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	<title>StupidRanger.com &#187; behind the screen</title>
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	<description>Never Adventure Alone</description>
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		<title>Behind the Screen: The indignity of a reboot&#8230;</title>
		<link>http://www.stupidranger.com/2011/09/behind-the-screen-the-indignity-of-a-reboot.php</link>
		<comments>http://www.stupidranger.com/2011/09/behind-the-screen-the-indignity-of-a-reboot.php#comments</comments>
		<pubDate>Tue, 13 Sep 2011 05:05:16 +0000</pubDate>
		<dc:creator>Dante</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[behind the screen]]></category>
		<category><![CDATA[Dante]]></category>
		<category><![CDATA[dante aneurism]]></category>
		<category><![CDATA[rpgbloggers]]></category>

		<guid isPermaLink="false">http://www.stupidranger.com/?p=1050</guid>
		<description><![CDATA[My gaming group is a very dedicated group of roleplayers, however we don&#8217;t gather with a decent frequency.  Even with a recap, notes, session journals and as many remedies for remembering the details our group doesn&#8217;t have a tenacity for remembering where we were last session or the plot lines, let alone specific details surrounding [...]]]></description>
			<content:encoded><![CDATA[<p>My gaming group is a very dedicated group of roleplayers, however we don&#8217;t gather with a decent frequency.  Even with a recap, notes, session journals and as many remedies for remembering the details our group doesn&#8217;t have a tenacity for remembering where we were last session or the plot lines, let alone specific details surrounding either of those things.  For this reason we tend to have a fairly long social time prior to our gaming session, where food is shared, laughs are had, and then we get down to serious gaming&#8230; but it&#8217;s a journey.</p>
<p><strong>Let me tell you about my campaign</strong></p>
<p>Yes, I know.  Deal with it, you&#8217;re going to have to hear a little about my campaign to understand the point of this exercise.  The quest began with Keep on the Shadowfell and then evolved into one of my favorite homebrew settings.  I had a grand plan, which involved leveraging the time travel hooks of the Dungeon Master&#8217;s Guide 2 to go back and rewrite the timeline of a previous campaign.  I figured this served me in a few ways, and them in a a few ways: the history of this setting is well developed, the characters were fun, and their enemy is known to them.  Add into the mix that at least one of the players had participated in the past campaign and I figured that I would be scott-free on keeping their attention and keeping them engaged.</p>
<p>Cue Summer of last year.  One of our group couldn&#8217;t make regular games and I had just gotten the Tomb of Horrors, so we agreed outside-of-game that we&#8217;d like to suspend any serious activity on the main plot and play some sessions of the module.  I even devised a way that it could be organic to the plot, so we did this.  This went swimmingly, and we had a few months at the end of last year to further dive into the original plotline.  All was well.</p>
<p><strong>The Return to the Past</strong></p>
<p>So the group tracks a cult along their plot to return back in time to prevent the destruction of the Big Bad Guy so they can bring him back to take over the world.  This goes great, and back to the past they go.  After interacting with the previous incarnation of their hometown for a bit, they follow the original threads of the plot to a few key points.  They had puzzled out the plot lines to follow, but didn&#8217;t really commit fully to one line&#8230;. instead they flipped back and forth between the plotlines and didn&#8217;t really accomplish much.</p>
<p>A few sessions of this go by, and before long my inability to plan a coherent way to get them back on course manifests itself&#8230; I had determined that enough time had passed that surely something must have happened.  The plotlines remaining would have stretched out for another year or so at the rate we play and the lack of general focus was annoying (at the worst) and obvious (at the best).  I decided there was no choice but to reboot the situation.</p>
<p>I chose a Hiro Nakamura style event to reboot.  I did a few very obvious SOMETHING HAS CHANGED time skips in the course of a single session, culminating in the group&#8217;s return to their now abandoned hometown (previously a bustling city).  The ranger and avenger opted to check out the temple, and found a man with a giant broadsword strapped to his back in strange clothes.  He was there to warn them that this timeline was doomed and they must leave it as soon as possible (they have a means to do this).  I also opted to use this opportunity to illustrate to them that excessive time travelling was detrimental, this gentleman was pretty messed up from the process.</p>
<p>Finally, they took the bait and we ended the session at the crossroads where they can choose where in time they want to go.</p>
<p><strong>The Retrospecticus</strong></p>
<p>So what could I have done differently?  Many things.  A word to the wise: when introducing time travel, have both an entry and an exit plan and give the players some real motivation to follow a plotline.  This could have easily been solved by a little more detailed planning on my part.  Also, there were many opportunities for me to nudge the group along (possibly even in narrative style) to get them down the line enough to pick up the proper path.</p>
<p>The other big thing that I could have done is used other means to keep the plotlines alive between sessions.  DNAPhil recently authored an excellent article at <a href="http://www.gnomestew.com/">Gnome Stew</a> entitled &#8220;<a href="http://www.gnomestew.com/gming-advice/keeping-the-home-fires-burning">Keeping The Home Fires Burning</a>&#8221; covering this very topic.  There&#8217;s some great advice there, some I have even heeded in the past.  For the original campaign (the one that established the plot, characters, and setting that my current group returned to) we employed a group blog where the players could write articles in the form of diary entries or letters to their family.  It succeeded in giving the players another outlet to develop their characters and gave me an easy medium to collect additional side-plot ideas.</p>
<p>Suffice it to say I&#8217;m a little dismayed that I had to go so far as to reboot this portion of the campaign.  I can only look forward, because unlike my campaign there&#8217;s no way to go back and fix it.  More soon!</p>
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		<title>It&#8217;s not cheating.  It&#8217;s really not.</title>
		<link>http://www.stupidranger.com/2011/04/its-not-cheating-its-really-not.php</link>
		<comments>http://www.stupidranger.com/2011/04/its-not-cheating-its-really-not.php#comments</comments>
		<pubDate>Tue, 05 Apr 2011 21:33:42 +0000</pubDate>
		<dc:creator>Dante</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[behind the screen]]></category>
		<category><![CDATA[Better Characters]]></category>
		<category><![CDATA[D&D 3.5]]></category>
		<category><![CDATA[Dante]]></category>
		<category><![CDATA[rpgbloggers]]></category>

		<guid isPermaLink="false">http://www.stupidranger.com/?p=1026</guid>
		<description><![CDATA[My good buddy Vanir recently posted a lament for his innocence over at Critical-Hits.  You see, Vanir has recently began filling the role of Dungeon Master and he&#8217;s having to grapple with the reality of how situations tend to unfold behind the screen.  It&#8217;s approaching a decade since I first took up the mantle and [...]]]></description>
			<content:encoded><![CDATA[<p>My good buddy Vanir recently posted <a href="http://critical-hits.com/category/critical-hits/columns/dire-flailings/">a lament for his innocence</a> over at <a href="http://critical-hits.com/">Critical-Hits</a>.  You see, Vanir has recently began filling the role of Dungeon Master and he&#8217;s having to grapple with the reality of how situations tend to unfold behind the screen.  It&#8217;s approaching a decade since I first took up the mantle and began running games, and one of the cardinal rules of filling this role was summed up concisely on page 18 of the 3.5 Dungeon Master&#8217;s Guide in a section titled &#8220;DM Cheating and Player Perceptions&#8221;:</p>
<blockquote><p>Do you cheat?  The answer: The DM really <em>can&#8217;t</em> cheat.  You&#8217;re the umpire, and what you say goes.  As such, it&#8217;s certainly within your rights to sway things one way or another to keep people happy or keep things running smoothly.</p></blockquote>
<p>Other editions of the D&amp;D rules have stated the case in similar but slightly different ways, and ultimately the responsibility comes down to you and the DM to take the appropriate action to keep the game fun or running smoothly.  Please note: this does not define what &#8220;keep people happy&#8221; or &#8220;running smoothly&#8221; means.  In my games, I considered my plot an outline&#8230; a mere suggestion&#8230; so that the players can choose to stay in the lines or to color way outside them.  Vanir often chose to color way outside the lines, onto the table, all over the walls, and perhaps two or three houses down the block.  I have always enjoyed letting my players define the world that they act in to a certain extent, allowing them to define where the railroad tracks get laid down to get the story from point A to point B.</p>
<p><strong>So what&#8217;s a man to do?</strong></p>
<p>To address Vanir&#8217;s problem specifically: every good DM cheats.  The trick is to provide the players with enough breadth so they don&#8217;t necessarily see you cheating.  For example: we&#8217;re fighting a long battle.  The players are expending their abilities and skills and it is depleting them, but not far enough that they are in any real danger of dying.  Could I run this encounter out to the very last hit point that the bad guy contains?  Sure I could.  Would it be boring, providing that the bad guy can&#8217;t really do enough damage to exhaust the group?  Absolutely.  So you fudge the bad guy&#8217;s hit points a bit to make the encounter end.</p>
<p>What I don&#8217;t like doing is (unfortunately) what Vanir did in his campaign: not being used to his players acting off-script, he magically teleported them to the next plot point.  There&#8217;s nothing really WRONG with doing this, but I do like some cause and effect to occur if the players act differently than they should have.  Just leading them to the next battle or skill challenge can feel pretty obvious to the players and take them out of the story.  I&#8217;m not beating up on Vanir any more than he already has himself, but better ways to deal with this type of situation mostly come with experience.  Figuring out a few contingency plans for what will happen if the players don&#8217;t take the plot hook or interact with NPCs in a non-ideal way will help to smooth these bumps.</p>
