15 May 2021

Delcar's DungeonMastery: Session 0 and the 10 things YOU MUST settle from the start.

 ...as promised, for ease of reference, here is the script for the Session 0 video.  Might be slightly different that what was filmed; as I'm a habitual Ad-libber, but any changes are minor.

This is Delcar's Dungeonmastery. Grab your dicebag, sit down, and lets go on an adventure.

This is episode 1, so lets talk about session 0. It makes sense, shut up.

This is where everyone gets together to make their characters, and the DM explains the world, and here are the 10 things your players MUST KNOW to have a smooth campaign start.

If you're playing a pre-existing setting, some of the work has been done for you - but if you've made changes, or if its homebrew, this is when its time to make that clear.

1) Define "Adventurers" - working for the authorities, free-roaming mercenaries or divinely appointed champions? Widely welcome heroes for hire or barely tolerated useful outsiders?

2) The GAWDS - Who are they, how many do we know about, and do they meddle all the time, talking directly to the people of the world like the Greek Pantheon, or are they subtle, sending signs and gifts only to those who listen?

3)Magic level - Hi-magic, low magic, no or unknown magic. Are your cities alight with magical streetlamps and you can expect magic items on the regular, or are wizards shunned, and magic a hidden thing, not trusted and little understood.

4)Tech Level - Using the GURPS definitions, most fantasy campaigns are comfortably somewhere between tech level 3 - true Medieval and tech level 4 - Age of Sail, varying slightly in parts of the world.

Tying together magic level and tech level, now is the time to be specific about Guns, communication, and transportation.

Is it a Flinstones Setting? In other words, all the conviniences of today just reskinned? Can you fly cross-country? Can you grab the Shell-phone and call someone magically? These things will change the nature of society and its governments in HUGE ways.

The rarer and more expensive the magic and tech are, the more they will be concentrated in the hands of the elite, and in a typical psuedo-medieval RPG world, that means the rulers.

5)Classes and Races - DMs, this is where you are going to have to learn to say 'No'. Not all races and classes fit every setting. For example, Tieflings and the Aasimar. If your Gawds and demons can't manifest in a physical sense, or don't exist as such, these races just aren't part of the setting. They'll either be one-off NPCs or a PC that whined itself into existance. Your Warforged Artificer? He won't fit in my Shamans and Superstitions Stone Age game.

No outer beings at all? No warlocks, maybe no clerics.  Now's also the time to touch on how the races can be expected to interact. The less contact societies have with one another, the more 'the other' is going to be looked upon with suspicion. If the Dwarves and Elves had a Millenia-long war, don't expect them to be sharing drinks at the bar.

To be clear, I encourage DMs to try and let players play the character they want, but players, GENUINELY listen when the DM explains that your character concept just doesn't fit.

This can be make or break. The game does not belong to any one person, 

BUT: 

Players - if you don't respect the Dungeon Master's time in building his world, and respect his vision, this may not be the game for you.  Dungeon Masters - if you think your game is going to be this, and just this, and players need to accept it as is or take a hike, you may not have any players.  Find the middle ground.

6)Uncomfortable Situations - X cards are bullshit. Period. If you've got no-go situations game-wise, bring them up before the game. If you're an arachnophobe, and your DM is going to run the Drow series, dip out.

Bringing the game to a screeching halt sucks, and is unfair to the other players.

DMs, read the room. Dial back the descriptions of gore, the skittering noises of the approaching spiders, and pull back a little. Unless its a horror game - they signed up for this shit. 

But lets touch on the most common uncomfortable situation in games: 

Sex.

Sex in the game. I'm an advocate of 'fade to black'. Even if everyone -thinks- they're cool with it, someone won't be, or someone will take it too far. If you want explicit sex scenes in your game

Seek professional help.  Even better:

I want you to picture your gamer group sitting around your bed with bored, confused and uncomfortable looks on their faces the next time you're intimate with someone - or by yourself - BECAUSE THAT'S WHAT WILL HAPPEN AT THE TABLE.

Try this instead:

"Horndawg the bard leads the stableboy/barwench/sex goblin off into a private room, while the rest of you wind down and have a well deserved rest.  The next morning

 you gather in the common room..."

One player shouldn't steal time from the group as a whole. It's the same if Bobo Badhill wants to pickpocket every NPC, or Merlindore the Wizard wants to RP his shopping sessions.

