House Rules Poll

I started reading some of the Castle Keepers Guide for Castles and Crusades this weekend. Right up front there is a one page section on not being bound by the rules. If the rules are impeding your fun, amend it, change it, but do not let a rule get in the way of your fun.

This got me thinking a bit and is the reason behind today’s poll. How many folks out there house rule their game? A little? A lot? Absolutely not? Does the type of system have an influence on whether you house rule your game or not?

Feel free to use the comment section to clarify your use of house rules. I am sure the poll won’t completely capture people’s use of house rules.

Here is the poll:

[polldaddy poll=6608181]

We’ll let the poll sit out there for a few days and then I will comment on the poll results and my thoughts on house rules.

Campaign Settings: Published vs. Homebrew

Any GM getting set to start a campaign must make a choice up front whether to run a published campaign setting or a homebrew. This choice helps set the stage for the whole game.

Several factors can influence which option a GM or a group chooses. Sometimes the GM makes the choice for the group, considering time, familiarity with a published setting and interest in a published setting. Other times the group will come to a consensus, though I find this more the case of how interested the GM is in running a published campaign world and having players have some input on which one.

My Past Choices

Since I came back from my sabbatical from gaming many years ago, I have been running my games in published campaign settings. I originally came back with Forgotten Realms, dipping my toe in little used areas, like The Vast (yeah, go check your campaign maps, it really is a region). Then I moved on to regions like the Silver Marches for the region to start my games.

I had a brief stint of seriously considering converting my games to the world of Erde from Troll Lord Games. I never did end up running a game in that world, but I think the fact it was lesser used and more of an unknown to many people is what tempted me to try that campaign setting out.

After many years of Forgotten Realms games Golarion caught my eye from Paizo and I started to run games in Golarion. A large portion of that was due to adventure paths being set in the campaign world, so it was only natural not to re-write all of those bits.

Why did I choose published campaign settings when I picked up gaming again? I thought it would save me time. I wanted to run adventures, not design whole entire campaign settings. That was my prime motivating factor in choosing to run published settings.

Now I do like the settings I have chosen in the past. I am a Forgotten Realms fan and Golarion has proven equally fun to read and run as well. But essentially, I chose these settings because I thought it would save me time by laying the framework of the world as my canvas.

Reconsidering

Recently I have found myself reconsidering running games in a published setting. I am starting to question whether it actually saves me time or not. The biggest hassle of running campaigns in published settings for me is the constant nagging that a decision I make on the fly ends up contradicting something within the campaign setting. Getting a distance wrong, judging the next door kingdom’s attitude towards the one the characters are currently in, the name of a prominent Inn in a major city, and more. Frankly, it starts to feel like homework learning a new campaign setting well enough to run without constant contradictions. The prep just to learn the published setting starts to take away from the time I can prep for an actual adventure itself.

My New Choice

For my most recent campaign under the Dungeon Crawl Classics RPG system, I chose to “homebrew” my campaign world. Rather than starting with a completely mapped out and detailed world, I took a module and used it to start my world. From there we will be growing out as needed, the lands become more known and the story growing from there.

If I need an organization as a plot hook, I make one up instead of researching it. I can often make one up with some rough notes faster than I can research published materials to find just the right one. If I need a Kingdom next door that is threatening to stop transportation of raw materials, I can again jot down a few notes and the Kingdom springs into existence.

Or maybe I do see a city map and description I like in a published setting’s guide. I am free to yank that for my own use and drop it into my world. I can use the building names alone, borrow NPCs, or if I need, ignore power structures that don’t blend with my world and remove them.

So far it has been a great decision. It feels much more liberating. Things I make up on the fly are jotted down in notes and the world grows outward from there. No worries of contradicting something or needing to reference a campaign guide.

For times I do need something more involved, I can borrow something from a published setting and drop it down into my world with much less concern of invalidating something that is canon in the campaign world.

Conclusion

For years I thought I was saving myself time by choosing a published campaign setting. Given what I have learned over the past couple of months I am not so sure anymore. I think the work to make things fit well into a published setting wasn’t really saving me as much time as I thought.

With that said, I still plan on reading various campaign settings and collecting the ones that interest me. There are a lot of good ideas out there and I would be foolish to ignore new settings all together.

What about you? Do you find published campaign settings a timesaver?

