Archive for the ‘ Man-Day Adventures ’ Category

One Thing After Another!

It’s been awfully quiet around this site lately. In the real world, however, it’s been one thing after another. Of course, with the school year having begun, I’m back in the classroom. I’m still at Aristoi Classical Academy and still teaching 5th grade, but this year I’m concentrating on English grammar, reading comprehension, literature, and history. Nearly half my students are new to the school, and it’s almost always quite an adjustment for new students. Classical education is not what other public schools tend to do. Since it’s quite an adjustment for many of my students, it’s also been quite an adjustment for me. On top of the challenges that I must help my students face, we’ve also got a ton of new curriculum materials that I have to read and process. I’ve been teaching since 1996, and I don’t think I’ve ever been this busy as a teacher.

Speaking of school, my son Giant Boy has started high school. The local public school is not up to our standards. The private schools are too expensive (even with tuition assistance). Over the summer, while my wife Katrina and I pondered what to do, Katrina discovered that our parish runs a homeschooling program. Color me surprised. We checked it out, and it’s a great fit to what Giant Boy needs. One day a week, he attends school. The teachers who volunteer for the program include tenured professors, retired teachers, and grad students. One of those tenured professors taught a class on Virgil I took when I was in college. The teachers give the students agendas for a week’s worth of reading and work, and there is a high degree of rigor in what they’re expected to do. It’s not easy for any of us, especially since my wife and I only have homeschooling time in the evenings and on the weekends, but Giant Boy is doing well. Best of all, he’s getting to take some classes that really target his interests in history and theology.

Before Giant Boy started this program, I was working with him on biology, Oedipus Rex, and part of Will Eisner’s now-published course materials for graphic storytelling. We really need to get back to these classes. I’m shooting for starting these back up after New Year’s. Of course, that means more work for me. Busy, busy.

Also, I’m still running the “We’re Not in Arkansas Anymore!” campaign for my Man-Day group. We’ve not been meeting as regularly as normal, however. Seems like the busy-bug has bitten more than just me. I’m a session or two behind on updating the campaign log. That another item on my Get Done List.

To top everything off, I guess I need to explain the picture to the right. Last Sunday, 9 October, on the way home from Mass, I had a myocardial infarction. The scariest part of the entire ordeal was the needles. I’m absolutely terrified of needles. The chest pains? Unpleasant but bearable. The shortness of breath? Irritating, certainly, but not that bad. Having an IV put into my arm? That was enough to reduce me to frightened sobs. The oddest part of the experience was the fact that the cardiologists (and we have some of the best cardiologists in the world here in Houston) couldn’t find any cause for the heart attack. I have zero risk factors: no smoking, no drug abuse, no significant family history, no high blood pressure, no arterial blockages, no irregular heartbeat, et cetera. I guess I’m just lucky.

I’m out of the hospital now. I was back at work after missing only one day (since Columbus Day was a holiday to begin with). I’m on a daily regimen of some pretty standard meds, plus I get to carry nitroglycerin just in case the chest pains return (or I need to blow up something small).

In other words, to make a long story short, I’ve not gotten any Spes Magna writing done lately. With luck, and a little creative time management, that should change over the next few weeks. Dodeca-Weather is still at the top of my Get Done List. I’ve got four pages of notes from playtesters and proofreaders to consider before the final PDF gets released. I’d like to say it’s going to get done by the end of the month. Who knows? Maybe it will.

Wild Hunts & Degenerate Elves

I wrote this piece for Game Geek 16, now available at the previous link for free.

In Game Geek 10, I talked about the importance of tailoring adventure scenarios to the player character’s strengths. My starting point was the ranger’s favored enemy class feature. The basic claim: If a ranger has undead as a favored enemy, then that ranger needs to encounter undead monsters often.

In my current We’re Not in Arkansas Anymore! campaign, one of my players runs Rob Braden, a former baseball player turned ranger whose favored enemy is fey creatures. Rob’s player Wes expressed concern that whatever favored enemy he picked would turn into that type of creature Rob would never bump into again. I assured Wes that would not be the case, and fey enemies continue to play a major role in the campaign’s events.

