Showing posts with label Hangout Gaming. Show all posts
Showing posts with label Hangout Gaming. Show all posts

Wednesday, 20 January 2016

Session Report: The NewBs become Players!

I'm running a small, 5e D&D campaign for a group of first-time players. Last game something amazing happened. They became Players.

It wasn't until after the session that I understood what had happened and I only thought it through because I was wondering what was making me grin so long my face hurt.

The transition from new person to RPGs to Player is a a subtle change. It has nothing to do with knowing what die to roll, the rules, or where to look for stuff in the Player's Handbook. It happens the first time a player figures out how to transcend the rules and make their characters more effective than they have any right to be on paper. That first wacky plan or strategy that bends what you have on the character sheet into something incredible. That's the moment when they stop imagining the board game structure in their heads and realize they can try nearly anything.



My gang is running through the Caves of Chaos in old Gazetteer-era Mystara. The party is small, with only three of them so they explore with great stealth and care. A common tactic is to send the party wizard's spider familiar ahead to recce the hallways and rooms before entering. The spider can get under most (but certainly not all) doors in the rough hewn caves and that makes the difference between a stealthy retreat and a TPK.

They encountered the hobgoblin guardroom at the top of the stairs from the goblin lair (room 23) from the goblin side. From there, they couldn't get any information other than the sound of a lot of voices. When they encountered it from the other side they found out there was around a dozen well-equipped hobgoblins (actually 13, it's hard to count from a spider's perspective). They slipped away, snuck up on some torturers, saved some prisoners and fought their way out of the ravine. The success of saving the prisoners increased their renown at The Keep on the Borderlands, but they kept thinking about that room.

They knew they couldn't take it in a straight up fight. The party has had close calls with goblins and it's obvious the hobgoblins are far tougher than the goblins. They started looking at their sheets and asking questions. The teifling could cast Thaumaturgy which, among other harmless effects, makes tremors in the floor. "That's pretty scary in a cave, right?"

The wizard had cast illusions in the past to improve their chances to hide from patrols in the valley so they asked some questions about how the tremors mixed with illusions of rocks falling out of the ceiling might work and the bold gambit was hatched: They would fake a cave-in and strike in the chaos. An elven thief, a tiefling monk and a gnomish abjurer against 13 hobgoblins.

I live in a mining town. Work occasionally takes me into the mines and I've been down as far 7,400 feet underground. While I have never experienced a cave-in (and I hope I never do), you can't go down to any depth without being aware of how dangerous it is. While sounds of tremors coming from the walls would not create panic in hardened warriors, it would induce immediate action. Adding falling rocks would create some panic and a lot of action.

With the hobgoblins spread throughout the room I decided their actions would be based on where they were. The two closest to the door the party was coming from would exit and run down the hall, away from the cave-in. The two closest to the barred door would get the door open and get out and down the stairs. The rest would try to get under the table or press themselves against the walls and between crates for safety.

Despite the monk never hitting once with his spear the entire session (he even dropped it once), the surprise round went well. Two hobgoblins went down to a sleep spell (and looked like they were crushed by rock!), another one dropped to the thief's sneak attack with an arrow and a fourth reeled from a nasty kick by the monk. I ruled that the hobgoblins couldn't use their martial prowess ability that gets them extra damage on each hit when fighting in groups because they were too distracted by the falling rocks to work together effectively. The removal of that advantage was key to the party survival as they took some lumps but didn't lose anyone. With the hobgoblins engaged in escaping the room the party was also able to attack them in smaller, more manageable groups.

The party won, quickly grabbed some loot and then ran for it through the goblin caves (and four goblins) to get away from the hobgoblin reinforcements coming to help after the cave in.

Certainly some critical rolls went in their favour, but the conception and execution of a plan that basically tripled the effectiveness of their plucky little band marks their graduation to seasoned RPG players. Now they'll be searching their environment for advantages and trying all kinds of crazy stuff to turn the tables on their more powerful foes. That is where player skill changes the game.



I know they've made the switch because once they got back to the Keep they started reviewing everything they know about the different factions they've encountered and how they relate to each other. They are discussing how they can make use of that.

From a DM's point of view the campaign levelled up. I need to be ready for all kinds of crazy stuff from here on out.

I couldn't be happier.