High Level Characters, Low Level Adventure

My local group recently finished up Council of Thieves. I did not run the campaign, the other GM in my group has been running it. This past week we started in on Serpent’s Skull. That sounds typical of a lot of Pathfinder groups I am sure. Finish one Adventure Path and then move to the next. The difference in this case is that our GM let us bring our characters from Council of Thieves to the Serpent’s Skull campaign. 10th level characters tackling a 1st level adventure.

My local GM has a habit of trying unusual things with his games. Our first game with him many years ago had the 1st level PCs finding a 150,000gp treasure hoard. Back in the 3.5 days he used to give us a feat every level. This time it is letting us carry over high level characters to a lower level adventure.

He has been planning this transition for several months, he mentioned it even towards the beginning of Council of Thieves. As the previous Adventure Path wrapped up he mentioned again that he was going to give us the option of carrying our characters over. Of the four of us, three chose to continue with their character. The three that chose to continue with their characters include a bard, rogue and inquisitor. The fourth had an urban ranger and did not feel he would fit in, so re-rolled an oracle. The fourth is entering the campaign at 1st level.

I have a lot of faith in our GM to pull things off like this. We have a good group, we trust each other and so far our GM’s experiments have typically been successful. The other advantage he had going for him was the premise of the initial module of the AP involving a PC losing nearly all of their gear. He had a built-in way to separate us from all of our magical gear. Prior to the session he advised all of us to redo our character sheets without any of our gear except for one item of our choosing.

The GM had a hook to blend the APs together by taking an object we found amidst the Council of Thieves and needing to take it to the Mwangi Expanse to destroy it.

With the adventure underway the group found ourselves on an island minus a lot of our gear. Immediately we faced our first combat encounter with some crab-like scorpion things. The creatures obviously had their hit points boosted as it was taking several hits to kill them. They were still easy to hit, so the AC was the same. They were able to cause poison damage and that DC was left alone, though a combination of poor rolls still left 10th level characters feeling the effects of the poison.

Afterwards the GM confirmed with me my suspicions. All he had done to the creatures to ratchet them up a little was increase their hit points. The lack of gear really reduced the power of the characters and a few bad rolls still made the creatures somewhat of a threat.

Survival on this island is another component of the initial Serpent’s Skull adventure. Even this has its moments of challenge. The survival rolls are pretty easy, but there are only two characters, one of which is an NPC, that have decent ranks in survival. There are still several logistics of survival on the island to figure out that require us to think as players regardless of level. So even with high level characters this element of the AP still retains its fun. Granted our party’s make-up has some influence on this as we lack a wizard or cleric.

We are only one session in, but so far the experiment seems a success. By stripping us of our gear and boosting the hit points of the creatures we face, the element of fun is still there. It has been an interesting blend of Adventure Paths and I look forward to seeing how the rest of it plays out.

15 Minute Work Day

A frequent complaint one hears about D&D (and Pathfinder to a degree) is the 15 minute work day. The 15 minute work day is the potential for a party to want to rest after they use all of their big resources. This is often at the behest of the Wizard or Cleric of the party after they have used their more powerful spells.

This problem generally lines people up on two sides, both of which can be rather vocal about the issue. One side says this is a problem in nearly every D&D game they have played in and the other says they have never seen it in their games. These arguments usually fall between “it is a systemic problem it isn’t our fault” to “you are playing the game wrong, there is not a problem with the system”. This debate has been going on for a long time, occasionally resurfacing on various forums or twitter feeds.

Why bring it up today at The Iron Tavern? Conan. Conan and The People of the Black Circle actually.

Let me back up just a step though before I get into Conan and the 15 minute work day. I obviously have an opinion on the 15 minute work day, I think everyone does. I fall into the group of people that really has not seen the issue that often.

As a player our groups nearly always push onwards and our wizards tend to be conservative with their spells and manage their resources. That does not mean we adventure on until our resources are completely depleted, but we typically carry on for a good number of encounters before seeking out a place of rest. This has been the case for my local group, for the many organized play games I have participated in, a multitude of play-by-posts, and games I have played online in. Do the casters sometimes announce that they are running low on prepared spells? Yes. But the group as a whole typically pushed onwards.

From the GM perspective I have similar experiences. Players I GM for also tend to push onwards in adventures I run. Sometimes to the point where I actually think it might be best for them to rest up a bit before continuing. This experience is from many varied mediums as my play experience has been.

Given the number of different groups and situations I have a really hard time thinking this is a systemic problem as many like to state. To me a systemic problem would be widespread enough that I would have run into the problem in my playing of the game. I can see room for abuse by a 15 minute work day, but I don’t see it as being a systemic problem in the rules.