Most recently, the PCs have been investigating a criminal gang’s attempts to fix the upcoming first annual baseball tournament in Harvest, the region’s primary agricultural community. As part of their investigations, Rob and his allies have discovered that the renegade elves of the Wild Hunt are involved. At the same time, I introduced the Dark Taint into the campaign lore.

The Wild Hunt

My campaign has a few god-like beings known as Entities. One of these entities is the Wild Hunt, a chaotic neutral being whose followers can be chaotic neutral, chaotic good, or chaotic evil. The Wild Hunt’s domains are Animal, Strength, Travel, and War, and the Wild Hunt is the main entity worshiped by elves in the region.

Most elves are closer to the chaotic neutral and chaotic good spectrum of alignments, and the Wild Hunt’s influence among them can be volatile but is seldom malevolent. My campaign’s elves aren’t sophisticated, effete tree dwellers. Instead, they are a warrior people of strong passions ruled by codes of personal honor and divided into dozens of competing clans, each led by their own elfking and elfqueen. These elves value strength of arms, the ability to stalk and catch prey, and the comraderie of their elfsovereigns’s drinking hall.

The chaotic evil aspect of the Wild Hunt is different. Those who follow this aspect revel in strong passions but reject personal codes of honor. Instead, they see all of life as a battle to survive. The strong prove their worthiness by hunting the weak. Whatever happens is the will of the Wild Hunt. Those destined to prevail survive. Those not destined to prevail die.

The consequences for surviving on the chaotic evil side of the Wild Hunt are more than just spiritual and moral depravity. The monstrous acts also warp the adherent’s flesh and mind. Elves that serve the Wild Hunt’s chaotic evil aspect often become subject to the Dark Taint.

The Dark Taint & Quick Templates

The changes associated with the Dark Taint eventually lead to one of two transformations. Either the elf becomes a dark elf, or else he becomes a grimlock. In my campaign, both dark elves and grimlocks are fey creatures and degenerate forms of the Wild Hunt’s chaotic evil elven followers. Unless noted otherwise, transformations are cumulative.

Initial Stage Dark Taint – Dark Elf Transformation
An elf on the road to becoming a dark elf first passes through a first stage transformation. The elf’s appearance changes slightly. His flesh darkens. His hair become lighter. His eye color fades. Elves in the first stage of the dark elf transformation have the following modifications:

* Ability Scores: -2 Int, +2 Cha.
* Senses: Lose low-light vision. Add darkvision 60 ft.
* Spell-Like Abilities: The elf can cast dancing lights once per day, using his total character level as his caster level.
* Special Attacks: The elf gains the Poison Use special ability. This lets the elf use of poison without risk accidentally poisoning himself.
* Weakness: The elf suffers from light sensitivity.

Final Stage Dark Taint – Dark Elf Transformation
An elf that survives with the Wild Hunt’s chaotic evil aspect long enough becomes a full-blow dark elf. Apply the following modifications:

* CR: Increase CR +1.
* Type: The elf’s type becomes fey (elf).
* Ability Scores: +2 Dex.
* Senses: Increase darkvision to 120 ft.
* Defensive Abilities: The elf gains DR 3/cold iron. He also gains Spell Resistance equal to 6 plus his class levels.
* Spell-Like Abilities: A dark elf can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.
* Weakness: The elf no longer has light sensitivity. Instead, he suffers from light blindness.
* Lost Racial Trait: The elf no longer has the Elven Magic racial trait.

Not all elves who acquire the Dark Taint become dark elves. Some become grimlocks. These two templates represent this gradual transformation.

Initial Stage Dark Taint – Grimlock Transformation
The elf becomes more muscular. His facial features become more bestial, and his eyelids grow thicker, turning his eyes into squinty slits. Apply these modifications:

* Ability Scores: +2 Str, +2 Con, -2 Cha.
* Senses: The elf loses low-light vision. He gains blindsense 40 ft. and scent.
* Tough Flesh: The elf gains a +2 natural armor bonus.
* Lost Racial Traits: The elf no longer has the Elven Magic and Keen Senses racial traits.