7) Languages - DMs, make clear what the common tongue is - do all travelers speak elvish since its long-established and slow changing, or is there a pidgin trade tongue? How many languages are in the campaign area? How screwed is my low-int Fighter?

8) Money - Gold standard, silver standard paper money or even credit? Is a gold coin a gold coin world round, or will they need to hit a moneychanger every time they cross borders? Do I need to track every expense, or is there a weekly or monthly 'cost of living'?

9) Supplies.  Do I get a 'refill' every time we camp, or are we going to track every arrow, bite of food and how much water we have? Even if the answer is 'mostly no' like most campaigns, don't be offended when the DM 'suddenly' wants to track how much water you carry as you cross the Desert of Defenestration, DM's don't be a dick and let them know when they need to think about it.

And those two points lead neatly into:

10) Encumbrance, or where exactly ARE you carrying three halberds?

Use common sense here, even if you're character is strong enough to do it, after the third hand weapon, you're going be clumsy carrying all that steel. Quivers aren't bottomless without some heavy enchanting, and gold weighs a hell of a lot. This is another one where most DMs will handwave until you start abusing it, so if you're going truly old-school and want exact weights carried, tell them up front.

Those are the ten things I recommend you cover during session 0. I will be touching on some of them in even greater detail in videos of their own, but this is a good overview.

When everyone comes together to game, its to have fun. You all have to find that common core where you can collaborate. If the setting doesn't do it for you, or you can't find a character concept that works, don't play. It'll be better for the game, and your friendships to say, "Hey thanks for the invite, but this one isn't for me." Than for you to either sit there bored and frustrated, or to disrupt the game, making it into what you 'really wanted'

Holy shit, the Youtube channel is back up.  Well, it has been, but this is the first time I've done something RPG related, so I'll mention it here.

Hey, the Youtube channel is back up!  Specifically, the "Delcar's DungeonMastery" Playlist has started.

I've also created a space to talk freely about gaming over on locals - it's like if Facebook wasn't ad-driven, anti-free speech or an echo chamber.

While I'm add it, I'll add all my contact data:

You can find me at:

Twitter: @Delcarsdungeon

Twitch: twitch.tv/delcar

Youtube: www.youtube.com/delcarsdungeon

Odysee: odysee.com/@DelcarsDungeon:b

Locals: delcarsdungeon.locals.com

Blog:  delcarsdungeon.blogspot.com


04 April 2021

Been using Roll20, and I'll be honest - IF you have to game remote, it's a good toolset.

Scheduling's been hectic since the holidays, but I've gotten a couple of zero-level Dungeon Crawl Classics funnels in and absolutely love it.

I'll be blogging a little more often again, so stick around.


16 November 2020

FantasyCraft - Going for a test drive.

A while ago I snatched up the FantasyCraft hardback, and I really like what I see here; It's a rebuild of D&D 3rd edition that gives the DM and players a ton of options.

Expect to see my thoughts soon.

04 October 2020

Alts and replacements: A simple system.

One of the things bothering me about later editions of D&D is they seem to expect you not to kill PCs... or players to get bored and replace them.

A good DM will come up with their own system for inserting a new character, but the lack of guidelines and built-in rules means its completely roll your own.

Hackmaster and Adventurer, Conquerer King have a similar system that I'm fond of - in Hackmaster, you devote a % of your experience post-adventure to your protege, in ACKS, a percentage of the loot that you outright BLOW PARTYING is credit towards your replacement.

Nice!  But modern players will hate the former, since it seems no matter how much dead weight a player or character is, everyone is supposed to level up at the same time, and the latter works decent in ACKS - it has one of the best rules-sets for an in game economy I've ever seen - but is also 'uneven'.

I've gone for simple.  From session 0 onward, I've emphasized the guilds aspect of the setting - the King has licensed the adventurer guilds as his agents in the Lost Lands, and PCs are all members of the same guild; as one falls or retires, and guildmate steps up.

(Or even better for alt-oholics, your roster can shift from adventure to adventure)

I've opted for dead simple.  New characters come in at the bottom of the prior 'tier' from the adventurers league:


So now that the party has cracked level 11, they can roll in with level 5 alts all day.  Meanwhile they all have a 'main' alt that they adventure with occasionally leveling up on the side.