There has been one campaign where I found myself facing 15 minute work day scenarios. Kingmaker. The way the exploration portion of Kingmaker works the group will very often find themselves facing every fight at full resources. Now this is an example a systemic problem. As the Kingmaker Adventure Path is written, the PCs are only ever going to face one, two, maybe three encounters in a day during the exploration phases of the campaign.

Back to Conan. I recently started reading People of the Black Circle by Robert E. Howard. As I read that book a distinct thought tumbling around in the back of my mind was if GMs ran their games like that story, the 15 minute work day would never be an issue. The heroes (and even the enemy for that matter) have several moments during the story where they have no choice but to continue on regardless of the status of their resources or how depleted their forces were.

Conan and his companions cannot stop to wait or rest, even as they watch a good number of their forces perish. The girl must be rescued! To wait and recoup health, forces, or arrows is sure to meet with the untimely death or worse for the girl.

The defenders are heavy users of sorcery and at one point in the book are shown using various spells to defend themselves. As the battle unfolds Conan even remarks that they must have lost their capacity for magic as they further retreat. But those sorcerers cannot simply stop and rest! They have a fierce barbarian and his dwindling horde knocking at their doorstep!

Pacing as shown by example in People of the Black Circle is what GMs should strive to obtain. This puts the PCs in an exciting adventure with stakes that mean something to the characters. It paints that sense of urgency that will keep things moving forward and not a series of fight, sleep, fight, sleep and so on. The type of magic system simply will not matter, because it is irrelevant. The PCs must go on to be the heroes, to do otherwise simply ends in devastating failure.

Review: Never Unprepared – The Complete Game Master’s Guide to Session Prep

Author:  Phil Vecchione
Publisher:  Engine Publishing
Price: Print+PDF Bundle $19.95 / PDF $9.95
Pages:   132 (digest)
Tankard Rating:  5/5

The Book

Never Unprepared: The Complete Game Master’s Guide to Session Prep is the third book out from Engine Publishing. The book is written by Phil Vecchione, a gamer with 30 years of experience and illustrated by Matt Morrow and Christopher Reach.

Never Unprepared is a guide to session prep of any type of system you like to play, whether that be a fantasy genre, sci-fi, modern, or any other genre. The process it works the reader through is applicable to your RPG system of choice. The book has three major sections as the author walks the reader through the process of session preparation.

What is Inside?

The first major section is about understanding prep. This area delves into the five phases of preparation – brainstorming, selection, conceptualizing, documentation, and review. Each of these sections cover the individual process and defines it, covers what happens if you spend too little time on that area, what happens if you spend too much time on that area and how to improve and strengthen this area of your prep. Each section closes with a short question and answer section to help give the reader a feel for their skill level for these areas.

The next major section covers the prep toolbox. This section talks about tools for prep. It does not try to steer you towards good old fashioned paper and pencil or to more modern electronic tools, but talks about pros and cons and knowing your own abilities. It also talks about what makes a good tool for each of the building blocks of prepping a session. This helps the reader make a good choice for themselves regardless of whether they prefer electronic or paper and pencil tools.

Another interesting portion of this section is mapping out your creative cycle. The author is a working professional with a family at home and knows what it is like to carve out prep time. He walks you through a technique to map out just how much free time you have and then figure out when you are most creative. Using this information you can more easily map out when you should be scheduling your prep time, yet still balance with work and your family life.

The final major section of the book covers evolving your style. This talks about various concepts to make your prep a little easier. It covers building templates for you to use to help guide your prep. These templates can vary based on when you consider your strengths as a GM and what you consider weaknesses. When prepping areas that hit your strengths you can get by with fewer details. When prepping areas that you feel weak in, including a little more detail can be good.

Using a prep-lite approach in for session preparation is also covered. This includes more tips for getting the amount of preparation you need as a GM just right, while using each of the five steps detailed earlier in the book.

The final portion of this section talks about what to do when the real world intervenes. We have all been there where something comes up that cuts even more into what little time we have to prep. Several scenarios are covered in this section and how various obstacles can affect your prep and how to adjust.

The PDF version of this book is wonderfully bookmarked and has an extensive index. It is good to see that Engine Publishing understands the value of a well bookmarked PDF and the value of a good index. These things do matter to RPG consumers.

But Is It Any Good?