Monday, 15 December 2014

Confessions of a Killer GM

Between Fear the Boot Podcast talking about killer GMs, Kiel Chenier presiding over what may be the end of the famous goblin PC, Man Rider, in a Google Plus Hangout game this past Friday, and the deep darkness that is the Canadian Winter, my thoughts and ruminations swirl around the solemn GM task of adjudicating PC death.

[Image and text by Jez Gordon, see more of his awesome work here!]

I hate it when my characters die. I usually play with a discovery mode, having the character's background develop through interactions and roleplay over the course of the different situations and adventures. I find this allows the characters to be integrated fully into the GM's world and allows for unique characters to reveal themselves and keep me from playing the same thing over and over. Sometimes a GM will ask for a back-story so s/he can make adventures and sub-plots that work with what the players are interested in. In such a case I can easily crank out a back-story with all the juicy hooks and dark secrets a GM can handle in one email. In both of these cases though, by the time the character is fleshed out, whether it's a couple of levels of play or a couple of hours of mad typing, I'm pretty invested in the characters. I know the people I play with feel much the same way. And yet...

I am a killer GM.

If the dice fall badly for a player and the stakes of the roll were life or death, that's it. No hesitation. No waffling. The character is dead. Time for the player to generate a new one and get back into the game. I expect no less from any GM I play with.

I'm going to step outside of tabletop for a moment for an example that explains how these two things work together. In the late 1990s I played paintball. For those that don't know, paintball is basically a complex version of tag with guns. I played at the competitive amateur level (IPPL) and our team was sponsored to the point where we were almost breaking even. Not bad at the time.

When our team first entered the high level of play we were coached by the veterans that if we wanted to win, we were going to have to learn to wipe. Wiping is cheating. You get hit and then wipe the paint off before the referee sees it and calls you out. I tried this in practice once. It was awful! I never played as bad as I did in that practice game where I wiped three or four hits. I also never wiped again. I needed the possibility of failure to get the edge I need to play my best and for it to be fun. I needed the rush that came with the risk.

The philosophy that I take from the paintball field to the table top is simple: If you can't lose, you can't win.

When I'm playing an RPG and I take a risk with a character, it is awesome because it can go bad. The higher the stakes, the higher the tension. The more that turns on a single die roll the mores eyes around the table that are glued to it as it stops. This tension is where a lot of the fun comes from in an adventure!

When I GM, I want my players to do awesome stuff with their characters and I want the players to have those awesome moments that make them feel like they won. As a GM it's my responsibility to present challenges and stakes that allow them to shine and have the moments they will talk about well after the game is over. It can't be easy and when they do fail I need to describe consequences that support the tension and maintains the excitement. I need to allow a character or two to die for the others to be the "big damn heroes" that everyone wants to play.

That said, life or death stakes can be a bit overused. I've had a player lose two characters in a single session to bad saving throws. That sucked for everyone. While there needs to be consequences death is not the only one. Sometimes it is much worse for a PC to survive. The same player who lost multiple characters in one session retired another PC as unplayable after it had suffered so many magical mutations he felt it was unplayable. Capture, the loss of cool items that characters have accumulated, disfigurement or even the loss of a limb can all be interesting results that lead to new adventures as the players try to fix the new problem. Things like that work because they change the character's situation long term and enforce the idea that failure has a consequence. Everyone understands they are playing without the net.

Total Party Kills (TPKs) are a terrible thing. They are rare, campaign-ending anomalies; the threat of which hang over a game and fuel some of the best and most creative play ever. TPKs usually happen when players miscalculate or think they are playing a game rigged in their favour. Occasionally the dice just go against you and bad luck brings you down. The majority of the time good play, calculated risks, or the good sense to run for it will keep the characters going despite the odds. 

It is this rare event, the TPK, that prompted this post. Last Friday Kiel Chenier's players experienced a TPK-O with all the player characters in his group knocked out and captured or trapped. These bad guys have a history of interrogating prisoners so all is not lost yet. Again, interesting results have developed from the consequences and this Friday, the worst denizens from the far corners of the internet will assemble in Generica to mount a rescue, because Man Rider is not going down to some crappy driders and bugbears! This turn of events is one of the cool things about hangout games. Help is never really that far away.

The short version of what I am saying here is, don't pull punches as a GM. The failures make the successes that much sweeter by their contrast and failure can always lead to something wonderful if you just give it a chance.