Wednesday 14 August 2013

Rig the Scales of Justice for story?

So, I read through the previous post. Clearly trying to type while coming off a 15 hour work shift is a poor idea at best. If I was a perfectionist I would go back and edit it but I believe in letting my mistakes propel me forward, and the knowledge that I won't revise this blog means I must remain vigilent on the "quality" of what I put up.

This said today's topic comes up from a nagging little issue I encountered several times months and months ago. The GM deliberatly hedging things in favour of the PC's. Now the GM in question has had this pointed out and is taking steps to rectify it but I will put up the specific issues I saw and why I didn't care for them.

1. Giving the players X chances to succeed.

This took several forms; we play where on each level up the player rolls his HP and if he doesnt like the roll can request the GM to reroll but must take the GM's roll. All was well and good but when one player rolled poorly, followed by a GM bad roll, later in that session the GM threw out that if that player performed a daring stunt that held approx a 80% chance of success and failure would flirt with death, that player would be allowed a 3rd roll for that levels HP. Not wanting to "be that guy" I didnt mention anything but felt marginalized. Another time one of the players got stinking drunk, derailing much of the game, at the premature ending of the session we leveled up, the drunk player being too hammered to roll his own HP was rolled twice by the GM getting a 2 and 2 again. Then the next session the GM felt it wasnt fair that he didnt get to roll his own HP and he was allowed 2 new rolls getting a 9 in the end. Now I have ended up with a 3 before and hedged my bets against rerolling a 5 while my comrades are giant blocks of HP. Now I can just say to myself "Turk you are playing YOUR way, don't worry about what others are doing" but the truth is I will generally mimic the table. So if the majority of the players are min/maxing and so combat focused that the only in game talking that occurs is related to the party mage proclaiming what NPC's have magic gear to steal, I will eventually start picking up similar traits.

GM's sometimes players will fail. This is important. Your front line fighter may not hit triple digit hit points until the mid-teens. Thats ok. Fail a jump and get a reflex save to grab something? Thats ok, giving another reflex save to the player or another to catch him? Maybe you should just let him fall.

2. Pulling punches

When masquerading as slaves to some Drow a player decided that he didn't like being talked down to by a noble, despite his character having the intellectual strength of a rutabaga. After cold cocking the noble I was thinking how we could go around retrieving his corpse to raise him, but instead of brutal torture/maiming and death the player was whipped ( which was promptly healed by our Paladin ) and sent back on his way. When our dubious mage sold our party out to a powerful Drow mage for the hint of possible power and they destroyed our disguises I tried to quickly activate my Hat of Disguise and feign shock that my "fellow Drow" were not Drow at all. The Drow Arch-mage then burned 25,000gp and a 9th level wish spell to destroy my hat. This rather annoyed me as I felt if she was going to burn 25,000gp and one of her 9th level spells over that she should probably have killed me rather than destroy a 1,800 gp utility item.

GM's if your players make poor decisions dont feel the need to pull your punches. We had 2 players each go to 2 seperate crime lords on thier own, making demands with their low level mooks that their abilities and history could never back up. The entire time they were demanding to speak with the Bosses I was expecting them to be led into the buildings to a secure room and get tuned by some thug named Rocco or the like but that never came to be. I'm not of the opinion that every NPC the PC's encounter need to be out to kill/rob them, but when dealing with known degenerates some of which are famous for their cunning and brutality are encountered feel free to impress upon the PC's that they are not dealing with civilized people. Especially if your PC's are something like a level 3 chump, no crime lord worth his cigar cutter is going to get all weak in the knees when some johnny-come-lately waltzes in and starts making demands. These people supposedly got to where they are by being smarter and more brutal than their contemporaries. Heck they should have underlings that are clever and brutal enough to deal with low level PC's well before the PC's even catch a glimpse of the Boss.

3. The enemy has a better Int than a wild animal, let them use it.

The enemies should be using every advantage that your players do. Players frequently make elaborate plans in combat that "free talking" shouldnt really cover. Allow the enemies to set up flanks or elaborate tricks as well. Wizards generally have high Int, let them use it. Have them cast spells in intelligent ways. If they have the time let them prepare the battle field, soak the ground in oil then toss a Fireball. If they notice a sterotypical min/maxed mage take the field, a good roll on Ray of Enfeeblement followed by a Rogue Str sneak attack or simple Str poison will drop that PC Wizard without even killing him. Nothing will freak a PC out more than the realization that there is a first level spell out there that can almost take him out of the fight and leave him open for a coup de grace.

Bards, Sorcerers and Paladins are notorious for having high Cha. The most under valued stat in the game. You can influence people with Cha. The PC's are a bunch of murder monkeys who laugh at everything you throw at them? Have that Cha 26 Bard incite a minor rebellion against them. Shop keeps that have heard all these horrible stories about the PC's might raise their prices, causing PC's to to act angriliy since they know the market cost of that longsword. Which will only serve to cement in that shopkeeps mind that these people are villainous. What started as possibly only a lie and rumor could now be considered canon depending on the players actions. I once turned a town against another player who had pissed off my character by doing nothing but inventing little lies, then when he actually performed some of them toting the evidence out to drunken mobs in taverns for several nights, rileing the people up. When a sizable mob showed up one night to "teach him a lesson" his PC stats offered little protection to 30 opponents swinging clubs and grappling him.

Theres more but the end result is the same. Your players will feel a sense of accomplishment in succeeding where they can fail. God mode on Doom was fun for only 5 minutes or so, it took the skill and danger out and left you with just going through the motions. Whatever rules you are going to play with stick with them. If Character death is not something you like, so be it, but think about what that means for your players.

Friday 9 August 2013

A place to hang your hat

One of the guys from my RPG group contacted me during my off cycle while the family was away and asked if I wanted to go for a bit of a drive to a games store with him. Long story short, his girlfriend was training a new crew off in Oakville and since he was off as well he had went with her while she was staying there and stumbled upon a little gem of a store out there and wanted to both show it off and patronage their establishment based off the impression it left. This coupled with the opening of a new bigger established downtown store that I checked out led me to compare the 2 stores.

I will refer to the stores as Oakville and Toronto respectivly.

Toronto had huge square footage, I had been in their previous location and they were in desperate need of the space. I may be alone in this but I hate feeling like I need to turn around slowly for fear of knocking product over and with the shelves/stands and tables this store meant I always had to keep a portion of my mind cateloging where I was in the establishment and my relation to various merchandise. The new location had lots of open room, lots of it was taken up by the MANY (opening night ) nerds but once the place settles down there will be more than enough room to move about.

I can't comment for sure on the ventilation, there being far more bodies than normal, as well as the doors propped open I suspect to help generate traffic. But I suspect that there will be a heavy nerd musk that permeates these places.

Location was great, smack in the middle of downtown and only a minute walk from the nearest subway stop. However parking would be a real kick in the pants, and as I have moved from the teenager dependant on the subway to the "adult" that drives now for the convienence the concept of free parking is a HUGE draw for me.

Now for Oakville.

The store while having less total square footage had what I thought was a brilliant layout. There were 4 "rooms" that had doors and several tables with tabletop terrain held on shelves above. Apparently if you want a private room for tabeltop wargaming or are running a RPG you can I assume book a room or drop in and hope for a vacancy. Now this was just brilliant, I remember seeing RPG's being run in stores before, its almost impossible to avoid being a looky-loo just to see what the system/campagin/characters are being run and while I would feel slightly annoyed by people constantly leering into my RPG it would be a small price to pay for a central location back in the days when none of the players could provide. The actual issue that I have with this comes when people either set up shop for 20 minutes to audit your game and start interjecting into your game, asking questions is fine;

"Hey this looks neat what are you guys playing?"
"Oh this is Shadowrun, imagine the worst parts of Corporate America given steroids and a few decades to run rampant, we each play members of what amounts to freelance wet-works guys."
"Looks like fun, could I try?"
"Sorry we have a full table right now, but if your'e interested there is a sign up board over there where people looking for a game can join up."
The guy that runs the store almost always runs one-shots too. It helps newbies get into the game and they can buy the books generating income.

But invariably I have always seen spectators either start injecting their own non-sequiters into a game where players do this all too frequently, or even worse start providing their own "advise";

"Hey, your Wizard should cast a fog spell to give your guys concealment"
".......I dont have concealment"
"Oh well any Wizard worth his salt should always stock up on......etc"

The private rooms in Oakville eliminate these pet peeves of mine as well as reduce the distracting din of conversations that make listening to the DM difficult. Now you don't get the advertisement that seeing people play gives you, but any kid that spends any amount of time in the store will eventually see people setting up in one of those rooms for a RPG and can have his introductions, it just takes a bit longer.

Oakville also had quite a few board games for sale, and the best part was they had an opened copy of all the ones they carry to play test. Check out some game that looks neat but not quite sure how it would play? They will break it out and play test it with you. This actually led to my friend purchasing more as he was on the fence about it before but after playing a game found he really enjoyed it.

The A/C was running in Oakville and when it started to pick up you could sometimes catch a whiff of nerd musk it was always momentary. There was pleanty of parking, which while a bonus for myself particularly beacuse I was coming from out of area was unfortunatly a neccesity as I think it was more than a bit out of the way. But were I a teenager out in Oakville I would be willing to make the 10-20 minute trek from the nearest main bus route or wait the extra 20 minutes to catch the infrequent bus that went closer.

All in all, I find myself thinking back on my Oakville experience with better and better memories than I have gotten from any of the local stores I have gone to. Here's hoping that you have a place that resonates with you the same way this has with me.