This book was very good. This book should be standard issue to any new GM or any GM that says they simply don’t have time to run a game anymore as real life responsibilities increase. The author has been there like all of us, from the time where we could spend all afternoon evening prepping for games, reading about gaming and doing research for the game. Now, with careers and families there just isn’t the time to prep like we used to. This book shows you how to make the most of your time and get the prep done you need to run a quality game.

Session preparation is often looked at as a very large task. Never Unprepared breaks it down into reasonable chunks of preparation. Some of these chunks can be done in the shower, while you wait in line and other places with minutes of downtime. Other portions of prep do take more contiguous amounts of time, but the book helps you determine where you can find these chunks of time and how to reduce the stress sometimes associated with taking time out of your day to work on gaming prep.

I appreciated the fact that the tools section did not push you into one particular tool or style. The author spent the time to tell you what was required of the tool, leaving it to the reader to pick his or her preferred tool based on requirements, not on someone pushing you in one direction. Understanding what a tool needs to accomplish goes further to helping the reader choose the right tool than anything else.

I also found the mapping of your creative time in contrast with your free time very valuable. I have never sat down to map out my free time, much less apply a creative time peak map over that. These tips can go far to help reduce any tension you might have within your family for taking time to prep games. The methods outlined in this book do not require you to abandon your work of family responsibilities.

This book will help you better prep for your games and work this prep into your busy schedule. The techniques outlined in the book are very solid building blocks to making sure the time you spend prepping for your game is well spent.

The next time I hear someone say they do not have time to run a game I will immediately point them to Never Unprepared as a place to start. This is a high quality offering from Engine Publishing with invaluable advice to anyone trying to figure out how to more effectively prep for their game.

Tankard Rating
5 tankards out of 5 tankards

Note: The Iron Tavern was provided a review copy of this book.

Playing RPGs Online

photo by Kurainisei

Gaming has come a long way from the time when I started. Having grown up in a very rural area it was quite difficult finding a reliable group, much less one where we had a convenient location to play. Persistence paid off though and through many of my school years I had a group to play with despite the logistics.

Even today I still live in a rural area. I have a major city within thirty minutes, which helps, but it does mean hosting the game at my house is a rare opportunity. The difference between my youth and today (besides better modes of transportation) is that the opportunities for gaming online option exists.

Here at The Iron Tavern I have covered Play-by-Post gaming through a series of advice posts for a successful PbP game. This is still a great option for those that have scheduling issues. But as we all know, PbP gaming is slow, bordering on tedious. Luckily today we have even more options for online gaming.

Virtual Table Tops

Virtual Table Tops is certainly one of the game changers. Providing the ability for connected users to view a battle mat, move tokens and in many cases resolve combat via a series of clicks. Built in chat, frameworks for enhanced system support are features of many of them making gaming via the Internet much easier.

I’ve toyed with many of the VTTs out there and have played actual games on both TTopRPG and MapTool. Others such as Fantasy Grounds are nice VTTs as well, but I tend towards the free VTTs when possible as I find it lowers the cost of entry. Among the freely available ones I prefer MapTool for several reasons.

photo by benimoto

MapTool works on both Windows systems and Mac systems, which is a tremendous, plus for it. MapTool can be as easy or as complex as you want it. If you want easy, it can act as just a battle mat to move tokens on. Or you can use a framework for the system of your choice and use vision blocking and fog of war for a complete experience.

I have also used TTopRPG in actual gaming situations. It only runs on Windows but is pretty easy to get up and running. The macro system is simple, but easy to get the hang out. The lack of support for the Mac is the biggest thing that keeps me from investing my time into this VTT.

Voice Communications

There are several ways to handle voice chat over the Internet these days. The more popular options include Skype or Ventrilo. There are pros and cons to each. I like Ventrilo because it seems to consume fewer system resources. Skype seems more familiar to people. I have played with both. Despite my preference for Ventrilo, I have probably played more games over Skype.

Wizards of the Coast has a VTT in beta that has voice chat built in. I have heard good things about it, but I have not used it to comment on the quality of its voice chat. While I prefer a modular approach, there could be some advantage to having the voice chat built in to the VTT itself.

Video Communication

Some people prefer video for when they play. I tend towards just audio, though that is largely due to bandwidth constraints on my end than anything else. Skype has a video chat option, but you have to pay to do video conferencing with it.

Enter Google Plus with its Google Hangouts feature. This enables group video chat for up to ten people I believe if your bandwidth will support it.

Other Battlemat options

Some find the VTT option a little overwhelming or they do not want to deal with troubleshooting connections to the person hosting the server.

One that I hear mentioned frequently is Twiddla. Twiddla is a free online whiteboard that does have some interesting features. I played with adding an image to the whiteboard and adding some tokens and it seemed to work well. The advantage to this approach is that people connect to a shared whiteboard instance and do not need to connect to a server running VTT software at someone’s house. It makes for a lightweight solution.

Another option is to share Google Drawing document, which also allows you to place tokens on an image (i.e. of a map) in the Google Drawing document and allow people to move them as representations of their character.

Bringing it Together

As you can see there are a lot of pieces to gaming online. Using the applications mentioned above you can combine them in several different ways. You can go with a full on VTT and Skype with just voice. You can go with a VTT and Google Hangouts with video chat. Or you can go all Google Hangouts and maybe just share a Google Drawing or use Twiddla to meet your needs. There are a lot of choices out there now to meet your online gaming needs.

One other factor that comes to bear on your decision of what tool to use is your game system of choice. If you tend towards the more complex systems that lend themselves to the use of battlemats then a full on VTT might be the best option for you.

If you use a more rules light game where combat is less reliant on a battlemat, then simply using a Google Hangout with only voice or video might serve your need.

In any case, gamers today have much better opportunities to game today than we did just a couple of years ago. You are no longer limited to gaming with people within driving radius of you, but you have the whole world to find gamers to game with!

New Year, New Games

photo rights to canonsnapper

The folks over at Gnome Stew are hosting a New Year, New Game blog carnival as part of their 2012 New Year, New Game contest. This post is The Iron Tavern’s participation in their blog carnival.

New year, new game. Sometimes groups get in their groove and neglect checking out new games. I am extremely guilty of this. In fact, of the people in my local weekly gaming group, I am likely the one most guilty of not playing a lot of new games. I tend to get pretty focused on a system and not drift too much from that.

I always have good intentions of course. But with what limited gaming time I have, I try not to spread myself too thin or not want to give up a gaming night to another system that I would be learning from scratch. This results in me sticking with my game of choice at the moment.

Now over the course of 2011 I did get to play some games outside of my normal preference of the fantasy genre. The Kingmaker game I am running went on hiatus for a few months and this presented a great time for others in my group to run a few things. So we saw Supernatural run, Call of Cthulhu and a mini-arc Star Wars campaign. Okay, I admit, I’ve played Star Wars before, but the others were new to me. I had a good time playing the different games and I should make a more conscious effort of trying games outside of my norm more often.

Given the routine I get in, let’s look at some of the things that do get me interested in breaking that rut and trying something new.

The biggest thing? One-shots. Tell me the game is a one-shot and I am much more open to trying a game. The risk with a one-shot is minimal, if I don’t like it I only spent one evening on it and still managed to hang out with friends. If I do like it, then we can go from there and maybe work the game into rotation more frequently.

Next up is the excitement from the person proposing the new game and how good they do selling it. Want me to be interested in trying out a different game? Tell me how it is cool, what makes it unique? Do you seem excited when you tell me about it? The pitch for the new game is a big factor in how warm I am to trying it. Sell me on it.

Finally, I like for the person that will be running the game to know the rules pretty well. A lot of questions come up in one-shots. How does this work? I want to do this, what do I need to roll? What skill do I use? Do I want to roll high or low? Quick answers to these questions keep things moving quickly and keep things from getting bogged down during play.

I have been pretty spoiled by our de facto RPG expert in our group. He is very well versed in all things RPG and is an encyclopedia of rules knowledge of a myriad of systems. When he’s pitching a new game system I am much more apt to say yes.

Now that I have covered what gets me most interested in breaking my routine and trying a new game, let’s look at what I most want to try out in 2012. I have three games on that list. FiascoThe One Ring, and Dragon Age.

Fiasco interests me because I keep hearing great things about it on various social networks. It is also outside my norm from what I understand, yet it still intrigues me. My RPG expert in my group is familiar with it, now I just need to talk him into running it!

The One Ring is a game I have purchased and also have interest in either running or playing a small mini-campaign in. Followers of The Iron Tavern have seen me talk about the game before, but it looks like it does an excellent job of painting a Tolkien world through game mechanics. The combat system also looks interesting too me and quite different than many of the d20 systems I am used to.

