My favorite articles on Gamemastering

5 Simple Rules for Dating My Teenaged Skill System
5 Simple Rules for Dating My Teenaged Skill System
5 Simple Rules for Dating My Teenaged Skill System
5 Simple Rules for Dating My Teenaged Skill System
5 Simple Rules for Dating My Teenaged Skill System

When it comes to running adventures and campaigns, nothing can replace actual experience. However, that is not to say that you can only learn from making your own mistakes. There is actually a great number of excelent pieces of advice on the topic of preparing and running games, but strangely it’s something that almost no RPGs ever care to mention. Things make perfect sense when you already know and understand them, but they can be far from obvious and quite difficult to figure out on your own unless someone explains them.

The following is the list of my favorite articles on Gamemastering, which I consider to be really eye-opening and great advice for GMs both new and experienced. Some of the things covered in them may only make complete sense if you’ve already run into the problems they adress. But even if you’re familiar with RPGs and Gamemastering only at the most basic level, I still believe it’s advice that can still be usefull even if it is only half understood.

5 Simple Rules for Dating My Teenage Skill System by The Angry DM

5 Simple Rules for Dating My Teenaged Skill System
5 Simple Rules for Dating My Teenaged Skill System

5 Simple Rules for Dating My Teenaged Skill System

5 Simple Rules for Dating My Teenaged Skill System

5 Simple Rules for Dating My Teenaged Skill System

5 Simple Rules for Dating My Teenaged Skill System

5 Simple Rules for Dating My Teenaged Skill System

A Quick Primer for Old School Gaming by Matthew J. Finch

Adjudicate Actions Like a Motherf$&%ing Boss! by The Angry DM

Adjudicate Actions Like a Motherf$&%ing Boss!

D&D: Calibrating Your Expectations by The Alexandrian

Don’t Prep Plots by The Alexandrian

Four Things You’ve Never Heard of That Make Encounters Not Suck by The Angry DM

Hex Crawling Encounters by LS

How to Build F$&%ing Awesome Encounters by The Angry DM

Making Encumbrance Work by LS

Rules vs. Rulings by The Alexandrian

Sanboxes and the Roguish Work Ethic by Zak S.

The Death of the Wandering Monster by The Alexandrian

The Kobold Guide to Worldbuilding by Kobold Press ($15 pdf)

Three Clue Rule by The Alexandrian

RPG Review: The Spider-God’s Bride and Other Tales of Sword & Sorcery

The Spider-God's Bride and Other Tales of Sword and Sorcery
The Spider-God’s Bride and Other Tales of Sword and Sorcery

XP1: The Spider-God’s Bride and Other Tales of Sword & Sorcery by Morten Braten from Xoth.net has come up frequently during my search for material on how to run Sword & Sorcery style adventures and campaigns. People who mentioned it seem to generally regard it quite well, so I was willing to part with the 7€ and give it a chance.

It’s a 200 page black and white pdf file that contains 10 adventurers plus a 33 page section of new character options for Dungeons & Dragons 3rd Edition/Pathfinder. Even when I still used to run D&D or Pathfinder, I always prefered to play with the basic rules only and ignore all splatbooks and most setting-specific material, so I really can’t say how well this chapter compares to other OGL releases. I didn’t see anything that stood out and looked intriguing to me, though.

The real meat of the book are the 10 adventures, aimed at characters from 1st to 10th level. Each one starts with an interesting backstory and setup, but in the execution all of them seem to be primarily detailed descriptions of dungeons and some cities. Which frankly is not at all what I was hoping to get. The style seems to follow quite closely that of the old classic TSR modules, like the Forgotten Temple of Tharizdun or The Lost Caverns of the Tsojcanth and their ilk. Which I can’t find any use for either. Maybe the dungeon and city descriptions are actually quite decent for people who love such products, but I am not one of them.

I think a great part of my dissatisfaction with this book are the different ideas about what makes Sword & Sorcery that I and the author have. As I see it, the writer seems to confuse a desert setting with evil wizards with the style and structure that really defines the Sword & Sorcery genre. But even when you ignore this issue for a moment, I still think the adventures mostly make the same major mistake. Especially in the Sword & Sorcery genre, but in RPG adventures in general, I am a very strong proponent of the “Story now!” paradigm. In an RPG, the players are both the participants of the story and its audience. While running games is a great pastime in itself, the story that develops from the interaction between the players and the GM needs to be entertaining to the players. A mystery plot is of no use to the players if they only learn about the existance of a mystery at the very end, or they might never actually learn about it at all. I remember an adventure from Dragon Magazine about shapeshifting spiders impersonating people, which looked really cool until I reached the final page and there still wasn’t any reason why the PCs would ever find out about it. And this is a mistake most of the adventures in this book seem to make. There is always something going on, but to the players it will look like they are doing a completely normal dungeon crawl to retrieve an item, and only at the very end will an NPC reveal that they actually just helped some evil sorcerer with his grander plan. (Spoilers Ahead:) Good example being eponymous The Spider-God’s Bride. All the PCs are doing the whole time is working as caravan guards or mansion guards for a foreign sage. At the very end the sage and his two kinsmen retreat to a secret basement, and while the PCs are distracted with a group of attackers at the gate the three are acting out the whole berayal and creation of a demon-spawn among themselves. When the PCs have disapatched the attackers and finally arrive at the scene, the survivors will tell them an elaborate lie about their betrayal of their master, which the PCs might actually believe and be on their way to another adventure. (Spoilers end here.)