Final Stage Dark Taint – Grimlock Transformation
The elf’s transformation into bestial grimlock is complete. His eyelids have grown shut, and the eyes behind them have atrophied. He becomes strongly muscled and monstrous in both appearance and appetites.

* CR: Increase CR +1.
* Type: The elf’s type becomes fey (elf).
* Ability Scores: +2 Str, -2 Int, -2 Cha.
* Senses: The elf gains a grimlock’s heightened nonvisual senses. Lose blindsense 40 ft., and gain blindsight 40 ft.
* Defensive Abilities: The elf gains DR 3/cold iron. The elf also gains immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
* Racial Hit Die: The elf gains one racial HD (1d6). He acquires skill points equal 6 + Int modifier. The following are class skills for the racial Hit Die: Acrobatics, Bluff, Climb, Escape Artist, Perception, Sense Motive, Stealth, and Swim. Also, add Will +2 to base saving throws.
* Tougher Flesh: Increase the natural armor bonus to +4.
* Lost Racial Traits: The elf loses the Elven Immunities racial trait.

April 7th, 2011  in Man-Day Adventures, RPG No Comments »

Beware the Quicklings!

Here’s an old classic I restatted for Pathfinder:

These small, slender, extremely fast-moving creatures are said to be a race of brownies who dabbled in magic and mysteries better left alone. Thus, legend relates, the little folk were changed into evil creatures of great maliciousness towards humans, demihumans, and other little people. They dwell in dark woodlands and wild, evil areas.

Quicklings speak several languages, although at a high pitch and too quickly to be easily understood. The quickling race is short-lived because of their accelerated rate of motion. Mature at about 1 or 2 years of age, quicklings die between 12 and 15 years of age.

Quickling
CR 2; XP 600
CE Small fey
Init +8; Senses low-light vision; Perception +1

DEFENSE
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge); Mobility
hp 11 (2d6+4)
Fort +2, Ref +7, Will +4; +8 racial bonus vs. spells and spell-like abilities
DR 3/cold iron

OFFENSE
Speed 80 ft.
Melee dagger +6 (1d3-1/19-20), or
Ranged dart +6 (1d3-1, 20 ft. range increment)
Special Attacks really fast
Spell-Like Abilities (CL 3rd)
At will – animal trance (DC 13), daze monster (DC 13), levitate, shatter (DC 13), soften earth and stone, ventriloquism (DC 12)

STATISTICS
Str 8, Dex 18, Con 14, Int 15, Wis 12, Cha 13
Base Atk +1; CMB -1; CMD 14
Feats Dodge (B), Improved Initiative (B), Mobility (B), Weapon Finesse
Skills Acrobatics +9 (+29 when jumping), Bluff +6, Escape Artist +9, Knowledge (nature) +7, Perception +6, Sleight of Hand +9, Stealth +13, Use Magic Device +6
Languages Aklo, Common, Sylvan
SQ magic resistance, natural invisibility, quicker than the eye

SPECIAL ABILITIES
Magic Resistance (Su): Quicklings are notoriously difficult to affect with spells and spell-like abilities. They enjoy a +8 racial bonus on saving throws against such effects.

Natural Invisibility (Su): When taking no more than a 5-foot step in natural terrain, a quickling enjoys invisibility (as the spell).

Quicker Than the Eye (Su): When moving, a quickling appears to be little more than a blur. Foes suffer a 20% miss chance to strike a quickling any round that is moves more than a 5-foot step.

Really Fast (Su): A quickling can take an extra standard or move action each round, even when surprised.

ECOLOGY
Environment any forest
Organization solitary, pair, or group (4-16 plus 1 1st-level quickling or 1 3rd-level quickling and 2 2nd-level quicklings if 11+)
Treasure standard

December 18th, 2010  in Man-Day Adventures, RPG No Comments »

Common Defense against the Supernatural

Another column I wrote, this time for Game Geek 6:

All sorts of horrible monsters stalk the average fantasy world. Against many of these creatures, the common people have little defense. (Heck, even a irritable cat poses threat to most commoners’ lives and limbs.) How do the common folk manage to stay alive when a single mob of shadows could lay waste to the average hamlet?