<p>The other main thing that Vanir mentions in his article is the loss of innocence from being a player.  Now you KNOW the fudging that can occur, and you start to ask yourself if every fun or exciting moment in a campaign was because of the DM acting to favor the players in some way.  The only advice I can give is this: sit back and enjoy the ride.  Have some caffeine and sugar, and let the game unfold.</p>
<p>It&#8217;s actually pretty fun sitting in the player&#8217;s chair again to see if you can detect when the DM is making stuff up.  I&#8217;ve found a few of them have a &#8220;tell&#8221;&#8230; they shuffle some papers, roll some dice that have no outcome on the encounter at all, or stare at the players with a blank or angry expression when things aren&#8217;t going as they anticipate.  It&#8217;s also fun to see how they resolve the situations as well, you can learn something from their responses too.  If I possessed the insane ability to play off-script player characters like Vanir does, I would be doing that all the time and see how the DM reacts.</p>
<p>But back to the main point: you never really can &#8220;un-know&#8221; the fact that the DM does some trickery to make the game move forward.  Just know it&#8217;s part of his job, and it&#8217;s part of your job to enjoy the story and be invested in your player character.  That&#8217;s the real fun anyway&#8230; building up a hero based on your own imagination.  There&#8217;s no rule set or die roll that should affect that aspect of roleplaying games one bit.</p>
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		<title>Beholder Collector&#8217;s Set: The Eyes Have It!</title>
		<link>http://www.stupidranger.com/2011/01/beholder-collectors-set-the-eyes-have-it.php</link>
		<comments>http://www.stupidranger.com/2011/01/beholder-collectors-set-the-eyes-have-it.php#comments</comments>
		<pubDate>Mon, 24 Jan 2011 05:14:38 +0000</pubDate>
		<dc:creator>Dante</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[behind the screen]]></category>
		<category><![CDATA[Dante]]></category>
		<category><![CDATA[monsters]]></category>
		<category><![CDATA[rpgbloggers]]></category>

		<guid isPermaLink="false">http://www.stupidranger.com/?p=996</guid>
		<description><![CDATA[It was either this, or &#8220;it really is in the eye of the beholder.&#8221;  All terrible puns aside: I picked up the Beholder Collector&#8217;s Set.  Clearly, I resisted the urge to purchase this set when it came out last November.  But there it sat&#8230; at my friendly local gaming shop right next to Orcus.  Beckoning [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.stupidranger.com/wp-content/uploads/2011/01/beholder.jpg"><img class="alignleft size-medium wp-image-997" title="beholder" src="http://www.stupidranger.com/wp-content/uploads/2011/01/beholder-300x200.jpg" alt="" width="300" height="200" /></a> It was either this, or &#8220;it really is in the eye of the beholder.&#8221;  All terrible puns aside: I picked up the <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndmin/282940000">Beholder Collector&#8217;s Set</a>.  Clearly, I resisted the urge to purchase this set when it came out last November.  But there it sat&#8230; at my friendly local gaming shop right next to Orcus.  Beckoning me.  What swayed my hand, you ask?  Up until today, my collection of minis was distinctly lacking any Beholders.  They are among my favorite classification of baddies, so I had to have them.</p>
<p>So what do you get for your $35?  Honestly, not much.  There&#8217;s a nice collector&#8217;s box, the four beholders (painted quite well and rendered in varying styles of transparent plastic for ultimate coolness), and stat cards for use in the miniatures game.</p>
<p>Is it worth it?  I don&#8217;t know.  As we have covered here, I have had a lukewarm relationship with miniatures in my D&amp;D games.  I don&#8217;t collect them, but I do enjoy using them in my games.  In the past, I have struggled with the random nature of the miniature booster packs and balked at paying the going rate on Ebay for the desirable few.  In fact, at GenCon I was fully prepared to purchase a Beholder at the miniature booth and was stopped short by a $20 price tag.</p>
<p>I will fully accept the criticism that I am being too cheap.  I judge most of my gaming materials in the form of how much utility I am going to get out of them, and unless they have some serious bad luck or are set in a specific storyline your standard adventuring party doesn&#8217;t happen across a Beholder every day.  (Unless you make that happen, which&#8230; well&#8230; best not to get into that.  My players are reading.)</p>
<p>I suppose part of it is the Beholder Set being advertised as a &#8220;limited edition&#8221; although try as I might I found no edition number on the box or any of the figures.  Which likely means &#8220;limited insofar that it is limited by how many we can sell to people.&#8221;  I&#8217;ll happily retract that statement if someone can point me toward some way to determine how limited this run will be, but I view this approach as a convenient way to get people to ignore they&#8217;re paying extra for a fancy box and far less miniatures than you would get buying $35 worth of booster packs.</p>