And finally, Dragon Age has recently caught my eye. The artwork on the cover of the upcoming 3rd set is very impressive and I downloaded the Quickstart Guide as a result. It looks very promising and might be a viable option for remote play over Google Hangouts or Skype due to less dependence on a battlemat.

In closing, here’s to breaking out of your normal gaming routine to try something a little different in 2012!

The Dragon Hoard

This post is part of the Got Loot RPG Blog Festival. Make sure to check out the other posts under the banner of this festival!

The dragon’s hoard. The very image of a dragon’s hoard is sure to draw immediate visions grandeur to any fantasy gamer’s head. Think about it for a moment, what images came to your mind when you read the title of this post?

I remember as a kid thinking of that huge red dragon dwelling in some deep, dark cavern lit by the glow of dimming embers from some unknown source. The floor of the cavern mounded high with coins, a mound that rivaled the size of the small hill at the local park. Amidst the near uncountable coin pile were more treasures – portions of armor, shields, swords of unknown legend, rings, chests and don’t forget the gems of a dizzying array of colors.

These images of a dragon’s riches have been a staple of fantasy for a long time. Smaug from The Hobbit was the first dragon to conjure this image for me. Later reading of various D&D rulebooks and monster tomes further cemented this thought of great red dragons sitting atop piles of riches.

That was then, this is now

Of course as we gamers play the game longer some of the things that once held mystery and excitement become the mundane. After defeating the great red dragon its treasure hoard becomes simply a pile of game statistics. How many gold coins, how many silver coins? Then a series of detect magics for sorting the magical items from the non-magical items which is soon followed by a series of identify spells and spellcraft checks to figure out just how many pluses and special abilities does that glowing sword have.

Treasure becoming mundane is not just a problem with dragon hoards. It is just the prime example of if even the dragon’s hoard can become mundane, loot held by other creatures during the course of a gaming adventure has no chance.

In fact I have posted previously about this issue in my Putting the Magic Back article just a month ago. That article was a broader look at magic items becoming mundane, here we will be focusing in on the dragon’s hoard and bringing the magic and mystery back to it.

Turning it around

Where do we start as a GM? What can we do to put the wonder back into this hoard of treasure the heroes are going to get when they put an end to that evil red dragon living under the mountain?

First, as the GM you must embrace the wonderful opportunity you have to make this dragon hoard part of something much more! This is your chance to introduce plot hooks galore or simply offer ways to explore the history of your world.

The ordinary

Let’s take a look at the more predominant item in the dragon’s hoard – gold coins! Lots of them! This dragon has been the terror of this region of your world for many years, right? It will only make sense that the coins in this hoard will not be ones the party is used to seeing in day to day exchanges. There will be coins from ancient civilizations. Describe some of these coins to the party as they find them. Note unusual depictions, perhaps of great structures that no longer exist or that serve to make the characters curious. Some of the coins are likely to have the visage of great leaders, or perhaps dictators of years past. Use these coins to build depth to your world with its histories and tie-ins to your present time in your world.

The hoard is quite likely to also contain normal objects from a different era as well. Lanterns of an old style, masterwork leather backpacks with unusual cuts or design and other such items a dragon is bound to accumulate over the years. Take a little extra time to write some short descriptions for some of these items. The extra attention to detail here will help convey a sense of age to this hoard.

The magical

Any dragon hoard worth its merit will have a plethora of magical items. Take some time as a GM and give a few of these items some stories. Not every magical item needs such detail but use enough to spice up the hoard with flavor.

That bastard sword with the unusual carving in the hilt, how did it get there? Perhaps a hero that fell to the dragon’s breath many years ago? Maybe the sword has a hidden opening in the pommel to hold something of personal value to the original hero that carried it, or maybe the sword is an intelligent sword to be unlocked and recant past tales of the hero, tales that could lead this current set of characters on to other locations and treasures.

That Bag of Holding that you find in the hoard, certainly it isn’t empty. Perhaps it held the belongings of another fallen hero. Belongings that may be magical in nature, or maybe it holds a normal walking stick that has carvings from the travelers day on the road.

The near complete skeleton found at the edge of the treasure hoard, the one with singed leather armor and torn backpack. Inside that backpack is an incomplete letter back home, perhaps a letter talking of the final days leading up to this adventurer’s assault on the dragon’s lair that ended so direly for him. The current party can end up with a feeling of others who have fell to the dragon’s wrath and possibly be motivated to return these remains to the fallen’s family.

