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.


07 September 2020

Gatekeeping

 I've been under fire by my liberal friends* because I have a habit of giving other adults benefit of the doubt, and expecting the same.

The latest shitstorm has been going on for months, and no-cost me a player at the table, although her husband has stuck around (awkward).

It started with the Orc Lives Matter assholes.  In short, if I describe something as primitive, violent, and savage, the racist lefties brain pops to 'OMG he means black people'... 

No, I don't.  I mean orcs.  I said orcs.

I'm archiving my side of the story here, so I can stand by my words for better or worse, as my cousin deleted the conversation on Discord.

I lead in with a link to the article here: 
Stop with the inclusivity! Only FAN GATEKEEPING can save our favorite nerd passions – from D&D to Star Wars by Sophia Narwitz

It's an Op-Ed.  The key point I agreed with was thus: 

it’s up to long-term fans to shut down those who want to forcefully enact change. So, for as much backlash as the woke crowd is already receiving, they need to get even more of it. These people don’t deserve to feel welcome in our hobbies. There is no place for them here.

Sounds pretty harsh out of context, I admit.  I clarified - People that want to come in and ignore/destroy the past of a franchise (usually because they aren't creative enough to compete) should be kept the fuck out.  Full Stop.

Mind you, if you read the article, it lays it out.

Here's the funny part, I got attacked initially because I didn't vet the source - apparently it's a Russian Bot site.

It's an Op-Ed.  What exactly do you 'fact check' on an opinion?

So going back into Facebook I see some smears and libel on my posts, so I updated with a couple of classics:


and

https://meaningness.com/geeks-mops-sociopaths

-----------------

I've never once, and never will, keep someone from playing 'the' game the way they want at their table.

I've never once denied someone a seat at my table because of their beliefs, race, sex or who they prefer to have sex with.

I -have- and will continue to restrict my table to people that will bring something to the game and NOT DISRUPT IT.












*who have no problem misquoting me online, taking what I say out of context, and stirring up shit - in a word, facebook.

04 September 2020

theRPGsite down?

Gawd, I'm like a junkie missing his fix...  theRPGsite is in the process of updating their website and while I was able to access it for a couple days, I'm locked out again.  <naturally, at the time of this post, it's back up>

So while that's' down, here's a couple blogs I've dug into:

((nil) is (not(null))) - not just RPG topics, his very well thought out OSR are good stuff.

Goblinpunch - has been previously mentioned.

FalseMachine - showcases some great gaming art.

Against the Wicked City - specifically this post on the OSR aesthetics of ruin.




02 September 2020

Remember when Modules were Modular?

As mentioned before, I've been gaming since the early 80s.  I like using modules even if I rarely leave them unchanged.

Ranting here.

The NICE thing about the old modules is they didn't expect/force you to use a specific campaign world.

Look at this example, Expedition to the Barrier Peaks from the S1-4 Realms of Horror reprint:  

Locating the Adventure

It is assumed that this adventure is located in the WORLD OF GREYHAWK fantasy world setting.  As presented here, the spaceship lies in the Grand Duchy of Geoff, i the mountains northwest of the city of Hornwood.

Of course, if you want to use this adventure in your own campaign world, feel free to do so.  You need only to locate it in a mountain range not far from a city large enough to finance the expedition.

Boom.  Done.  

Most of the old stuff was set up this way.  The handful of BX/BECMI* modules I have were every bit as easy to drop in anywhere.

I was happy to see that they left Saltmarsh in Greyhawk, but from what I've seen of the rest of the 5e modules, you BETTER love the Sword Coast.

I don't.  In fact, I don't care for the Misbegotten Realms at all; Ed Greenwood and his Elminster totally my OC <cough, cough Gandalf cough, cough> and RA Salvatore are hacks.

So what's my point?  Well, to cut on prep, and since thematically it worked well with my homebrew of Folia, I decided to run Tyranny of Dragons.