This is just bad, and a problem that trouble all the adventures in this book. Is it a bad book with 10 bad adventures? I am a bit hesitant about making such a sweeping statement, as I can’t see any value in many of the most classic D&D modules, which still have a great number of huge fans. But what I can say is that I don’t like this book at all. At 7€ it wasn’t a big loss, but I didn’t actually get anything out of it. Except maybe the idea to create an actually good story about the spawn of a spider-god for my players one day.

Watching Star Wars and the Machete Order

I recently noticed that I havn’t been watching Star Wars in quite some time, and having been thinking a lot about running a Star Wars campaign, it felt like the time to do it once more. In these days, that always raises the question in what order you should watch them. There’s the Release Order (4, 5, 6, 1, 2, 3) and the Narrative Order (1, 2, 3, 4, ,5, 6). By now a few years ago, someone sugested another order, that you could call the Flashback Order (I think it has gained an actual commonly used term, but I can’t remember it now), which is “4, 5, 1, 2, 3, 6”. The main issue with the movies is that Episode 3 spoils Episode 5 (Anakin becomes Vader and is not killed by him), and Episode 6 spoils Episode 3 (by telling us that in the end Vaders turn to the Dark Side will be reversed and the Emperor defeated). Not only does the Narrative Order solve this problem by putting the prequel trilogy between Episodes 5 and 6, it also makes quite a bit of sense. After the end of Episode 5, Luke has to come to terms with the revelation of Vader and wants to better understand how that situation could have happened. Then Episode 6 comes along and it seems that Luke has put the shock behind him and becomes stronger in the process. The prequel trilogy are basically an elaboration on the short talk Luke has with Obi-Wan after Yoda dies at the beginning of Episode 6. It’s not a perfect match, but for the rest of the movies Luke could have learned from Obi-Wan what happened in the prequels, so it makes sense for the audience to get that knowledge at roughly the same time.

Now some guy at No Machete Juggling suggested a variation of that order, which is known as the Machete Order, and goes 4, 5, 2, 3, 6. It’s skipping Episode 1 completely, on the grounds that it’s not a good movie and doesn’t actually contribute anything to the rest of the story. All that really happens and becomes relevant is that there’s a seperatist uprising (which we are told by the opening crawl of Episode 2) and that Anakin and Padme once met each other for three days or so when Anakin was a kid (which Episode 2 also tells us, and doesn’t really matter).

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Movie Review: John Carter of Mars

I saw the movie yesterday and prior to it I really didn’t know anything about it other than it was based on a novel, which in turn is about a man from Earth ending up on Mars and having great adventures, and that it includes the green martians, which have obviously been adapted into AD&D as three-kreen. Actually, the whole thing looks like it was the inspiration for 80% of Dark Sun.

johncarter-redposter-fullOppinions about the movie seem to be quite mixed. I’ve heard and read that it’s both a quite good movie and a rather crappy one. But Dark Sun is awesome and so are Conan and Cthulhu, which originated in the same cultural environment and period. So I went to watch it anyway, but not expecting much. If all I would get would have been some pretty visuals that provide me with a few inspirations for my homebrew setting, it wouldn’t have been a complete waste of time.

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Review: The Kobold Guide to Worldbuilding

Creating a setting for an RPG is a quite different thing than creating a world for a novel or a movie, or even a TV show or video game. In a normal story, the writers control what characters will be appearing and what places they will visit and what kinds of people they will meet. Everything only has to be consistent with the rest of the story and you can make up new things as you go along. A writer can even go back and change things during editing before the final work is released. Creating a campaign setting for an RPG is different, especially if you write it not only for use in your own campaigns as a GM, but might make it available to other people as well. You don’t know who the characters will be and only have limited control over what places they will be visiting because everything can still change as the story develops. To make a good campaign setting, you always have to think of a larger world, even if it is only the size of a single country or city. (Though in my experience, most new setting creators go for entire planets or at least continents, which I think is actually too grand a scale.)

But where do you start? There are a couple of guides out there, mostly online but also in print, that attempt to provide a good overview over the subject of worldbuilding and hand the reader a kind of step-by-step checklist. The AD&D Worldbuilder’s Guidebook is probably one of the most well known, but once I got the opportunity to give it a read I found it rather lacking. Yes, first you start with a globe (or other type of body), then you decide what is water and what is land, place the mountains and rivers, forests and deserts, kingdoms and towns, and so on. But unless you really have no clue at all about the creation of a new fictional world (in which case you’re probably not the main audience for such guides), these are things you all already know. The real questions are how you create a world in a way that it is exciting, unique, and has real traction, and avoid it just being generic, inconsistent, and overly exotic to the point of getting silly?

Kobold-GuideToWorldbuilding-Cover_450px-199x300Earlier this year, I stumbled upon The Kobolds Guide to Worldbuilding, and it turned out to be just the kind of book that adresses exactly these things!

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