Visiting the Archives: Travelling…

2008 November 10
by Dante

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?

Wowbservations

2008 November 6
by Vanir

I have been playing World of Warcraft now for a few weeks, and I have noticed a few strange things:

  • They Seem To Have Borrowed Death From Pac-Man
    To a certain extent, anyway. The ghosts in Pac-Man don’t die. Their eyes just go back to their cage and they start again. Some might argue that this is inaccurate because the ghosts do not go to find their corpses and ressurect themselves there. I simply believe the ghosts do not care about resurrection sickness and they have no inventory.
  • Not All Creatures Are Created Equal. (Or Symmetrical.)
    One of the most annoying things about WoW to me is that when I need to go find 18 Thunder Lizard Tails for some random dude, I will very likely need to kill about 40 Thunder Lizards to get them. I can clearly see that you all have tails, Thunder Lizards! A friend suggested that perhaps during battle, I damaged the tails, and that makes them unusable. I would submit that I have 200 ranks in Skinning, and that my devotion to my craft and comittment to making quality leather products would prevent me from doing any such thing. Plus I have a policy of only attacking Thunder Lizards in the face. So unless they are uncontrollably pooping lightning and damaging their tails, I AM OFFICIALLY CALLING SHENANINGANS.
  • The People Of Azeroth Are Unbelievably Lazy
    In every town, there are all these level 40-50 people standing around, and they’ve all got problems. Oh, the Sand Kobolds are causing a ruckus and their numbers need thinned! So they need help, and my l33t level 10 skills are just right for the job. So I volunteer. And then I walk down the street a little bit (almost close enough to still be able to see the guy who gave me the quest), kill the offenders, and then go turn in my quest. What, is somebody gonna steal the stump you’ve been standing on all year? Or do you only have 1 durability left on that level 45 garden hoe you’re wielding and you sure as hell aren’t gonna pay Groshnak the weaponsmith the 2sp it would take to repair it after what he pulled at poker night???

    Maybe they’re not lazy. Maybe they’re all old people in disguise, and I am simply a lawn-clearing enforcement officer.

  • Vengeance Is A Dish Best Served With Specific Details
    The quest structure in WoW usually dictates you need to get X of this or kill Y of this. For an RPer like me, this makes some of the quests a little strange. If a local militia leader wants you to drive out a bunch of demons from the forest, he knows how many it will take to do it. If somebody’s family’s been murdered, they know EXACTLY how many dead Quilboars it will take to make them feel better.

    I wish I had that kind of information in my daily life! Then again, when I go to Taco Bell, I would probably have to order and pay four times before one would actually give me a taco (though my inventory would be full of bean burritos).

You have the right to be unique!

2008 November 5
by Dante

I have recently arrived in my new office environment here in Colorado, and there have been more than a few introductions and “getting to know you” type of moments. I am constantly amazed at the number of people that charactarize themselves as being “kind’ve a nerd” in a given hobby or interest, and the associated sheepishness or shame that comes along with having interests.

You have the right to be unique!

This statement can apply to so many different areas… but you have the right to be unique in your roleplaying or gaming interests, in your choice of characters, even in the systems you play or the modifications you made to said systems. That is one of the lures that makes the roleplaying game space so interesting to me… it is almost always up for interpretation and modification.

Why do nerds always feel ashamed?

It is your right and duty to engage in your roleplaying games, video games, systems, friendships, and interests in whatever way you desire, and it has constantly puzzled me why gamer nerds have this near universal shame that goes along with their interests. I’ve even seen it spill over into professional areas like computer programming and graphic communications. People seem to want to distance themselves from their passions and skills and I have never understood why.

Me? I’m a nerd and I’m proud of it. I like roleplaying, computer programming, and Heroes. I think it is time that we collectively stand up and embrace our nerdly leanings!

Who’s with me?

Visiting the Archives: The Evolution of Your Character

2008 November 3
by Dante

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.

Does video game facilitated roleplaying actually exist?

2008 October 30
by Dante

I’ve had a precious few extended jags in World of Warcraft over the past few weeks as we prepare for our move, and as I played the game by myself I found that it was pretty easy to engage in the storyline. A few times, in fact, I actually felt invested that my character would want to actually help the world and it mattered.

Then I got the opportunity to run through an instance of Ragefire Chasm with some more experienced players. I understand that each person plays the game in their own way, and often the raids are about efficiency. My experience of actually engaging in the storyline was pretty well shattered by “talk to this guy, get this quest, then get back down there and more killing.”