Bringing it together

I have made several suggestions on how to make the dragon’s hoard a little more mysterious and magical. The hoard can serve many roles to a GM willing to put some extra time into the details. These small details can serve as the spice to build verisimilitude in your world, to introduce other hooks for the characters and so many other things. In addition to providing the GM powerful tools to further the campaign, they can equally serve to make the dragon hoard mysterious and wondrous again!

Putting the Magic Back

Remember when magic items used to be mysterious and cool? The excitement of finding a new sword, ring, or cloak was the highlight of the evening, second only to vanquishing that pesky foe.  These days it seems we have our checklists of magic items we want for our character and if that item is not in the treasure trove we just took, we will trade that magic hammer in and get what we really wanted to begin with. It has all become routine.

I often wonder if this is because we have been playing the game for so long or simply because as we grew older some of the magic lost its luster when it came to finding new magic items. Have we become too familiar with all the available magic items that we have simply become characters with a list of necessary items to complete the build or the concept?

Why Magic Items Lose Their Luster

From the familiarity standpoint there is certainly a case to be made that many of us have been playing for a long time. We probably know the descriptions of the more popular and frequently acquired items like the back of our hand. Rings of protection, cloaks of resistance, bags of holding – all must haves and something even first level characters know they want those items. It doesn’t take much for our characters to soon just have shopping lists. This does not do much to keep the magic and mystery in magic items.

Then on the other hand we sometimes get caught up with builds of characters. Builds aren’t just reserved for the optimizers, builds are also for certain concepts a player wants to roleplay. Inevitably builds seem to come with their own shopping lists in order to complete these builds just the way we want them.

And finally there is the naming convention some of the more common magic items use. Longsword +1, Ring of Protection +3, Cloak of Resistance +2 and so on and so on. This naming mechanism really depicts the magic item for the pure mechanical advantage it is.

Bring That Shine Back

There are a lot of factors conspiring against keeping the magic in magic items for anyone that has been playing RPG games for many years. What can a GM do to help put the magic back into magic items?

Kobold Quarterly just released the first in a short series on removing the game mechanic “plus” value from the item by substituting in a name for that level of bonus. The first article talks about weapons and armor and suggests a bastion shield would note a +2 shield bonus and +1 bludgeoning weapon would be a “thumping” mace. You can of course change these designations, but the article is certainly a launching pad for coming up with your own naming conventions to step away from simply listing a numerical modifier.

Another thing a GM can do is build a little history behind the magic item. Who had this ring or cloak before? How did it end up tucked away in a trunk in the back of this orc’s cave? Perhaps there were some initials sewn into the cloak or engraved into the inner band of the ring.  The player may never fully investigate the history, but he will quite likely remember that the cloak he wears had initial sewn into it when he found it.

Sometimes the manner of getting the magic item into the character’s hands can make a difference. I had a GM give one of my characters, who at the time was a two-weapon ranger type, a finely crafted bow via a minor goddess. This shifted my character’s whole motif with him retraining feats and such to learn to use this bow more effectively.  The character even went as far to turn in a magic sword he had obtained previously to a deity’s temple so he could focus on the bow.

Most games I play in have access to the ever popular “magic shop”. Magic shops can certainly vary under different GMs though. One way to help make magic items a little more special without banning magic shops is to just limit their availability of items a bit. Do not assume that any item a character ones can be found in the magic shop. There should be some scarcity to not quite so common items. Sure, a bag of holding? Good chance the shop has that or can get one pretty quickly. A +5 Holy Avenger? Eh, not so much.

By limiting the magic shop’s supply a little you can help make going to a magic shop feel more like going to Half Price Books hoping to find that legendary Deities and Demigods book with Cthulhu rather than going to WalMart to buy a gallon of milk. The scarcity is not to punish your players, but to let them know sometimes it takes a little work to get just what you are looking for.

Summary

Tackling the lost luster of magic items is not an easy task for groups that have lost it. The GM will have to work a little harder with some of the suggestions made above to make magic items fun again. Add in that it is a fine line between keeping the player happy and trying to put the magic back into magic items the task difficulty further increases.

Still work with your players, you do not want to deny them characters they find fun. But maybe that item they desire so badly isn’t available at the corner magic shop just yet. Maybe that noble in town happens to have one that he is offering as a reward for clearing the family crypts of the undead that have infested it.  The extra effort needed to gain magic items just might make it that much more special to the character and put some of the magic back in to magic items again!

Thinking Like A Villain: Tricks & Traps

This blog post is inspired by this month’s RPG Carnival subject of villain’s tricks and traps and how does the GM effectively use tricks or traps on behalf of their villains.