Adventurers are a big help. It seems like any time a supernatural problem arises in a community, some adventuring party comes along to smite evil and take its stuff. This makes for some great plot hooks and leads into some memorable adventures, but it doesn’t really satisfy on the macro level. Adventurers aren’t supposed to be a dime a dozen. They can’t be everywhere all the time.

What to do?

Well, I could just continue to ignore the issue. After all, it’s hardly a game-breaker. RPGs have worked fine for decades without placing much emphasis on the problems of lowly commoners. The game isn’t about them. The adventurers occupy the spotlight, and rightfully so. Still, for my current Pathfinder campaign, I want to add an extra layer of verisimilitude (which is not be confused with realism). A campaign world is verisimilitudinous (yes, that’s a real word) to the extent that it encourages and assists the willing suspension of disbelief.

Thus, I sat down and answered this question: What common means of defense against supernatural monsters exist? Here’s what I came up with.

Fire

Watch just about any horror movie. Someone’s probably going to set some thing on fire in order to destroy it. Fire has a long history of use as a purifier. In the game, fire gets deployed a lot, especially against regenerating monsters and when taking out groups of foes conveniently clustered together in fireball formation. Other monsters, such as mummies, have well-known vulnerabilities to fire.

Some creatures have a lesser vulnerability to fire. Against fire-based attacks, these monsters suffer +1 point of damage per damage die. Fire-users need to take care, however. Not all lesser vulnerabilities to fire apply to mundane fire. In these cases, only magical fire causes extra damage.

Holy Symbols

What could be more iconic than the stalwart monster hunter holding a vampire at bay with a boldly presented crucifix? The game system puts this iconic image into play in a cleric’s ability to channel energy to thwart the undead. That’s all fine and dandy for clerics and other characters with the necessary class feature, but what about Farmer Brown?

Anyone can present a holy symbol associated with their faith in an attempt to hold supernatural evil at bay. Doing so is a standard action that does not provoke attacks of opportunity targeted against vulnerable creatures within a 30-foot spread who have both line of sight to the presenter and the holy symbol.

The presenter makes a Will save which is opposed by the Will saves of the affectable creatures. If an affectable creature’s Will save is less than the presenter’s Will save, then the affectable creature is dazed for 1 round. If the presenter scores a natural 20 on his Will save, all affectable creatures within range are dazed for 1 round regardless of their respective Will saves. The presenter can attempt to hold supernatural evil at bay repeatedly.

One cannot attempt this mundane use of a holy symbol while using the channel energy class feature.

Iron

Just about the only creatures in the game vulnerable to iron are the fey, and even then it only serves to get past damage reduction and is limited to the rather expensive cold iron type of iron. Again, this doesn’t seem of much use to Farmer Brown. He’s not likely to do well in a fight to begin with, and cold iron is out of his price range.

Let’s broaden our scope a bit. As any fan of Supernatural knows, iron also works quite well against incorporeal undead. Since I just adore Supernatural (as do my players), I can’t think of a single good reason not to incorporate this television element into my current campaign.

Normal iron’s properties affect the fey and the incorporeal undead differently:

Normal iron and fey: Normal iron doesn’t bypass DR, but it does harm fey creatures. A normal iron weapon enjoys a +1 bonus to damage rolls against fey. An iron implement (such as a horseshoe) that is held against a fey’s skin for one full round burns the fey creature for 1d6 points of damage.

Normal iron and incorporeal undead: Normal iron weapons (including improvised weapons) cannot inflict damage on an incorporeal undead, but they can disrupt its form. Striking an incorporeal undead with an iron weapon forces the monster to make a DC 15 Will save. If it fails, the incorporeal undead is disrupted.