So I ask you, loyal readers… has anyone had a satisfactory roleplay experience using a packaged video game (such as WoW, Neverwinter, etc) as a medium? Granted, we weren’t trying to replicate D&D style roleplay in our World of Warcraft efforts, but it was a bit amazing how quickly things devolved into hack and slash, efficiency gaming once a group came into the mix.

So let’s hear it from you… does video game facilitated roleplay actually exist? Can it be done?

Visiting the Archives: Roleplaying Pitfalls pt. 2: Hogging The Spotlight

2008 October 27
by Vanir

Today we bring you the second installment of Vanir’s Roleplaying Pitfalls opus, where he details spotlight hogging and how to manage that urge!


Originally posted on 10/10/2007 by Vanir

I’m SO guilty of this one: you have concocted a brilliant idea that puts your character in the spotlight and provides hours of roleplaying opportunities – for you.

Enjoy your time in the spotlight, but don’t hog it every week. If your group spends more time on hastily-constructed side quests that you caused (or worse, watching you complete them alone) than they do on the actual plot, you might want to back off a little bit.

If You Must Hog The Spotlight

Make sure it’s worth it! In our group, we usually set aside some time every campaign for some PC-specific stuff, which is a lot of fun. So when it’s not my character’s turn and I decide to do something completely off the map, I usually try to do something to further the story in my own way.

A good example of this is the time I thought everybody in our party had been captured aside from Bat Loaf and I decided to convince a bunch of low level wizardry students to help me rescue my comrades by showing them how to score with the ladies. Off the tracks: you bet. Hogging the spotlight: check. Well-received by the party: well, nobody threw anything at me (even the Stupid Ranger!) and it was entertaining enough that everybody seemed to be having a good time!

An even better solution would be, if possible, to convince your compatriots to join you on your crazy mission. Your GM’s head might explode, but at least you’ve involved everyone AND you still get to do what you wanted.

Metagame (Slightly)

There’s a certain point where you just need to shut up and go with the party. Yeah, I know it’s not what your character wants to do and he totally would just leave them and do his own thing in this case. Usually, a D&D campaign is based around the fact that the party has a common goal and is willing to work together to reach it. There’s some leeway there, but by and large that’s how this game works. As I frequently say on this blog, there are other people at the table, and they probably want to play too. Would you rather play D&D with your friends or continue to play in your sandbox by yourself?

Like so many other things, being in the spotlight is best when done in moderation. A little can be entertaining, too much isn’t fun for anyone. Keep the lines of communication open with your group, and you’ll find the right balance. Until next time!

Visiting the Archives: Roleplaying Pitfalls…

2008 October 27
by Vanir

Last year, our good buddy Vanir created a truly excellent thread on Roleplaying Pitfalls. I would like to present the first installment wherein he examines schtick and its effect on your roleplaying experience.


Originally Posted on 10/7/2007 by Vanir-

In a lot of gaming groups I’ve played in, it’s not an unusual occurrence for eyes to roll and mumbles of “damn it, not again” to be overheard when somebody decides to roleplay. Frequently, this is because the would-be roleplayer has decided to do something stupid and/or outrageous in the name of roleplaying. Having put much more emphasis on roleplaying in the last several years, I think I’ve figured out a major reason why — and how to minimize its effects.

Schtick
When some people roleplay, it’s more like they’re following a list of unchangeable rules they’ve established for their character. They’re dedicated to “fighting evil” and that’s what they do no matter what.The worst example of this is the dreaded “attack on sight” mentality.

I’ve also seen a lot of people who think a particular concept would be funny and that’s their character’s schtick for the whole campaign. For instance, their character is afraid of rats so they’d make a big five minute deal about checking for rats under every snowbank if they were in the middle of the Arctic tundra. These kind of characters seem to me like the player is telling a joke that takes six months or more to tell — but the punchline still makes everybody roll their eyes. It wouldn’t be so bad if this was something this character does somewhat regularly in the course of roleplaying, but when it happens without fail, even during battle, it is murder-inspiringly annoying.

You’ve probably figured out by now that I’m not crazy about this particular brand of roleplaying. Either the characters just get irritating or the players do things that cause things to go horribly wrong “because that’s what their character would do”. Like charging a dozen orcs all by yourself with a first level wizard.

Of course, there are always the characters that you didn’t mean to end up this way. These are the ones that you’ve honestly set out to roleplay fully, but either the concept didn’t work out as well as you’d hoped or the setting changes or doesn’t allow you to do what you had planned. And you end up doing the same thing over and over and over and getting bored. Bat Loaf is a very good example of this — he was a ton of fun to play for the first 5-6 sessions. The problem with Bat was that there were many, many roleplaying opportunities well-suited for him in the beginning and it was fun because his misadventures would spill over into what the other players were doing and vice versa. As the story progressed these roleplaying encounters dried up in favor of Major Plot Events — but there was still an inn, booze, and women in every town we’d travel to. Eventually the cycle of “go to inn, get drunk and find chick, run away, occasionally Inspire Courage +2 in combat” got old. For everyone, since it meant splitting the party pretty much every single session. And it just got boring for me.

