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2019 Optimistically Moving

So 2018 has come and passed us by. It was a great year but I didn’t game as much as I would have hoped to. Started the year off running and playing in some games. I did get to try the 7DSystem by DMGinfo and that was a fun experience. One game I didn’t get to play that I really hoped to was Dragon Age the Tabletop RPG.

We finally……

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Going All In!

I was really proud to do a video this week on 5 Benefits of Playing A Tabletop RPG. Recording it actually put a lot of pressure on me because I wanted to do the topic proud. There are so many great benefits and I knew people out there who could discuss the specifics more in depth. This is why I want to do a future interview with someone or a few people about how they have benefited from playing Tabletop RPGs. You may know but I plan on doing an interview with someone between every video series over on Master the Game. It serves as my own little way to break up each series and give people something to look forward to. If I can do a meaningful interview that leads into the following series even better!

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Returning From Hiatus of Six Months

It has been a very busy past 6 months. I have changed jobs multiple times to end up where I am now. Where I am now is where I have wanted to be for a very long time. Around September things really began to come together for me. Was offered a job in management at a company I once worked for in the city I wanted to be in. You may be curious what this has to do with RPG's. The new job, house, and location will help me take my RPG hobby to the next level.

Working in management keeps me busy. Currently working a lot of hours but the job has helped provide 2 gaming groups for me. I wasn't even in my new house yet and people were asking to come over and play D&D Fifth Edition. We played 1 session with a couples group and it was great. I think both groups are going to be a lot of fun.

When we bought our new house I knew it was perfect for gaming. I have a craft room in the basement which I need to set up still. It will be perfect for painting miniatures and terrain. The basement is completely finished and even has a bathroom about 8 feet away from our gaming table! In our previous house we had to use our dining room table to play at and I had some stuff down in the basement and other stuff up stairs in my office. The convenience the new house provides is amazing. Look for me to show it off in a future YouTube Video.

This location is fantastic too. My kids will be in one of the absolute best schools in the state. We are also within 30 minutes of multiple good gaming stores. I work 4 minutes from home. All of this makes it easier for me.

When I took some time off originally I didn't think I would be away until February. This time away has helped me refocus on some very important things in my life. It has also given me the itch to play again. My project of writing out my personal world information has come back too. While originally I had plans to have it done by November I lost 3 months on it. So now my goal is to have it done by the end of April. While I probably won't be releasing the same amount of content as before I hope you will still enjoy the work I put in for you.

How Do You Handle Technology In Fantasy Games?

Here in America the past few weeks fireworks have been going off every night. If you live in heavily populated areas you probably haven't been getting a whole lot of sleep as the blasts go off into the middle of the night. Last night while trying to fall asleep between the firework blasts I was thinking about explosives and gun powder in my Dungeons and Dragons games.

Kobold Guide to Worldbuilding
$16.65
By Scott Hungerford, Jeff Grubb, Michael A. Stackpole, Chris Pramas, Keith Baker, Steven Winter, Jonathan Roberts, Monte Cook, David Cook, Janna Silverstein

I don't usually have gun powder in my games but why not? Is it too game breaking? Is it too powerful? I don't really think so but again why don't I have it in my games? This is something I am going to start having in my games only it will be extremely expensive to buy. Anything that can do as much damage as a gun or explosive should be expensive. In turn it really shouldn't be practical to use.

Gun powder should also be very rare. Whether it is a concoction only some know how to make or if it is a natural resource it should be hard to come by. If it wasn't hard to come by technology will advance really quickly with things like vehicles, or other things that come with combustion.

It's going to be hard to find any guns or know of people who know how to adequately design explosives. It would take a lot of trial and error to figure it out. Just experimenting would lead to deaths and disfigurement. Could make some interesting NPCs in your campaign though. The richest man in town could be missing his arm or hand and be a little wacky. You would have to be a little quirky to risk your life like this right?

These are all just thoughts for my own home brew campaign. If my players want to try and seek this stuff out they can. It isn't too powerful because guys can summon lightning bolts and fire out of their finger tips without consequence. It could add to some fun. