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.

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.

TPKs Aren’t All Bad

Our Heroes RestThe other week our Star Wars campaign ended in a Total Party Kill (TPK). And you know something? It was awesome!

The game was a mini campaign while we took a brief hiatus from our Pathfinder Kingmaker game. We were all having a good time with it, but the dice fell as they did and with a few poor rolls the party died while trying to rescue a young Princess Leia. Things went south with a botched stealth roll and went rapidly downhill from there, ending with explosions going off everywhere and party members going down in a hail of blaster fire. Despite that, this will be one of the games that will be memorable for our group. This will be one we look back at and laugh at how quickly that situation went downhill.

Our group has others, there is the campaign I ran that got our group together many years ago, my return to DMing. That one is memorable for the wrong reasons, it was like running the PCs through a meat grinder. Not my best moments! It took a bit of time before I was allowed to DM again!

There was our higher level game that finally came to conclusion via TPK. Once again dice rolling was not going our way and we all fell in what was close to one of the final combats. We were disappointed when it happened, but even to this day it is still a campaign we remember fondly. Even a few years later we had a different set of characters in the same campaign world that sought out the heroes from that fateful TPK.

The threat of a TPK or character death is what helps make the successes in a game that much better. With no real threat of consequence it becomes routine to defeat the evil wizards and dragons of the world as there is no risk. The occasional TPK keeps that sense of risk around which sweetens the victories characters do accomplish.

There is certainly a fine line to walk. Too many TPKs as a GM and you get a reputation of being a “killer GM”. Never having a TPK or character death and you end up on the other side of the spectrum and you are the “soft GM” that never lets the dice fall the way they may. Finding the balance can be difficult, but in the end I think it leads to a more rewarding gaming experience with some risk being a constant presence. The risk is what helps make the game heroic!

So GMs out there, if the campaign you have been running results in a TPK, let it stand. Do not be tempted to roll back the clock and have a redo. Do not be tempted to rescue them via GM fiat. Let it stand. Chances are your players will talk about the campaign and the characters in it for many years to come! And it will add even more sense of accomplishment to future games you run when their characters are successful.

Play-by-Post Gaming: Props

Over the past week I have talked about the importance of keeping the players engaged with a Play-by-Post (PbP) game. We have covered the importance of pacing and offered a variety of ways to keep the pace of a PbP moving along at a reasonable rate. We have talked about making use of vivid descriptions and taking advantage of the PbP format to bring scenes alive that are sometimes more difficult to do in face to face game. This installment we will be talking about props!

PbP games are obviously quite text heavy as they are played out over message boards and email. For those using message boards there are a few things you can do however to help add some additional flavor to your post. Using even just a few of these suggestions will help you run a successful PbP.

First there is the ability to change the text color within your post on most message boards. This one can be hit or miss in my opinion and sometimes running it by your group to see which style they prefer is wise. But, if your group likes it, you can easily mark your words written in character with a different color than the bulk of your description text. Have each player do the same for when their character talks and the conversation readily stands out as one reads through it.

While words are great as we noted in covering descriptions a few days ago, sometimes a picture can go far to help get the picture across to your players. There are easy ways to show your players a picture of an particular NPC, a marking they have seen or even the entrance to a building. Message boards generally have a feature to allow you to embed an image within your post.

My preferred way for posting images in my posts is to use a Dropbox.com account which has a “Public” folder. Anything you place into that folder (images, word docs, text files, etc.) can be shared with someone by using the public link provided for it. So to share an image of a recurring NPC I can drop the image into the public portion of my Dropbox folder, right click and choose copy public link and then using [img] tags in most message boards that support BB Code embed that image in the post. Once you have done it a time or two it is quite easy.

Building from this, one can also apply the same method to posting combat maps. Having actual combat maps help players know where they are standing and can reduce confusion. I usually use Paint.Net to take a map image and then one can either use tokens or do as I do – use colored dots to represent the characters and the enemies they are facing. Once you have the map looking the way you want, copy it to the public Dropbox folder and embed the link in your message board post. Now your players can see the map and have a clearer idea of where they are on the map.

Just using a few of these suggestions you can easily give your players that little bit extra to keep them engaged with the game you are running. It only takes a little more time to include these things in your posts, but they can help keep your players interest which leads to the successful PbP in the long run.

My focus so far in these Play-by-Post articles has been from the GM’s side of the screen. My next Play-by-Post article will be from the perspective of a player and offer some suggestions on what you can do as a player to contribute to a long running PbP game!

Play-by-Post Gaming: Narrative

Earlier this week I talked about the importance of pacing in a Play-by-Post (PbP) game. The appropriate pace for your group of players helps keep them engaged which in turn helps lead to a long running PbP game. While pace is important there are other elements of a PbP that can help keep your players engaged. Today we take a look at the power of description and narration within posts.

When browsing other PbPs I frequently see posts from GMs that have fallen to cardboard, one dimensional NPCs or combats that have become “swing and hit” or “swing and miss” posts. The posts are brief and lack any significant descriptive elements. These posts miss out on one of the great advantages PbPs do bring to the table – a medium to really describe the NPCs, their mannerisms and environment.

As GM, take the time to describe that tavern the characters enter. The message board medium allows you the format to describe the smells, the sounds and appearance of that tap room. Take a moment to describe a few of the patrons. Make the place come alive for your players, use your posts to add depth that one might not normally be able to do during a face-to-face game.

You can also bring NPCs to life through descriptive posting as well. Take the extra time to describe an unusual mannerism or perhaps a certain smell associated with the person. Describe their clothing – is it rich and elegant or old and thread-bare? Keep track of these things for later in the game when the NPC reappears so you are consistent through the game with your NPC mannerisms.

This also carries through to combat posts as well. Don’t let your combat posts turn into simple, over mechanical “swing and miss” posts. Add some description to the combat posts. Liven up the combat. Describe the sword swings, describe the parries and describe the glancing blows off of armor. Make note of the sounds happening. Do this for both attacks that hit and the ones that miss. Building up a combat post with lively description can also help draw your players in and keep them engaged with the game.

As mentioned in my pacing post earlier in the week, keeping players engaged with the game will lead to a successful PbP. Making sure that your GM posts include enough description to build an immersive world and play experience will also contribute to keeping your players engaged with your game.

Rules Dictating Play Style?

In this week’s Legends and Lore column by Mike Mearls he writes about Player versus Character. Haven’t read the article yet? Go on. I will wait while you go read it…..

Back? Onwards then!

He starts with describing a familiar scene to D&D players, a statue of a lizard man at the end of a corridor. He then goes into how one might have approached this scenario from a pre D&D 3.x day with more focus on the player investigating things with questions about the object, requests for more detail and such that the DM responds to. Then he provides an example of a post 3.x group doing the same and simply having them roll their search or perception checks to learn more about what secrets the statue might contain.

The theory he puts forth is that in early editions of D&D it was the player being challenged and in post 3.x editions it was the character being challenged. He theorized this is a result of a more rules based game for each situation and breaks some of the immersion of the game that the early days had.

While he makes several good points the picture he paints is one of mutual exclusivity. I do not believe the picture is as clear cut as that. I think it is more of a play style choice and post 3.x rulesets can fully support an immersive environment.

In groups I play with most often we would have approached the statue and started asking questions about it. We would not have fallen to rolling dice right away. We would have asked if there appeared to be any parts that moved, was there anything unusual about the base of the statue and so on. Once these questions were asked the DM might have called for a search or perception check, but now he had much more information to go on as to exactly what we doing. In some cases if we were creative with our searching or detailed enough we would simply be told what we found without need for a dice roll.

In other cases our group has tackled riddles and puzzles that we encounter during an adventure. The post 3.x rules would have provided an option for us to simply make Intelligence checks and move on. But our group wanted the challenge and the experience of working through the puzzle ourselves as players. There is nothing in the post 3.x rules that prevented us from doing that.

On the other side there are times being able to simply make a roll is a good thing. This is what lets us play super intelligent wizards, charming bards and extraordinary dexterous rogues. We aren’t these things in real life and in some situations it makes sense that our character might know more or be better able to accomplish something than the player. The player can still say what they want to do and describe it, but then rely on the roll to determine success. Success their character has a better chance of than the player.

I have not found the rules in post 3.x systems hampering immersion. The DM has the tools at hand to adjudicate situations as needed. The rules provide a framework, but they do not take away player thought unless the gaming group *wants* them to.

What do you think?

Play-by-Post Gaming: Pacing

Play-by-post (PbP) gaming is oftentimes a popular alternative for people to play their favorite roleplaying game if their real life schedule is too packed to reliably schedule a game. PbP games can be quite rewarding but they aren’t without their challenges to GM or play in. Let’s face it, PbP games can move slow, like molasses in January slow. Today we take a closer look at pacing in a PbP game from the gamemaster’s perspective.

Pacing is one of several keys to a successful PbP game. Pacing can go far to help keep players engaged in your game. While complete control of pacing is not always possible as gamemaster, you can help set the standard for your game.

Before the game even begins set the expectations for posting frequency up front. If you want players to post daily then make sure those expectations are stated up front. Keep in mind that people playing PbP games tend to do so because their schedule is busy, so a more realistic four to five times per week posting rate might be a better start. By setting these expectations up front you can help get a mix of players that plan to post at a pace fitting for your game.

Once a frequency is established it will be up to you as gamemaster to help keep this pace and keep things moving. Do this by quick replies to in and out of character questions that come up. This helps shows you are watching the game and engaged and tends to carry over to your players. In addition make sure your GM posts for the game come at a regular pace as well that falls in line with the frequency the group agreed to.

Handling combat in a PbP can be a tricky beast. I find having all of the players roll initiative and post their actions for the round. Using this method the GM will occasionally have to make slight modifications on a player’s actions if someone’s actions higher in the initiative count did something to change the scene slightly. This does take some player trust of the GM but it pays off by helping combat move in a timely manner. This has shown to be a worthwhile trade-off in my opinion.

Another hazard of combat in a PbP is if a player is slow to post during combat. This can take a lot of steam out of a game. In these situations it is imperative for the GM to keep the combat rounds rolling forward. There are a couple of different ways to do this and still be fair to the player that is away.

If it is early in the game and you don’t quite know the play style of the player, keeping them out of danger the best you can is a good option. Have them take a full defensive position or keep them towards the back away from harm.

If the player is already engaged in combat then go ahead and roll their attacks for them. When the time is appropriate you can have them withdraw for fall back to a safer position.

In longer running PbPs where you have a good idea of how the player runs their character then you can often NPC the character but have them do their normal actions. A GM often knows if a character tends to engage in melee, ranged attacks or use spells and such.

The key is to not let a player going afk slow the game down too much. Don’t punish the player for not posting during combat, but don’t hold up the game for them either.

Pacing in a PbP game is one of the keys to keeping your players engaged. Engaged players will go far in making for a more successful PbP experience.

What tricks have you found to help keep the pace up for a PbP game?