While disrupted, the incorporeal undead can only take a single move action each round. It becomes invisible and cannot be harmed by weapons of any type. Magic and channeling energy can still harm a disrupted incorporeal undead. Each round at the beginning of its turn, a disrupted incorporeal undead gets to make a DC 15 Will save as a free action. If it succeeds, it is no longer disrupted and may act normally. A disrupted incorporeal undead gets a +1 bonus on this Will save for each round that it has been disrupted.

Running Water

Some supernatural creatures cannot cross running water. They can’t even use bridges or fly over running water. This is one more reason why most communities are built near rivers or streams.

When confronted with running water, a supernatural creature with this vulnerability can attempt a DC 15 Will save. Success allows it to cross the running water, but the creature is treated as if staggered during the crossing. Failure means the monster simply cannot cross under its own power. It could, however, have a minion or vehicle carry it, but during the crossing the creature is treated as helpless. The monster is only ever allowed one saving throw to cross any particular body of running water.

Salt

Salt purifies and preserves. In some places during certain times in human history, salt has literally been worth its weight in gold. Without salt, food spoils more quickly and sickness and death await. Against certain supernatural creatures, salt has two uses. First, it can form an effective barrier. Salt can also cause damage.

Salt barrier: As a move action that provokes attacks of opportunity, a line of salt can be poured across a single side of a 5-foot square. Creatures susceptible to salt cannot move across this line using any innate means. This includes all modes of movement as well as spell-like and supernatural abilities. The salt line does not prevent the creature from attacking across the line, however, so salt users had best move back to avoid reach.

Also, while the creature cannot directly affect the line of salt, it can use a variety of means to break the line’s integrity. A gust of wind can blow the salt away. A bucket of water can wash it away. Thus, in many instances, a salt barrier provides only temporary security.

Contact with salt: Salt susceptible monsters who are exposed to salt’s touch for one full round suffer 1d6 points of damage from the contact.

Silver

Silver sits in pretty much the same boat as iron. It’s useful to bypass damage reduction, and that’s about it.

Creatures without DR #/silver that are vulnerable to silver suffer +1 points of damage from silver weapons (including improvised weapons like a silver candlestick holder). A silver item (such as a silver piece) that is held against a vulnerable creature’s skin for one full round burns the creature for 1d6 points of damage.

Sunlight/Sunrise

The sun’s light chases away the darkness and the creatures who live in it. It is the most common defense against supernatural evil, even if one must survive for several hours before it can be put into play. In many folk tales and fantasy stories, all sorts of creatures can’t stand the light of day.

Several creatures already have sunlight vulnerability or light weakness. These game effects are well-defined. In my current campaign, I will expand the number of creatures with these traits. Also, there are some monsters for whom the touch of sunlight is quite deadly.

Petrified by Sunlight: A creature with this weakness that is touched by sunlight must make a DC 15 Fortitude save or be turned to stone (as flesh to stone). Of course, keeping the trolls talking all night can be a bit tricky.

Thresholds

Before inviting that handsome stranger into the house, make sure he’s not a vampire. Everyone know that once a vampire’s been invited, he has carte blanche to just show up whenever he wants. If anything is worse than an uninvited guest, it’s a guest that feeds on his host’s life energy.

Creatures with threshold weakness cannot enter a building unless invited. It doesn’t matter who invites the creature, nor is it relevant that the invitation is gained via deceit or magic. Of course, this weakness doesn’t prevent the creature from setting the building on fire or sending in its mob of brain-eating zombies.

Monsters suspectible to iron, salt, silver, and holy symbols can also be kept from entering a building if the appropriate item is affixed or poured near the various entrances. Hanging an iron horseshoe over the front door doesn’t just bring good luck. It also helps keep malicious fey out of the living room. One needs to take care that all potential entrances are so warded. The horseshoe over the front door won’t stop a bogie from entering through a window.

Putting all this into play

Since these are the commoner’s methods of defense against the supernatural, it stands to reason that the various methods are well-known. For my current campaign, I need to decide ahead of time which creatures possess which vulnerabilities. Then, I need to let my players know this information before it becomes relevant.