Intentional or not, the problem with schtick is that it eventually gets in the way. One-trick PC’s are either a direct hindrance to the game for everyone, or they just aren’t fun anymore after awhile.

The Cure

I think schtick comes from three sources: lack of imagination, laziness, and an inability to sense danger. A little effort goes a long way when making your character. And the reason the other players get irritated when a Schticky player does things is because he’s not playing the same game they are anymore. He’s playing his own and doesn’t care about the consequences for everyone else. Which makes them want to hurt him.

Here’s a few ways to avoid personal bodily injury:

  • Well-Developed Characters
    Well-developed backstory and character motivations and schtick don’t mix. They cannot exist together. A well-developed character with a frequent quirk is fine – it’s just a personality trait and doesn’t define the character. The difference? A one-trick PC is that same quirk armed with a battleaxe.
  • Acknowledge That Your Character Has Intelligence
    Your character REALLY hates orcs. Your character is also, in most cases, an experienced warrior. They know it’s dumb to face a dozen orcs alone. Instead of attacking them all, think of strategies. You might even use (gasp) TEAMWORK. Or decide that you could do more damage later if you live to fight another day. Most one-trick PC’s are roleplayed as if their INT was about 6 or 7. Their INT scores are probably much higher, which means they wouldn’t think in such simplistic terms as “ORC! BOB SMASH NOW!”. Act smarter than that, and make your PC’s act smarter than that.
  • Change Things Up
    Nothing says your PC can’t change if it’s not working as planned. Hell, an emotional crossroads makes for a good roleplaying excuse. Incidentally, that’s how I saved Bat Loaf from one-trick PC hell — I married him off, got him some new abilities, and had him start a bardic rock academy / militia. All of a sudden the old boring stuff became backstory for me to build on and he’s fun again.

Hopefully, this will significantly decrease the number of eye-rolls at your gaming table. Have you had problems with Schtick in your gaming group? We’d love to hear them, and how you deal with it.

In the next installment of Roleplaying Pitfalls, I’ll talk about another issue plaguing today’s modern roleplayer: the dreaded Spotlight Hog!

Until next time….

<evil laughter>

Oh wait, wrong column. My bad!

Fun-Eating Zombies

2008 October 23
by Vanir

As I mentioned a couple days ago, Team Stupid Ranger has started playing World of Warcraft. I’ve been fairly pleased with the game so far. It’s a bit heavy on the kill <number> of <creature> and bring me its <body part>, but overall I’ve been having fun exploring new places and doing things as a group.

However, as part of the launch of their new Wrath of the Lich King expansion, zombies have started to appear everywhere in the game (especially near major population centers). And, like most zombies, they kill people, who in turn also become zombies. Sort of. When a player gets turned into a zombie, they can still control their character, and they can’t use their old skills but they get a new set of skills revolving around the eating of brains and infecting others. Sometimes you get infected but you haven’t turned yet, and it’s a race against time to find someone who can cure disease.

It’s a very cool idea, and a great thing to do during their Hallow’s End celebration. It’s a lot of fun for everyone — well, except low-level players like myself. You see, the problem is that when a level 70 player gets turned into a zombie, he’s still strong enough to kill my poor little level 24 shaman in one hit. Sometimes I turn into a zombie, other times I just die outright. Now imagine being me, just trying to turn in some quests so I can keep levelling for the first time. I go into any major city, and a group of at least 10 level 70 zombies is waiting for me. After dying/getting zombified 5 times trying to get away I try to escape this madness by questing in the Barrens, which is basically a field that contains nothing but grass and deadly velociraptors, and there are frickin’ zombies roaming around killing low level characters.

I’m really not enjoying this. This makes levelling insanely hard (which makes me even angrier since I am on a limited-time Refer-A-Friend, and I want to try to get a couple characters to lvl 60 before it ends). I’d really be mad if I wasn’t playing on a PvP server, those poor bastards on PvE and RP servers are getting PvP they didn’t sign up for.

