Tuesday, December 16, 2008

Looking back at our five-day forecast...

Posted by Dante at 8:10 PM
This week, Stupid Ranger and I are seperated by the vast expanse of 900 miles as I am back in Illinois working this week. She will join me next week to celebrate Christmas with my family, but in the meantime we've both been experiencing severe bouts of winter weather.

I had the good fortune to drive home in nearly four inches of snow and ice, so the going was slow. I had quite a bit of time to think about the site, and I remembered this post from an especially strange bout of weather we had earlier in the year and thought I'd put it up again for your continued consideration.

We are still experiencing our holiday gaming drought, hopefully we will get our gaming schedule (and therefore our posting schedule) back to Regular Status after the new year. Until then, expect to see roleplaying themed holiday merriment, glimpses back into our archives, and new content as the muse strikes us!



Originally posted by Dante on 2/4/08

Here in StupidRangerVille, we have been experiencing some very strange weather today. It is what is known as a thundersnow (or winter thunderstorm) where the primary precipitation of snow and sleet is accompanied by thunder and lightning... it is relatively rare and quite interesting to behold.

Sir Geekelot, one of our current campaign-members messaged me to confirm said strange weather and heralded it as a sign of The Apocalypse... and that got me thinking about weather in the context of our D&D sessions.

Wow, it's raining again...

In most of my campaigns we have often hand-waved weather, or used it as a relatively cliche' foreshadowing element to illustrate impending doom. I know that many rules systems exist for actually interacting with weather-systems and how to use it in your settings, but often having to look up those charts for movement encumbrance or situational modifiers to attack and damage is too much work for me so I regularly just use an ad-hoc method of doling out pluses or minuses depending on the situation in front of me.

I have found that as characters advance in levels, their level of concern for environmental conditions seem to wane. Flipping through a few of the Monster Manuals, I have found a few elemental based baddies that seem to be intense concentrations of (or elementals created by) terrible weather conditions. We had a seafaring campaign in college that actually got to experience some of those creatures first-hand, and I can tell you that it is a unique experience.

If you don't like the weather, just wait a few days.

I haven't loosed any of these terrors on our current campaign (yet), but I would be interested to hear if anyone has done anything cool with the weather based elemental creatures or used weather in an interesting way to color your campaigns.

Has anyone been able to make the environment significant enough that characters actually care how it impacts them as they progress to higher levels?

Before everyone starts sending us boxes of E.L. Fudge cookies and order-by-phone pizzas as provisions, never fear... its supposed to be 50 degrees here tomorrow! (Although donations of sugar and pizza are always readily accepted!)

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Monday, November 10, 2008

Visiting the Archives: Travelling...

Posted by Dante at 11:05 PM
This Behind the Screen piece was posted in a much simpler time before Stupid Ranger and I were cast across the country for my day job. We are in the process of unloading boxes at the moment, so please feel free to sup at the banquet of this post while we figure out which drawer gets our silverware and which one gets our character sheets.

Enjoy!



originally posted by Dante on 10/13/2007

This weekend the StupidRanger crew is heading out of town and that got me to thinking: how does everyone handle traveling long distances? I would like to recount one failed attempt on my part and open up the floor to obvious criticism and comments.

Rollin', rollin', rollin' (wheels, not dice!)

In one of our recent campaigns, the party was tasked with traveling across country to locate pieces of an important artifact. It was all fun and games for awhile, I had a few episodic encounters put together for them to experience along the way and I augmented that with a few random encounters.

Even though the encounters fit into the landscape (feral wildlife and whatnot), eventually both the players and I tired of the encounters. They still had a long way to travel, and having already established this as a "dangerous" territory it didn't stand to reason that they would be able to travel unmolested for a week or more.

How not to see the coastal plains on just three gold pieces a day.

Eventually, I ended up giving up and in the best interest of the players I handwaved a fair portion of the rest of the travel. I wasn't very satisfied with this as a DM, I felt as if I should have come up with a more interesting way to transport them across hill and dale without just nixing the "dangerous" aspect of the terrain. The group ended up getting from Point A to Point B and things quickly picked back up once they were wired back into the plot, I suppose a good solution would've been not to establish plot points half of the coastal lands away.

Has anyone else run into this difficulty before? If so, how do you quickly move your group without having a random wizard show up and teleport them where they need to be conveniently?

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Monday, November 03, 2008

Visiting the Archives: The Evolution of Your Character

Posted by Dante at 2:04 AM
Today is my first day living in Colorado for good, and as a result I got to experience the opening of a new chapter in my own life. For these reasons and more, I decided to look into the archives to find discussion on growing and evolving ones character so I could relate all of this real life change with the changing "life" of your roleplaying characters.

I found this excellent piece written by our very own Stupid Ranger on exactly that topic, I hope you enjoy it! Stupid Ranger and I will be undergoing a significant amount of change over the coming weeks, and as we get adjusted we will augment our new content with some of our favorite archived posts, of which this is one. Enjoy!