Let’s say our next game session involves the PCs heading to a logging camp that’s been having trouble with members of the Unseelie Court. The PCs know before they leave town that they will be facing evil fey. In general, fey have problems even with normal iron. The PCs are advised to stock up on iron weapons and to bring along a sack of iron nails to affix near building entrances.

Let’s further imagine that one of the Unseelie sighted in the area is a redcap bogie. In my campaign, redcap bogies are so wicked that they can be held at bay by a boldly presented holy symbol. This vital bit of information should almost certainly be shared with the players.

Once these customized bits of campaign fluff and crunch have been put into play, they need to be documented for consistency’s sake. That way, the next time the PCs encounter a redcap bogie, I’ll remember that, yes, the devout fighter can whip out a holy symbol and have a chance to daze the monster before it can gut the party’s wizard.

October 1st, 2010  in Man-Day Adventures, RPG No Comments »

How My Giant Son Became a Bounty Hunter

An article I wrote for Game Geek 4:

I attended a couple of gaming conventions at the beginning of this year. Despite Houston, Texas, being a rather large city, we’re sort of a gaming convention desert. Driven by two motivations, I ventured out into this wasteland for the first time in years.

My son Christopher turned 13 at the end of December. For one of his birthday presents, he was officially made a Probationary Junior Man and invited to game as a member of Man Day Adventures, my twice-monthly gaming group. Christopher, a.k.a. Giant Boy (owing to his 75 inches of height), had participated here and there in a few one-shot games when not all Man Day Adventurers were available for our regular campaign.

His enthusiasm is refreshing, but it can be a bit overwhelming at times. A 200-pound 13-year-old inspires mild trepidation when he gets overstimulated and starts trying to do too much at once: talk, laugh, roll dice, figure out which curse words he can get away with, move miniatures (including those he shouldn’t move), et cetera. When ConJour 2010 and OwlCon 2010 rolled around, I decided that Christopher needed to go. I figured he’d have fun, it’d be a chance for us do some father-son bonding, and so forth.

My motives weren’t entirely focused on my son, however. I also needed to playtest some Spes Magna Games material, and the conventions seemed like a great place to experiment. So, I signed up to run events at both conventions.

ConJour turned out to be sort of a bust, but we did get some card game playing done. OwlCon proved more active in terms of gaming. Christopher and I played a Truth & Justice session together. I ran my event with him as one of the players. The next day’s schedule presented a challenge. I had my event to run, and Christopher couldn’t play in it again. So, while I ran my game, he set out on his own to play in a Draw! event. Before I placed by firstborn in the hands of total strangers in a different part of the convention from where I’d be, I sat Christopher down and went over some of the rules of the road for convention gaming.

Rule 1: Be On Time

If an event starts at 3:00 p.m., be there by 2:50 p.m. This applies whether you’re a player or the GM.

Players: Your GM is almost certainly an unpaid volunteer who’s taken time out of his or her busy life to provide some entertainment for tables of strangers in four-hour blocks. Be considerate. If you signed up for the event, get there on time.

GMs: Your players have almost certainly paid hard-earned money in addition to taking time out of their busy schedules to be entertained at table full of strangers in four-hour blocks. If you volunteered to run an event, be on-time and run the event. Barring illness or an emergency, it’s the least anyone could do. If for some reason, you can’t make your event, let the convention staff know as soon as you can. If the staff is on top of things, they might be able to make other arrangements.

For example, several years ago, I attended a convention at one of Houston’s airports. I got to meet Gary Gygax in the hotel bar. I had a hoot of a time playing an elven rogue in one event. The second part of the event, however, got cancelled. Fortunately, the GM let the convention staff know. This gave me time to volunteer to run the event and do a quick read through the adventure. Sure, I didn’t get to reprise my role as that elven rogue, but at least everyone still got to play.

Rule 2: Use Prep Time Wisely

One of the advantages of everyone being on-time is you get time to prep before the game officially starts. Most convention games provide characters, background handouts, et cetera. Use your time wisely and study these. If things don’t make sense, ask questions and accept the answers. During a convention event is not the time to get into a power struggle over rules interpretations. Highlight or underline important stats, abilities, and information. Look up details about class features, powers, spells, and feats before the game starts. Also, make notes. Write down a catch phrase or two. Preplan how your character is going to act if such-and-such happens.