<p>Don&#8217;t misconstrue this as regret for my purchase.  The set is very cool and I am happy to have them, I just would&#8217;ve been much happier with a cheaper price tag.  No doubt my opinion will change dramatically when I get to roast my adventuring party with those lovely little eye-stalks, but that is a matter for another day.  If you really like Beholders, you will not be disappointed by this set.  If you really like to get a lot for your dollar, you might be disappointed.</p>
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		<title>Gamma World: First session!</title>
		<link>http://www.stupidranger.com/2010/11/gamma-world-first-session.php</link>
		<comments>http://www.stupidranger.com/2010/11/gamma-world-first-session.php#comments</comments>
		<pubDate>Sun, 28 Nov 2010 00:17:58 +0000</pubDate>
		<dc:creator>Dante</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[behind the screen]]></category>
		<category><![CDATA[Dante]]></category>
		<category><![CDATA[Gamma World]]></category>
		<category><![CDATA[rpgbloggers]]></category>

		<guid isPermaLink="false">http://www.stupidranger.com/?p=981</guid>
		<description><![CDATA[Today I was thrilled to join a group of my friends in our first Gamma World game.  I am pleased to report that not only was I impressed, it exceeded expectations on the Grand Unified Fun Scale.  Here&#8217;s just a few reasons why: Character Generation As I postulated yesterday, character creation was a really fun [...]]]></description>
			<content:encoded><![CDATA[<p>Today I was thrilled to join a group of my friends in our first Gamma World game.  I am pleased to report that not only was I impressed, it exceeded expectations on the Grand Unified Fun Scale.  Here&#8217;s just a few reasons why:</p>
<p><strong>Character Generation</strong></p>
<p>As I <a href="http://www.stupidranger.com/2010/11/first-impressions-gamma-world.php">postulated yesterday</a>, character creation was a really fun aspect of the game.  We opted for the traditional no-holds-barred random character generation to excellent results.  Our party consisted of:</p>
<ul>
<li>A mind breaker / plant hybrid</li>
<li>A highly intelligent yeti android with only three Charisma</li>
<li>A human-sized felinoid / cockroach named Mittens St. Cloud</li>
<li>A plant / gravity controller clad in cast-off street signs</li>
<li>A rat swarm / empath named Thwack</li>
</ul>
<p>Before character creation was even complete, the group was brainstorming ideas about how their characters would act.  &#8220;Can a length of highway guardrail be a heavy melee weapon?&#8221;  Absolutely.  Can my yeti android communicate by angry yelling even though he is Intelligent?&#8221; Sure he can!  &#8220;Can Mittens St. Cloud have a monocle?  Of course he can!  And so forth.  I didn&#8217;t even have a character to roll and I was already enjoying the carnage.</p>
<p>There were some confusing aspects, which were compounded by only two of us having the rulebooks from our box sets to go around.  There were some questions about whether we had healing surges or how that worked, and some digging around in the rules indicated that healing was stripped down even compared to 4e D&amp;D (which was fine).  The skill bonuses were slightly confusing, with many wondering if they got BOTH skill bonuses from your origins or just one.  We worked that out fairly quickly, but the character sheet wasn&#8217;t extremely clear on some of those details.</p>
<p><strong>Gameplay</strong></p>
<p>Gameplay was very reminiscent of 4e D&amp;D.  The provided adventure is a series of combat encounters (so far, we only made it through three combats) but the players made up several creative solutions.  No, they didn&#8217;t want to just open the locked tower doors&#8230; let&#8217;s have the android yeti ram their pickup truck into it while yelling furiously!  Naturally, that approach worked and they made quite an entrance into encounter number two.  The presence of largely improvised weaponry (outside of the Omega Tech) and random junk to use in their adventure lends a MacGuyver-esque quality to the game.  The players enjoyed finding random junk alongside their Omega Tech treasure, and made heavy use of their Alpha mutations to help them dispatch the angry band of mutant badger guards.</p>
<p>There has been some controversy around the trading card aspect of Gamma World.  I think they enhance the game, but are unnecessary to enjoy the game itself.  Matt, one of our players, generously donated each player (and myself) a Gamma World booster pack.  I matched this donation so each player could pull from their own Alpha mutation and Omega Tech deck, and I think they enjoyed having their own cards to use.  One player said &#8220;I&#8217;m attached to these mutations, so I sure hope you don&#8217;t want these cards back at the end!&#8221; so clearly there is some enjoyment to be had there.</p>
<p><strong>First Impressions</strong></p>
<p>In short, I am a Gamma World fan.  It breeds irreverent, fun, laugh-ridden game sessions with unique characters that change as much as the whims of our players.  It is fun to run, because of the creativity caused by random junk and the use of  alpha mutations.  The rule system is lightweight and open to some interpretation which keeps the game light and enjoyable to everyone, there wasn&#8217;t a lot of digging around in the rulebook to figure out how things should behave (this was helped by the fact that most of our players were experienced in 4e).</p>