Originally posted on 8/28/2007 by Stupid Ranger


As your character gains experience and continues to explore the great wide world, you may notice the need to evolve. Not to worry, it's completely normal for your character to evolve. There have been many, many campaigns in which I developed a character only to realize that some facet of my character doesn't fit with the group dynamics.

Evolution for the Good of the Many

I originally intended for Skythorn to be more of a background character, there for the battles but nearly invisible during NPC interactions. However, the realization that Lumbar had a tendency to make things more... chaotic meant that Skythorn had to take a more hands-on approach with some NPC's to ensure the party survived the interaction long enough to actually accept the quest. Skythorn did became more of a negotiator and spokesperson than I had originally planned, but she didn't go out and introduce herself to everyone in town or seek additional attention. She evolved for the good of the party without betraying the underlying Skythorn-ness that made her unique.

Evolution for your Own Sanity

Recently, I found myself in another situation in which my original character concept was in contrast with the rest of the group. We started a new campaign, and I build a multi-class Fighter/Cleric since most of the rest of the group were not combat-types. I didn't have a lot of time to develop my backstory , so I fell back on one of the classics: country bumpkin. Silvia was from an unknown outlying community, brought to the group because she could offer support in battle and with healing; she didn't appear to be highly educated and seemed very naive. Unfortunately, the rest of my group all hadbackstories placing them in wealthy families from town or other lines of nobility. My country bumpkin just wasn't working out, and it was making life difficult for me to keep Silvia on good terms with the rest of the group. So, when we were dismissed from our meeting with the king's representative, I dropped the hokey accent and explained to the rest of the group that while I was from a small community, I only played the "simple country lass" around the authority figures to avoid having to deal with their stupidity. She now has two personae: one for the bureaucrats and one for the group.

Evolve Modestly and Logically

If you're having difficulties with something about character after a few sessions, try examining the problem. If it's just that the guy across the table has decided that his character will be in perpetual conflict with yours, nothing you do will change that. However, if your character's personality could be tweaked for the better good (where better good = you having more fun), start identifying a few small steps that would improve your character. Once you've decided on a change, don't just stand up and announce your intentions; find some in-game roleplaying opportunities to introduce your newly evolved character traits.

I do believe, however, that you shouldn't change just for the sake of changing. Evolution doesn't just occur because everything is going great; some catalyst sparks change for the best. Examine the circumstance. Review your character's personality, backstory, profession, race. Take a look at everything carefully before deciding if you really need to change. Then, if you feel that a slight evolution would be for the best, start planning how to implement that change. Remember, this is all about having fun, and if you're not having fun, maybe it's time to change.

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Wednesday, October 15, 2008

Visiting the Archives: Proper Villainy, pt.1 -- Evil 101

Posted by Stupid Ranger at 8:00 AM
One of the great series to grace the halls of this hallowed blog is Vanir's "Proper Villainy" series.  Vanir does a great job of dissecting villainy into little bits of evil, beginning with this first part, which originally appeared here September 2, 2007.  Enjoy it again!


Proper Villainy, pt. 1 -- Evil 101


As recently discussed on dungeonmastering.com, villains add a great element to a campaign: an opposing force that the players can invest themselves in fighting against.

But what makes a really good villain? Let's start with some basic concepts:

  • What The Hell is "Evil", Anyway?

    I've never been real crazy about declaring alignment for characters. If you have a Lawful Good character and he's homeless and penniless and he steals some bread to survive, does that make him not Lawful Good anymore? What about a man who kills someone in a jealous rage but is otherwise good? Is he now "evil" or is he still a good guy who made a horrible mistake?

    People are more complicated than that. "Evil" people are still people -- it's just that the way they view the world is a bit more twisted than most everybody else.

  • Nobody Is Born Evil

    Bad guys act the way they do because they're EVIL, right? Well, sometimes. In a cartoon or a crappy movie, yeah. The bad guys are just bad and that's the way it is. But a 
    good villain probably didn't start that way. Very few individuals would kill an entire litter of puppies and then go, "Man, that was great -- I sure do love being evil!". They had to start somewhere. And there's a lot of ways to get evil, including:

    • Temptation

      It's said that every man has his price. Somebody found this character's price. They might have been offered money, or power, or anything -- but whatever it was, the character wants it enough that he'll do morally questionable things to get it.

    • Fear and Anger

      You get enough fear and anger together, and you don't know what the hell you're doing anymore. And in your head, committing horrible acts upon whatever you're afraid of/angry with seems perfectly justified!

    • Sense of Duty

      This one may contain elements of the previous two. A character works for someone who asks him to do something reprehensible. He knows damn good and well it's not right. So he's "just following orders". Not to say that a mistake flips the switch and makes a character evil all of a sudden, but if this character continues to do this sort of thing and starts thinking of this as "normal" behavior.... who's to say?


    Note that in all three cases, the common theme of a desire and the willingness to do whatever is necessary to get it exists. It's in the continued willingness to do evil that lies the heart of a true villain.


Next time, I'll show you why it's easier than you might think for a villain to do bad things. Until next time......



Also appearing in the Proper Villainy series:

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Wednesday, October 08, 2008

Visiting the Archives: "I'm Missing the Chili Cookoff!"

Posted by Stupid Ranger at 8:00 AM
Today, I wanted to re-visit one of my favorite posts from the past.  Inspired by that all-inspiring show, The Simpsons, here is some wisdom for roleplaying, distributed in the unlikely form of insanity peppers, from my post which originally appeared here April 22, 2008.  Enjoy it again!



Visiting the Archives: "I'm Missing the Chili Cookoff!"

One of my all-time favorite Simpson's episodes, "El Viaje Misterioso de Nuestro Jomer (The Mysterious Voyage of Our Homer)", was on recently. Watching Homer crazed out on the Merciless Peppers of Quetzaltenango reminded me of some of those crazy times in a campaign when you're not sure what to do, but you're sure it's not what you actually are doing.

"To Make Yourself Complete, You Must Find Your Soulmate"

Sometimes it feels as if the DM has set a seemingly simple but deceptively difficult quest, like Homer's quest to find his soulmate. And often times, we feel unequipped to complete our quest once we learn the true depth of it.

As we embark on this quest, the DM may provide a spirit guide, like Homer's Space Coyote. It might not be a guide, per se, but some sort of help: a rumor, a prophecy, a random bit of knowledge. So while the quest may seem difficult, at least we have a bread crumb trail to get started.

"This Is Just Your Memory, I Can't Give You Any New Information"

The biggest obstacle to be overcome in these types of quests is the Great Doubt. This is the time when you're sure you've missed something, and you don't know what, but you refuse to move forward until you figure out the "missing piece."

There are two reasons I feel this is the biggest obstacle. First, it is easy to be blinded from that missing piece because you are focused on what you already know. For instance, we recently were quested to save the world, and we had figured out that meant we had to overcome the evil goddess. It wasn't until much later that we realized (via a Bardic Knowledge check) that the goddess could be killed through a specific ritual. All along, we had known that we had to stop her, but we hadn't thought specifically about how that could be accomplished. By sitting down and discussing the goal as a group, you're more likely to figure out that missing bit of information and overcome this obstacle.

The second reason this can be a big obstacle is much more devious; sometimes there isn't a missing piece to be found. This is a difficult situation because of the mental agony associated with it. You don't know what to do, and you don't know how to figure out what to do. You've interviewed everyone you can find, you've researched every old tome in every library you can find, you've even tried consulting with the gods. And now you're stuck... because there's no new information to find... there is no "missing piece." Well, that's the devious part: this piece isn't missing, it's misplaced. The DM is being devious and wanting you to piece together all the obscure bits of information from back to the beginning of the campaign into some coherent, usable body of knowledge. To overcome this particular obstacle, make friends with the historian in the group and review everything that has happened to you since you all met in that tavern.

"The Mind Is Always Chattering Away With A Thousand Thoughts At Once"

To succeed in your quest, you have to overcome the Great Doubt. You have to calm your mind and divorce yourself from the emotional entanglement that comes with your quest. You'll successfully reach the end of your quest if you take a few minutes of quiet reflection on your goal, and lay off the insanity peppers.

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Monday, October 06, 2008

Visiting the Archives: Using Spell Research to Augment Your Roleplay

Posted by Stupid Ranger at 8:00 AM
While Dante & I are house hunting this week, our posting schedule will be chaotic at best.  We didn't want to leave you without the Stupidranger.com content you've come to enjoy, I am reposting on of my favorite Dante classics, which originally appeared here August 23, 2007.  Enjoy it again!


Visiting the Archives: Using Spell Research to Augment your Roleplay
Once upon a time, there was a wizard named Medric. Medric was fascinated with rope tricks, so much so he spent much of his youth learning how to tie knots, do simple rope magic tricks, and generally annoy his parents.

As Medric ventured out into the world and had to use his spellcasting ability to keep himself safe, he quickly became resolved to use his interest in ropes to aid him in his quest.

I asked my Dungeon Master how he wanted to approach spell research, and his answer surprised me a little: write up a spell description based on the rules, and also begin to roleplay researching the spell. When he was satisfied with both sides of that equation, I could add the spell to my repertoire.

Medric spent the next several sessions researching different spells to base his rope magic, and he decided on a force spell similar to Magic Missle to propel the end of his rope through objects, after which it would do some residual rope burn damage if he continued to concentrate to direct the rope.

While he was researching, he decided to use this spell to bust through some melons and other various produce. After some practice, the DM allowed me to use the spell on some attacking orcs. It didn't end too well for the orcs, and Medric was happy that his research paid off.

During the spell research time, the DM would flex how effective the spell was based on a d20 roll. Sometimes it would do more damage than I had written in the spell description that I provided, and other times the spell would fail outright. Once, Medric's rope backfired and entangled him for several rounds.

I found this to be a much more engrossing way to research new spells, and certainly a lot more fun as a player than spending time slaving over a spell description and just having it appear as reality. It also presented some great opportunities for the rest of the PCs to see what was coming and experience the highs and lows along with my wizard.

I liked this approach so much that I have adopted it to use with my own campaigns. I'd love to hear thoughts on this process!

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