You’d think Blizzard would have learned from what happened in the Corrupted Blood incident a couple years ago that it’s a giant pain in the ass when all your major cities are infected and the vast majority of the NPCs you need to talk to are dead (or trying to eat your brains). But that was a little different. That was a bug that people exploited and it spiraled out of control. This is Blizzard basically giving the greenlight for mass griefing. When you get zombified, you’re really not able to do much aside from walking around, infecting others, or killing others. So we’ve got hundreds of players who are basically now bored and have one option available to them. Oh yeah, plus this is an MMO so the Greater Internet Fuckwad Theory is in full effect, so not only are they going to kill everybody they see, they’re going to stand around with 50 of their friends and camp your corpse too. If the zombies couldn’t all one-shot-kill me, it would help. And I can’t play the game I wanted to play, and most of the time I can’t play with the zombies infecting others because I’m either dead or one of the level 60 guards kills my weak little level 24 zombie ass (in one shot). I can walk back to my corpse. Over and over again. Which, frankly, is not worth $15/month. What I wish they’d do is make all the zombies weak and slow. You know, like zombies. God knows there are enough of them, and you could even spawn more that weren’t players to make it feel like a real live zombie invasion.

Making this worse for me is that the roleplayer in me finds this whole zombie scenario completely amazing. If I didn’t have to level and I had to help defend the last bastion of civilization from wave after wave of the undead, trying desperately not to join their ranks, this would be AMAZING. But the execution leaves something to be desired. And by that, I mean if the zombies are here to stay, I’m going to cancel my account. Especially since Blizzard appears to be trying to get more new players and for existing players to make new characters with their triple XP referral program, this is a completely terrible idea. This thought keeps me thinking this is temporary and for effect, so that you take the Lich King seriously as a world-threatening villain. But if they really expect brand new players to hang in there not having fun and never getting anything done for a month while they’re ruthlessly repeatedly murdered by members of their own faction “having fun”, I hope it comes back to bite them in the ass. Turning it, obviously, into an ass-zombie.

Constantingly spiraling to new heights…

2008 October 22
by Dante

The weather is starting to turn cold here in Central Illinois, and on a slightly brisk walk out to my car I mused for a moment about how great it would be if I didn’t care about what the weather was doing. We happen to be in an area that constantly gets hit by tornados over the summer and we tend to get several bad snowstorms a year that are generally quite inconvenient.

Constantly heightening…

For no particular reason, I started thinking about weather effects in the D&D campaigns that I have ever been in. In the sessions that I have run, I tend to like to use weather to color a scene and not generally as the main focal point of a game, however I have often run into the problem of how to introduce weather as being significant when it hasn’t been to your characters up to this point.

This problem is compounded by the fact that as characters get higher and higher in level, they tend to be less and less concerned about environmental factors to their adventures. You could always cop out and make some sort of “killer storm” crop up that does 20d6 lightning bolts, but that just seems a little tired and obvious.

The only sessions that I have been truly impressed by the use of weather as a plot point happened to be a seafaring adventure that we did. The DM essentially made a terrible storm that just hung around and kept getting progressively worse, until it spawned elementals for the group to do battle with. The combination of setting, urgency (if we didn’t get off the ship, it was going to sink into the middle of the ocean), and appropriate use of weather-based creatures made this scene a real winner in my mind.

I would love to hear some other success stories where DMs (or players) have used weather to augment a story in a organic, meaningful way. I tend to struggle with this as a DM, hopefully the comments will generate some great new ideas!

Dealing with dramatic stress…

2008 October 20
by Dante

As a side-effect from our relocation proceedings, I have been One Stressed Out Dude. Last night as I sat on my couch waiting in vain for some of Fox’s Animation Domination to be funny, I was thinking about stressful situations and how they play out during your standard D&D campaign.

The Dramatic Stress

The first stressful situation I would like to discuss is that of the dramatic stressor. The dramatic stressor is any scenario engineered explicitly to be stressful for the characters. This could be a dramatic plot moment, a tough decision to make, or some other storyline element that requires the players to choose between A and B. (I usually pick A, as a general rule.)

With this approach, you must engineer a way to foster roleplaying as a foundation for the stress and the decision making process. I have had several DM’s employ a DECIDE NOW! mechanism of compelling overly thoughtful players into making a snap decision, but I find this approach only limitedly effective for keeping the storyline moving.

Yes, that’s amplifying the stress levels felt by the players, but in reality there is a certain amount of thought that goes into your standard character response as it comes from a player. “What would Randor the Magician do in this situation? Wasn’t his mother eaten by boars and wouldn’t being commanded to feed the pigs be very offensive to him?” and so on.

Stress can help build a cohesive group.

If you can engage your entire group in the decision making process, the dramatic stressor can really turn into a teambuilding experience for your roleplaying group. It is a tool that can be used effectively quite often, so long as you’re not forcing your characters into making a decision that they won’t benefit from in some way. Keep in mind – plot advancement is a benefit, sometimes as much as treasure or experience!