<p>I&#8217;ll be playing a LOT more Gamma World as the months tick by.  I hope that expansions for the game are plentiful, and it would be GREAT if we could buy the rulebook on its own for casual player characters to use during character creation.  I really want to play this game with Vanir, I can imagine that the fruits of his brain would lend themselves well to Gamma Terra.  In the meantime, you can check out the <a href="http://critical-hits.com/features/gamma-world/">great Gamma World coverage</a> over at <a href="http://critical-hits.com/">Critical-Hits</a> if you need more of a fix.</p>
<p>More soon!</p>
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		<title>First Impressions: Gamma World&#8230;</title>
		<link>http://www.stupidranger.com/2010/11/first-impressions-gamma-world.php</link>
		<comments>http://www.stupidranger.com/2010/11/first-impressions-gamma-world.php#comments</comments>
		<pubDate>Sat, 27 Nov 2010 04:52:22 +0000</pubDate>
		<dc:creator>Dante</dc:creator>
				<category><![CDATA[behind the screen]]></category>
		<category><![CDATA[Dante]]></category>
		<category><![CDATA[Gamma World]]></category>
		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[rpgbloggers]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.stupidranger.com/?p=978</guid>
		<description><![CDATA[It&#8217;s been a bit sparse here at StupidRanger lately, but for very good reason: we&#8217;ve been gaming A LOT. Between our Wednesday night DM Revolution games, the periodic Deadlands adventure, and our normal D&#38;D campaign we&#8217;ve been doing a lot of roleplaying and I am happy to report that Saturday marks my first excursion into [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been a bit sparse here at StupidRanger lately, but for very good reason: we&#8217;ve been gaming A LOT.  Between our Wednesday night DM Revolution games, the periodic Deadlands adventure, and our normal D&amp;D campaign we&#8217;ve been doing a lot of roleplaying and I am happy to report that Saturday marks my first excursion into <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/254600000">Gamma World</a>.</p>
<p>This recent revival of the Gamma World game has been a very exciting happening here in Colorado, several of my cohorts ran out and bought the box set immediately but we haven&#8217;t had the collective time to actually sit down and play it.  I am a bit of a latecomer to the party, having only picked up the box set when it became apparent that the duties of actually running the game were going to fall to me.  I visited <a href="http://www.blackandread.net/site/">Black &amp; Read</a> (one of my friendly local gaming stores), grabbed the box, ripped into it and am excited that tomorrow is the big day to finally get to experience the joy, wonder, and hilarious mutations that makes Gamma World so unique.</p>
<p><strong>First Impressions</strong></p>
<p>The box itself is really great, with a comic styled nuclear waste motif.  The rulebook is very concise, interesting, and lighthearted bringing a lot of the irreverent  flavor of Gamma World through.  At first look, character generation appears to be a BLAST.  In fact, it is one of the things I am looking forward to most tomorrow.  The possibilities, coupled with the urging that all character generation take place by randomly rolling on a chart is a great mechanic to me.  It seems as if it will keep the players from the urge to min/max their characters, and seems to be a very creative process.</p>
<p>The game takes place on a post-apocalyptic Earth where several realities have collapsed into one.  This causes terrible, interesting, or hilarious mutations to occur on a regular basis and has caused the rise of both high technology and strange creatures (human-sized insane rabbits, anyone?).  The provided Alpha Mutation and Omega Tech cards provide the mutagenic variety to the play experience, and have the possibility of expansion by purchasing booster packs with new mutations and tech (this seems to be completely unnecessary, but could be fun).  Basically, it seems like this game was borne directly from the brain of our good buddy <a href="http://critical-hits.com/category/critical-hits/columns/dire-flailings/">Vanir</a>.</p>
<p>Gameplay is based strongly on D&amp;D 4e and presented in a format similar to the D&amp;D Essentials line.  The stat blocks are simplified, the box comes with both maps and tokens to represent both players and bad guys, and the whole thing just looks like a lot of fun.</p>
<p>Tomorrow we are going to descend on our game shop, roll up some mutants, and have at the game.  Check back soon for further impressions and stories from the front!</p>
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		<title>How I survived on (almost) only Skill Challenges&#8230;</title>
		<link>http://www.stupidranger.com/2010/11/how-i-survived-on-almost-only-skill-challenges.php</link>
		<comments>http://www.stupidranger.com/2010/11/how-i-survived-on-almost-only-skill-challenges.php#comments</comments>
		<pubDate>Thu, 11 Nov 2010 05:30:36 +0000</pubDate>
		<dc:creator>Dante</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[behind the screen]]></category>
		<category><![CDATA[Dante]]></category>
		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[rpgbloggers]]></category>
		<category><![CDATA[skill challenges]]></category>
		<category><![CDATA[Skill Challenges]]></category>

		<guid isPermaLink="false">http://www.stupidranger.com/?p=976</guid>