The first book was fine and reasonably easy to use - but FFS, The Rise of Tiamat is a grand tour of the Forgotten Realms, and in true FR fashion, NPCs and factions that are cooler than you are waved in your PCs faces.

I grumbled about this over on theRPGsite, and was pointed to promising project: Tales of Lothmar.  We need more of this.


*BX is Basic/Expert, BECMI refers to Basic/Expert/Companion/Masters/Immortal sets

Gygax, G., &amp; Schick, L. (1987). Locating the Adventure. In Realms of horror (p. 43). Lake Geneva, WI, WI: TSR.

01 September 2020

The Shadow, The Mysterious Stranger, the Guardian Angel

 I'm kicking around an idea that would -probably- work best as an advantage/perk in systems that support it, but could basically be done along the lines of a Figurine of Wondrous Power.

You see, I've been reading the early Shadow pulps now;  (Thanks Razorfist!) and if you're familiar with the way he's handled in the pulps, The Shadow swoops in at the last moment, and is busy in the background figuring things out, while his agents do the day-to-day grunt work.

In gaming terms, Harry Vincent is the PC, and he has The Shadow ability on standby, he needs to burn an ability on 'cooldown' or an item with a limited number of charges.  I'll be chewing on this idea, and come up with different versions of it for various rules sets.


30 August 2020

Tasha's Cauldron of Political Correctness

 Hoo Boy.  Tasha's Cauldron of Everything leaks are coming out, and it looks like some of it is playing catch-up with Paizo.

Tasha (of Hideous Laughter fame), the Chaotic Evil temptress from the World of Greyhawk, is being re-defined.

Polygon is talking positively about it, so I'm sure I'll hate it.  They're making it so that there is less difference between the races, and none of them have any penalties.

On the positive, it seems to be consolidating some of the classes from the assorted books, and has brought in some more of the other rules so you wouldn't need to buy the odd setting-specific books such as Guildmaster's Guide to Ravinica.

I'm looking to get OUT of 5e, and more into OSR or possibly Fantasycraft, so my desire to invest is nill.

Better Ideas than 'Fantasy Wheelchairs'

 There's a colossally stupid idea floating around, and again its in the name of 'representation' championed by people that it doesn't represent.

<sigh>

Do a web search for it. 

Here's a Q&A Snippet: (DocJones took one for the team reading it)

"But it can float up and down stairs! Isn't that unfair?"

"No, unless you plan on making all the able bodied characters at level 1 also remain on ground floors only and never go up and down stairs and into dungeons. If you were planning on doing that then that's fair."

Short version - the article creator, and advocates of the idea, posit a high-power artifact level wheelchair for you to imbalance your game with.  Floats/flies up stairs, well-nigh indestructible etc.

Just the sort of thing a first level character should get for free.

RPGPundit goes into detail on why it isn't about what they say it is.

Grim Jim has an excellent video debunking it.

It's just a dumb idea under D&D rules.

Well, after a 'spirited' discussion over on theRPGsite, that spans over thirty pages spread over two topics, and quizzing my players, even the most dyed-in-the-wool liberal of which rattled off a half dozen better solutions.  Here's a top ten:  

  1. A semi-sentient suit of armor, a la Iron Man
  2. Flying Carpet
  3. Modifed Tenser's Flying Disk spell
  4. Master/Blaster, Yoda Backpack
  5. Fancy Saddle and mount.  Especially if a gnome or halfling, use a big dog.
  6. Necromatic spell, bone legged 'walking' chair. (Thanks Ghostmaker)
  7. Animate Object on a regular (legged) chair.
  8. Magic Gondola
  9. Golem Carrying you around
  10. Magical 'Cybernetics'
...and the obvious solution - Have it fixed magically.  If you're rich enough for the chair, you can afford the healing magic.

29 August 2020

Remote Gaming...

 I'm beginning to have a hell of a lot of empathy for you folks that have no choice but to game via the Internet.

I find that everything takes a little longer and since I'm the only one with a camera, people will wander off be distracted and I can't catch it.