I suspect many find this a fine line to walk when determining how to place traps or plan tricks. Is the trap you are planning appropriate for your villain? How do you tell? Will the players think you were unfair?

It is easy as a GM to put a trap or trick in place, but one must do so in a manner that is fair to the players and furthers the game. Blindsiding players with tricks from nowhere is not fun for anyone – okay, maybe fun for the GM, but you won’t have many players for long! Well planned, villain appropriate tricks and traps are much more fun for everyone involved.

Strategy

One strategy is to take a step back and think for a moment about the villain in question. Who are they? What are their motivations? Are they an intellectual villain or perhaps a crafty villain or perhaps a villain by chance? Are they concerned with their plans being found out and pinned to them? Taking some time to think about these things can help with the decision making process when determining what traps and tricks the villain in question would be capable of.

A villain that tends to use his head may plan out an intricate trick or trap, likely involving several layers to further themselves from being accused of the act. A less thinking villain, but cutthroat villain may rely on brute force effectiveness. The trap or trick may have fewer layers of complexity but more outright brutality and carnage.

Beyond the basics of just taking a closer look at the villain and what drives them the GM can move on to consider just how much does the villain know about the heroes. Are they being considered a genuine threat to the villain or simply an inconvenience? Has the villain been observing them or gathering information about them? These questions can further help the GM determine how thought out the trick or trap might be that the villain sets in motion against the PCs.

Villain A

Let’s take Villain A. She is a plotter and well versed in the ways of the politically correct as well as the actions that take place behind the scenes to gain her position of power. Intelligent and charismatic she is a very real threat, but has strong motivations to never be attached to her plots against others. She tends to learn all she can about her enemies and use that information to her advantage before setting her plans in motion.

Villain A is much more apt to have a much more intricate plan to trick or trap the heroes she considers a threat to her grand plan of gaining power. She has motivation to end the threat the heroes are to her while minimizing the chance of any action taken against them resulting in her being marked the responsible party.

Villain A is the type of villain the GM can really work out the intricate plots and layers to trick or trap the PCs. Organizations or gangs working as buffers between the actual villain and the PCs so that if (and most likely when) the plot is foiled the PCs still have a difficult time pinning the plot on Villain A directly.

Villain B

Now we look at Villain B. He has made a name for himself on the street. While not the most intellectual man, he hasn’t survived life in the streets without knowing how to get what he wants. Often getting what he wants is through cold acts of brutality. He lives by his reputation as a no holds barred individual. He sees a threat and moves straight to eradicating that threat with plans to do so definitively removing the need to thoroughly research the heroes before doing so.

Villain B is has very little concern about people knowing it was him or his people that exacted some form of trap or trick on the heroes he deemed a threat. His reputation demands it. For him a swift, brutal attack in an alley arranged under the guise of an information exchange is perfectly valid tactic.

The GM can play Villain B as a cold and cunning individual. The traps and tricks are simple, but effective. One is not as likely to find as many layers in the trick setup against the PCs from this type of villain, maybe a small street gang that reports to the villain, but not much more than that.

Player Reaction

By thinking about your villains and determining their mindset you can more closely develop traps and plans that are more representative of the villain. Together this helps present greater verisimilitude for your world as traps and tricks employed by your villains seem to match their mindset.

This means traps and tricks by Villain A are going to be much more deceitful and sprung with potentially much less warning or indication that what the PCs are about to walk into is a setup. Meanwhile the PCs are much more likely suspect something or at the very least not be surprised as greatly when Villain B puts his machinations into play.

This also allows the GM as range of tools at his or her disposal when plotting against the PCs. The complex plots and tricks he wishes to weave are perfectly appropriate when being orchestrated by Villain A. For times the GM wants to spring something much simpler he can unveil Villain B.

Player reaction to tricks sprung by the GM’s villains is more likely to be favorable if the GM works within the complexity and clandestineness level of the villains at play.

Summary

I have taken a brief look at how a GM can study their villains and use their motivations and style to help shape the tricks and traps set in place against the PCs. Providing examples of two types of villains there are many villain types that fall in between the two examples I outlined above. In some cases Villain A may have enlisted a Villain B type to do her work to further insulate her form being found out.

One of the most important things you can do as a GM is to really learn your villain’s aspirations. It will not only make designing tricks and traps used by your villains easier, it will help make many other parts of your game easier as well.