		<description><![CDATA[Tonight was the first of my two sessions of the DM Revolution at Total Escape Games.  I was pretty nervous since this was my first time filling the role of Dungeon Master for a new group since I moved out here to Colorado.  I arrived at the game shop early, just as the current session [...]]]></description>
			<content:encoded><![CDATA[<p>Tonight was the first of my two sessions of the <a href="http://www.stupidranger.com/2010/11/dm-revolution-help-me-prepare.php">DM Revolution</a> at <a href="http://www.totalescapegames.com/">Total Escape Games</a>.  I was pretty nervous since this was my first time filling the role of Dungeon Master for a new group since I moved out here to Colorado.  I arrived at the game shop early, just as the current session of D&amp;D Encounters was finishing.  Most of my players arrived promptly, so we were quickly underway.</p>
<p><strong>What I Planned</strong></p>
<p>The progenitor of DM Revolution, Justin (of <a href="http://wombatcast.com/">Wombat Cast</a>) encouraged us to be creative and go outside the box to try new concepts.  I decided that I wanted to try to run a roleplaying heavy set of sessions that included primarily Skill Challenges in lieu of combat.  I primarily used the notion of branching skill challenges to set up my plotline for these short sessions.  For tonight&#8217;s game, I had a three sets of branching skill challenges that would allow the players to pursue different avenues and two nested skill challenges.  (You can find excellent examples of how to structure <a href="http://at-will.omnivangelist.net/2009/02/how-to-design-a-skill-challenge-2-branching/">branching skill challenges</a> and <a href="http://at-will.omnivangelist.net/2009/02/how-to-design-a-skill-challenge-3-part-3-nesting/">nested skill challenges</a> can be found at <a href="http://at-will.omnivangelist.net/">At-Will</a>.)</p>
<p>I have never run a session with a goal of using all Skill Challenges, nor did I know if the group would be receptive to this type of game.</p>
<p><strong>The Way It Went Down</strong></p>
<p>The group followed only two of the &#8220;hooks&#8221; to these skill challenges directly, however they ended up at two others in a roundabout fashion.  Most of these Skill Challenges were designed to disseminate information, and one of our characters even came up with a creative &#8220;off-script&#8221; skill to use that resulted in success.  The group readily dove into roleplay, and much of the session was them interacting with both my planned NPC characters and some impromptu NPCs that they chose to interact with.</p>
<p>That was the best part of this experience&#8230; the players helped to write the story.  It happened that I used the <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/drdd/2010September">revised Skill Challenge chart</a> to allow the group to make their own encounters as they interacted with people of their choosing.  In fact, they even went into a few encounters expecting to have to fight based on the information they received during partial successes.  Thanks to not going in guns-blazing, they were able to roleplay their way to most of the rest of the available information.</p>
<p>The session ended up with an opportunity for a Skill Challenge that I suspected would turn to combat and it did (bandits running away from a smash/grab job are too tempting to chase).  Just as the game shop was closing, the group defeated most of the bandits (leaving one alive for questioning).  This led them to an unexpected ending for this session, but it sets up nicely for what I have planned next week.</p>
<p><strong>In Conclusion</strong></p>
<p>Skill Challenges are great for encouraging roleplay.  Using branching and nested skill challenges helps to outline a plot nicely, but still allows the players for enough deviation as not to feel extremely &#8220;on rails.&#8221;  I suspect some of the players tired a little of all the roleplaying, which is why I strongly recommend having some Skill Challenges that can devolve into combat if the group wants that.</p>
<p>I feel like we had a session that was wildly successful with mostly Skill Challenges.  The roleplaying was fun, people were laughing and creatively using their abilities and the players helped me to write the story.  A man can&#8217;t ask for much more than that!  I will be continuing down this avenue for next week&#8217;s session, but I plan to up the ante.</p>
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		<title>Skill Challenges from the Tomb of Horrors&#8230;</title>
		<link>http://www.stupidranger.com/2010/09/skill-challenges-from-the-tomb-of-horrors.php</link>
		<comments>http://www.stupidranger.com/2010/09/skill-challenges-from-the-tomb-of-horrors.php#comments</comments>
		<pubDate>Wed, 22 Sep 2010 02:40:18 +0000</pubDate>
		<dc:creator>Dante</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[behind the screen]]></category>
		<category><![CDATA[Dante]]></category>
		<category><![CDATA[rpgbloggers]]></category>

		<guid isPermaLink="false">http://www.stupidranger.com/?p=956</guid>
		<description><![CDATA[We&#8217;re down to playing once every couple of weeks in our group, but the Tomb of Horrors is so darned satisfying I hardly even notice.  To be frank, I have shied away from skill challenges in my game up to this point because I haven&#8217;t felt too inspired to create them on my own. Luckily, [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re down to playing once every couple of weeks in our group, but the Tomb of Horrors is so darned satisfying I hardly even notice.  To be frank, I have shied away from skill challenges in my game up to this point because I haven&#8217;t felt too inspired to create them on my own.</p>
