made up of Protestants and Roman Catholics.  In that setting, I think it would be appropriate for me to play a Protestant stereotype, poking fun at my own history and experience.  As a GM, though, you’d want to gauge how appropriate that might be for your group.  If the players don’t really know each other well, I wouldn’t recommend it.  But in some special circumstances, it could be good for a laugh.

One final caveat and I’ll move on: designing characters to be “funny” doesn’t last long.  It may be fun for a one- or two-shot.  It gets old pretty quickly, though.  So don’t employ the self-stereotype, unless you’re playing a short-term game.  FIASCO is a great game for that sort of humorous PC.  In fact, it’s the only system in which I’ve seen this done appropriately.

…or it can enrich your tabletop!

In a recent episode of the awesome gaming podcast, potelbat, Sam Bigum made mention of how characters’ religions often fade into the background.  The cleric’s holy symbol becomes nothing but a means to an end and their religion as inconsequential as their hair color.  I personally think that’s a problem.  And here’s how we can solve it:

First, don’t require your PCs to have a religion.  Nobody requires that you have a religion, so why require your PCs to have one?  I understand that religion is a feature of some games, like Dungeons & Dragons.  You pick a religion and you get some extra little gimmicky feat or power.  Like you worship Moradin, so you get a +2 to social checks against dwarves.  Let’s be honest, in the real world, nobody really cares if you’re wearing a cross necklace.  So who cares if you’re wearing a charm of Moradin?

Here’s what I’m getting at: don’t encourage nominalism!  What is nominalism?  It’s when people profess to believe a faith that really doesn’t have an effect on their lives.  They mark “follower of Sehanine” on the annual census documents, but they burn down forests in their off-time.  That person isn’t really a proponent of Sehanine’s faith—he’s a nominal Sehanine follower.  So don’t require PCs to have a religion.  In fact…

Give your PCs incentive to not have a religion.  Now this might seem at odds with the original question.  But here’s the point: when people choose to be religious or non-religious, they do it for reasons.  There is some incentive, in their opinion, to that way of belief and life.  And that includes being irreligious—there is some benefit in it.  What incentives can you imagine giving a PC without a religion?  It’s something worth thinking about!  Maybe your characters inhabit a region where it’s illegal to be a proponent of a specific religion?  And because they are not religious, they actually get treated more hospitably!  How will this enrich your game?

It will make it more costly to be religious.  And then it will actually begin to mean something.  A costly faith will ultimately be more moving and meaningful to the player—and it will enrich the story in new and better directions.  There are other benefits that you could add to not having a religion, but I’ll leave those up to your imagination (and your comments below!).

A third and final recommendation: give PCs incentive for restricting themselves with their faith.  In the Mouse Guard RPG, players can be rewarded for using their own traits against themselves.  For example, a Hard Headed guardmouse might be good in an argument, but he might be terrible in a political negotiation.  If the player chooses to use his character’s trait against himself, it benefits them later in the game.  Similarly, find a way to reward players for using their religion against themselves.  Maybe it limits their activity on certain days or in certain settings?  Maybe they have to spend spare time in meditation or study, rather than going to the tavern for a pint?  While other PCs are getting new armor, maybe the religious character gets a +2 to defense for a certain period of time, because their divinity is shielding them.  Use your imagination, but find some way to both restrict and benefit your PCs with their faith.

Don’t be afraid to change your approach.

My experience with religion at the tabletop is very limited, because I don’t want to erode group cohesion.  If you decide to implement some of these ideas but find them not working well, don’t be afraid to change course!  Tell your players you made a mistake and invite their input.  There’s nothing wrong with realizing your current path is unhelpful and finding another.  After all, isn’t that one of the basic goals of faith?  To put ourselves on a better path?  And sometimes we GMs need to do just that.

How have you seen religion complicate the tabletop?  How have you seen it enrich your tabletop?  Would you add any advice to Jason’s comments above?  Sound off in the comments here!

(Photo Credit: Ben Templesmith)