For example, Christopher had never played Draw! or any other Wild West RPG before. He also lacks my breadth of experience with the works of John Wayne and Clint Eastwood. To help him get into character, I jotted down some Wild West-isms for him: vittles instead of food, varmints and critters to refer to animals, slapping leather instead of pulling a pistol. Simple things like “Let’s ride!” and “Smile when you say that!” can go a long way toward creating the right mood for the right sort of game.

The preceding paragraphs are aimed mainly at the players, but GMs aren’t exempt from prepping. If you’re GMing a convention event, you should show up ready to run. A four-hour event shouldn’t require more than 30 minutes of at-table prep time, and most of that should involve making sure your players are good to go.

Rule 3: Don’t Hog the Ball

You’re not the only person at the table. Roleplaying is a collaborative affair, and you don’t get to monopolize the action or the GM’s attention. This is great advice for a thirteen-year old lad who’s relatively new to RPGs. It’s also something that some older, more experienced gamers have yet to learn. Here’s where basic good manners come in handy. These are the sorts of things you find posted on classroom walls in elementary schools. Don’t interrupt. Wait your turn. Stay on task.

The great thing about these basic good manners rules is that they apply to everyone at the table, including the GM. Be proactive with them. Cue people when it’s their turn. If you’re not sure whose turn it is, defer to the other person. It’s like sitting at a four-way stop. Sure, you might have right-of-way, but if the other drivers are confused, the result could be a fender bender. The give-and-take of spotlight time during a game session works much the same way, but instead of bent fenders, you can end up with hurt feelings and ill will.

This one can be sort of tough for Christopher. He’s a talker, especially when he gets excited about what he’s doing. Those three short rules two paragraphs up did wonders for helping him succeed at the game table.

Rule 4: Don’t Be a Wallflower

You’re a person at the table. Roleplaying is a collaborative affair, and you don’t get to just sit there, doing and saying the bare minimum when your turn comes around. If you’re not sure what your character can do, ask. Prepare your turn by paying attention to the action, and then seize the day when you get the chance. The other players and the GM at your table should help you get into the game by being the opposite of a ball hog. When someone tosses you the opportunity to do something, do something. Often, anything is better than nothing at all.

This can also be tough for Christopher. His comfort level in social situations, especially around strangers, can run rather low. This is where using his time wisely came in handy. He got to familiarize himself with his characters, ask questions, and make notes. During the Truth & Justice game, I sat close by his elbow so that I could whisper advice or pass notes to him with ideas he could use or reject as he saw fit while roleplaying the Scarlet Spider.

Rule 5: Roleplay First; Roll Dice Second

“I hit AC 18 for 9 points of damage.”

Dull, huh? Where’s the roleplaying? Where’s the narration? Everyone at the gaming table needs to lift some of the event’s narrative weight. One of the best ways to do this is to describe what your character wants to do, toss in some in-character banter, and then roll the dice. Succeed or fail, you should then briefly react as appropriate.

“Grondo grips his greatsword tightly and whirls it in a deadly arc at the orc. ‘Die, pig-nosed scumdog!’” Dice clatter on the table. “I hit AC 18 for 9 points of damage.”

See the difference? It seems such a simple thing, but it can be difficult to do consistently unless you’ve already developed the habit. During the Truth & Justice game, I frequently reminded Christopher to picture what his character wanted to do and then describe that action to everyone at the table. If the GM had any questions or comments, he listened to them. Then, and only then, did he roll the dice and do the math. The result was a more enjoyable game session for everyone at the table

Christopher took these rules with him when he went to play Draw! without familiar adult supervision. The rules paid off. For a few hours my giant son got to be a bounty hunter on the trail of desperados, and he had fun doing it.

And, ultimately, that’s what gaming is all about: having fun with fellow gamers, whether they be family, friends, or strangers at a convention gaming table.

September 19th, 2010  in Man-Day Adventures, RPG No Comments »