<p>Luckily, there were a few great ones available in the first section of the Tomb of Horrors to try.  Despite my group&#8217;s penchant toward not getting started early, I found that the addition of the skill challenges really helped to make them feel accomplished.</p>
<p>My only complaint is one of my own creation&#8230; if I would have read up on the challenges ahead of time I would have been able to come up with some additional flavor text so it wasn&#8217;t so repetitious and didn&#8217;t devolve into blatent statements of success or failure.  Despite the repetition, I found them fun to run and the players found the challenges at the very least interesting.</p>
<p>Maybe a bit of additional preparation next time will make them even better!</p>
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		<title>Inspired by Facebook (and Shelly Mazzanoble)&#8230;</title>
		<link>http://www.stupidranger.com/2010/09/inspired-by-facebook-and-shelly-mazzanoble.php</link>
		<comments>http://www.stupidranger.com/2010/09/inspired-by-facebook-and-shelly-mazzanoble.php#comments</comments>
		<pubDate>Thu, 02 Sep 2010 06:13:09 +0000</pubDate>
		<dc:creator>Dante</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[behind the screen]]></category>
		<category><![CDATA[Dante]]></category>
		<category><![CDATA[gm tips]]></category>
		<category><![CDATA[rpgbloggers]]></category>

		<guid isPermaLink="false">http://www.stupidranger.com/?p=948</guid>
		<description><![CDATA[In this lovely informal Facebook poll, our good buddy Shelly Mazzanoble asked her friends to identify themselves into one of three categories: &#8220;DM&#8221;, &#8220;Player&#8221;, or &#8220;Both&#8221;.  I, of course, selected &#8220;Both&#8221;.  Shelly went on to ask those of us that replied in this way whether or not we had trouble transitioning, and whether or not [...]]]></description>
			<content:encoded><![CDATA[<p>In this lovely <a href="http://www.facebook.com/#!/shellymazzanoble?v=wall&amp;story_fbid=155677101109237">informal Facebook poll</a>, our good buddy Shelly Mazzanoble asked her friends to identify themselves into one of three categories: &#8220;DM&#8221;, &#8220;Player&#8221;, or &#8220;Both&#8221;.  I, of course, selected &#8220;Both&#8221;.  Shelly went on to ask those of us that replied in this way whether or not we had trouble transitioning, and whether or not we were more critical or supportive of other DMs.</p>
<p>You can read the poll to see my official reply, but I did realize something as a result of these questions.  Yes, I am more critical of other DMs because I perform that role myself.  I utterly detest railroading and can see it a mile away, even though I have been known to do so from time to time.  I fancy myself supportive but constructively critical of my fellow DMs.  I have been asked for some constructive criticism over the years by a few guys, however I quickly realized that most times even if you provide your honest opinion it rarely affects the behavior of the DM requesting this feedback.  I have found that I quickly become unsupportive of someone that asks my opinion and then fails to use any of it.</p>
<p>I have decided that this is because of a mutated form of <a href="http://www.urbandictionary.com/products.php?term=Powdered%20Butt%20Syndrome&amp;defid=4358925">Powdered Butt Syndrome</a>.  For those unfamiliar with the term, Powdered Butt Syndrome is the inability of your parents to listen to you entirely because you are their children.  Nobody wants your opinion about anything if they&#8217;ve powdered your butt.  The same thing goes for DMing, only on rare occasion do any of your direct Dungeon Masters want your opinion as a player on how they are running the game.  Most times even if they do ask for it, any corrective actions they take are short lived.  Many times it isn&#8217;t a function of the person being unwilling to change, often the inertia of the game in progress can prevent any actual corrections from being permanent.  During the GM&#8217;s Jam at GenCon this year, I heard several stories that ended with the &#8220;I&#8217;ll never do that again, but I had to run out the rest of that campaign with the decisions that had already been made.&#8221;</p>
<p>That&#8217;s part of the reason I turned to providing my opinion on such matters right here at StupidRanger.com, I have found that providing your opinion in a public forum is just about the only way that people will openly seek and use new ideas without some sort of ulterior motive in doing so (at least, based on the feedback we&#8217;ve received from readers and commenters!)</p>
<p>Anyway, that was quite an inspiring discussion over on Facebook.  Thanks Shelly and all the other poll participants that got the creative juices a-flowin&#8217;.</p>
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		<title>Behind the Screen: Don&#8217;t Feel Like a Wizard&#8230;</title>
		<link>http://www.stupidranger.com/2010/06/behind-the-screen-dont-feel-like-a-wizard.php</link>
		<comments>http://www.stupidranger.com/2010/06/behind-the-screen-dont-feel-like-a-wizard.php#comments</comments>
		<pubDate>Thu, 10 Jun 2010 06:49:00 +0000</pubDate>
		<dc:creator>Dante</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[behind the screen]]></category>
		<category><![CDATA[Dante]]></category>
		<category><![CDATA[roleplay]]></category>