And if you're a seat-of-the-pants GM like I am, being able to read the room is a huge perk.

So here's my best practices that I haven't quite put into practice:

Expect everything to take a little longer.

Be willing to do a little more theater of the Mind

Don't skimp on prep, especially if you are not doing theater of the Mind, it's a lot harder to whip out the Whiteboard and have it play well without the right software.

And on that note have the right software for you and your group.

There are tons of free options don't pay and for God's sake don't subscribe until you do a lot of digging into the free options.

Those are my thoughts so far.  As the Kung Flu continues I will be putting more online resources in my resources list. 

28 August 2020

Resources and hangouts:



As mentioned, I'm going back Old-School.  Random tables to shake me out of ruts.  Roll and Shout over Stop and Look it up.  Most of these are going to be useful/interesting links to any GM.  I'll perma-link and update as I can.

theRPGsite - Holy crap, an honest to God forum.  This is the Stoa where I go to watch bad ideas die.  If you're at all thin-skinned, avoid.

Medieval Fantasy City Generator - watabou has an awesome one-click tool to toss a city down.  I recommend using it with some flavor of random city system like - Vornheim or grab the city crawling rules from Last Grasp; alternately use his Cörpathium system.
I mean, if you're a real psycho, you could expand the map and detail it.

While you're there, Last Grasp has generators for nearly everything.  If you can't find one, make it.  You can save the links in your bookmarks for the seat-of-your-pants DMing I prefer.

The Angry GM is good for getting my focus back, and solving problems I didn't know I had.  And creating new ones.  He's a dick.

The Monsters Know What They're Doing - and so does Keith Ammann.  I bought the e-book, by way of thanks but the blog is excellent.  While it is very 5e system specific, no matter what rules you use, his habit of deconstructing what a monster is, and how that should drive its behavior, should be studied.

I switched from Evernote to OneNote for the purely pragmatic reason of having been paying for it as part of Office, but then I discovered Cryrid's templates and it has been nothing but WIN.  Hands down this has worked out best for my scatterbrained DMing.

Goblin Punch has me half-convinced I've been doing it wrong for a lot of years.  Funny, insightful and awe-inspiring by turns, if you look at NOTHING else here, you must read why God Hates Orcs.  In fact, f*ck this blog and go read his.

Land of Nod is another good gaming blog, his bar fight rules well, rule.

Scribd is my go-to library these days.  Tons of books and audiobooks to mine for  inspiration - poke through the Appendix N reading list and go wild.



Currently, My Reclamation campaign is using D&D 5e rules, but I'll either be changing to some flavor of OST or FantasyCraft (depending which leads to less of a player mutiny) after the current campaign arc.  

F***ers have me blogging now.

...and that's a good thing. 

STATE OF THE GAME

I had put my long-running game to bed some time ago, and like most things it died with a whimper - nuclear explosion notwithstanding.

It had its roots in my World of Greyhawk shared campaign world from the 80s, and persistent NPCs, history, and had traveled from rules-set to rules-set from , 2nd Edition AD&D->RIFTS->GURPS->Savage Worlds.

Those roots had become shackles.  The continuity (I'm kind of a nut about continuity) had become

After being rudderless for sometime, I decided to go back to D&D.  I had played a few sessions of some flavor of 3.X; played one 4e game at a convention (it was fun, but didn't feel like D&D), and started running a Pathfinder Adventure path.

None of them quite clicked for me... and I dipped into 5e.  It's pretty ok.  There's sections still lifted whole-cloth from 1st edition, and its backed off from some of 3.5/Pathfinder-isms.

What's got me ACTUALLY inspired is my new home-brew world.  I'm taking a more old-school approach to world building; nothing exists unless it needs to - I only render it when the PCs get there.

We're two plus years in of not quite once a week gaming, and I'm just now finishing the map of the campaign area.  It's been pretty liberating.

So most of my posts will be of interest to my players, lurkers, and other GMs.