It didn't come up, but I probably would have been fine with bringing in level 3 alts when they were between 5-10 - you'd be trying to recruit someone that's not totally green.



15 September 2020

F*CK YEAH!

I was posting over on theRPGsite about death-free PCs and gaming, and to my surprise my normal stream-of-consciousness bullshit actually paid off:

Players that are cool with PC death would DEFINITELY prefer their characters are each riding and blasting/hacking away at a separate one of Tiamat's heads as she plummets towards earth with broken wings while Planars and Solars sing in the chorus*, rather than run over by a drunk gnomes steam apparatus on the way home from the tavern.

That's going in my signature.


10 September 2020

Tear it down, build it up Part 1: Hidden Shrine of Tamoachan

Like most DMs, especially grown-ass adults that have jobs, there's only so much time to prep.  If you even HINT that the weekly game is going bi-weekly that table full of serial killers in waiting might decide to start on you!  So maybe you reach for help in the form of a published module.

I may or may not have mentioned that I'm running Tyranny of Dragons.  Thematically, it fits my setting, and I've always wanted to use Tiamat as a big-bad.  Hoard of the Dragon Queen wasn't bad - Rise of Tiamat SUCKS.  Put a pin in that, I'll be going into detail later.

So far, all the modern modules (2014+) I've looked at, has been a bloated mess with one exception: Tales from the Yawning Portal - which sounds like a BOREDOM INDUCED title that had to get its Misbegotten Realms pecker trails all over modules that had nothing to do with Faerun.  The only reason the bloat is minimal is that it's a reprint of far better modules with minimal work done to bring them up to 5th edition.  

It still manages to shoe-horn some bullshit about a bar built over a dungeon, with an immortal bartender, since the Realms is all about cherry-picking and mashing together better ideas until they suck.

As mentioned previously, I feel modules should be MODULAR.  I don't give two shits if Ed Greenwood wrote the module and wants me to give me the guided tour of Elminsters shoe room; I better be able to make it into the home of some other Gandalf rip-off easily, or I could have just written the adventure myself.

Since I'm working within a time limit, I use them.  I'll touch on some of what I've done, and will be doing, with various modules.  I'm going to start with an easy one - easy because for my particular campaign, it required minimal changes:  Hidden Shrine of Tamoachan.

I've always loved Hidden Shrine of Tamoachan.  Aztec-ish old-one death gawds, step pyramids, funky Indiana Jones-esque traps HELL YES!

First problem:  No way the party would detour far enough south in the campaign wurld to get to a jungle.

Ok.  Hmmmm.  I do a quick review of my setting notes - the wood elves were the original nomadic dwellers in the region, became decadent and civilized (they so often come together), and over two centuries got thrown down by the high elves and their newly-created dragonborn footsoldiers.

Sweet.  I see an angle already.  Wood elves like woods.  Evil blood-demanding gawds love blood and sacrifices, and tell their grugach worshipers, 'build us a pyramid'.  The grugach do, and with proper sacrifices the jungle starts to grow out from the pyramid.  Soon I have pointy-eared blood-priests spreading fear and jungle in my wurld history.

This gives me the option of slapping these bad-boys down in other terrain, with hints of the former green glory... and suspicion and fear when they find one in a thriving jungle - because that means the blood is flowing!

Great!  So from here, I ditch the 'fell in a hole' start and make it a bizarre hidden snake tunnel mosaic connected to a nearby tomb, leading to room #1.  A little bit of care describing the murals as pointy-eared assholes, instead of round-eared assholes, toss in a series of murals of the dragonborn as footsoldiers to the high elves (which was, at the time, a secret) and voila!  It fits into my campaign and actually adds cool stuff for when the adventure is over.

The older modules tend to be better about this than the new stuff; and I'm sure that's by design - WoTC (rhymes with Naz... er, Yahtzee) wants you to pay for Ed Greenwood's Platinum Pornhub subscription, so buy The Sword Coast to find out more!

Fuck WoTC for not reprinting the original handouts by the way.  Some of the new art is GREAT... but impossible to use without work.  Get the original (even if its just for the handouts) at Drive-thru RPG ($4.99 at the time of this post) and if you're willing to do the conversion work, skip the WoTC reprint.  The maps are shit in the scan; but there are nice options online.

Alright, that's it for now.  Next time, I'll take a look White Plume Mountain and how it's tied into my game wurld now.