		<category><![CDATA[rpgbloggers]]></category>
		<category><![CDATA[gm tips]]></category>

		<guid isPermaLink="false">http://www.stupidranger.com/?p=875</guid>
		<description><![CDATA[Continuing in the thread of &#8220;Vanir and I pick topics for one another&#8221;, he asked me to write an article on how to make classes not all feel like they are different varieties of Wizards in 4e.  So here it goes. Focus on the roleplay From our interview with Andy Collins and Bill Slavicsek at [...]]]></description>
			<content:encoded><![CDATA[<p>Continuing in <a href="http://www.stupidranger.com/2010/06/the-interior-design-of-dungeons.php">the thread</a> of &#8220;Vanir and I pick topics for one another&#8221;, he asked me to write an article on how to make classes not all feel like they are different varieties of Wizards in 4e.  So here it goes.</p>
<p><strong>Focus on the roleplay</strong></p>
<p>From our <a href="http://www.stupidranger.com/2009/09/interview-bill-slavicsek-and-andy-collins-from-wizards-of-the-coast.php">interview with Andy Collins and Bill Slavicsek</a> at GenCon last year, this conclusion was clear to me: the mechanics are just mechanics, and you should be focusing on the roleplay.  Nerds latch on to rules and limitations, and often excel and enjoy min/maxing or using the mechanics to ends that they probably weren&#8217;t intended for.  What 4e provides for you is a way to have entry-level abilities and skills and have them FEEL impressive.  They even give you special racial abilities that help deepen your character from a two-dimensional cookie cutter into a honed, interesting, dynamic badass that is fun to play.</p>
<p>But I digress.  The criticism that 4e characters all feel like spellcasters, casting with their implements/weapons/rages/etc instead of having actual fighting tactics are ridiculously unfounded IMHO.  What has happened is that 4e characters have some very cool and dynamic abilities that allow them to participate in combat in a more meaningful way.</p>
<p>In our last session, our Avenger used on of his abilities to switch places with a bad guy, forcing said baddie into a situation that they had to struggle to get out of.  Our player actually remarked that that was one excellent battle tactic and that was an important distinction: the abilities read in a standard way, and its easy to attribute them all to a spell block since that&#8217;s what we&#8217;re used to from previous editions.  In reality, the non-magical character abilities are intended to be battle tactics, or primal abilities&#8230; something exceptionally physical to shape the battle in their favor.</p>
<p>So in short: view your character through the proper lens that the class outlines, and pay no mind to the fact that the ability card looks like the 3e spell block.  They&#8217;re just trying to simplify the presentation, and that&#8217;s it.</p>
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		<title>Behind the Screen: Pickup Games&#8230;</title>
		<link>http://www.stupidranger.com/2010/02/behind-the-screen-pickup-games.php</link>
		<comments>http://www.stupidranger.com/2010/02/behind-the-screen-pickup-games.php#comments</comments>
		<pubDate>Thu, 18 Feb 2010 03:37:49 +0000</pubDate>
		<dc:creator>Dante</dc:creator>
				<category><![CDATA[behind the screen]]></category>
		<category><![CDATA[Dante]]></category>
		<category><![CDATA[rpgbloggers]]></category>

		<guid isPermaLink="false">http://www.stupidranger.com/?p=813</guid>
		<description><![CDATA[We&#8217;ve been having a significant problem in our group lately getting a regularly scheduled game together.  This is largely due to Real Life getting in the way, but it has put a damper in the amount of material for this site lately!  Honestly, I&#8217;ve been feeling a little bad about the distinct lack of regular [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve been having a significant problem in our group lately getting a regularly scheduled game together.  This is largely due to Real Life getting in the way, but it has put a damper in the amount of material for this site lately!  Honestly, I&#8217;ve been feeling a little bad about the distinct lack of regular content lately so I&#8217;m considering starting up a pickup game or two for several reasons.</p>
<p>First, Stupid Ranger&#8217;s been bothering me to play a Swordmage.  Our D&amp;D discussions lately consist of the following: &#8220;Let me play a Swordmage.  Can I play a Swordmage now?  Can I repurpose Character X to a Swordmage in our campaign?  PLEASE?&#8221; So I&#8217;m thinking about getting together a side campaign to make this happen.  In addition, thanks to some kind people at Wizards of the Coast we&#8217;ve gotten a few review copies that I&#8217;ve not made it to yet and I think having a sandbox will help me in doing a proper review of these books.</p>
<p><strong>A few questions, if I may&#8230;</strong></p>
<p>How many of you regularly play pick-up games?  Do you go for quick-gen characters?  A shifting campaign setting to encompass a bunch of different ideas?  Dovetailing these campaigns into your main storyline?  I&#8217;m interested in hearing how to overcome some of the logistics of having a secondary gaming group and how to make the campaign stay coherent with an irregular schedule.  Help a Dante out!  If you give me a good enough idea, I&#8217;m sure I&#8217;ll write an article about it so now&#8217;s your chance for minor Internet Fame!</p>
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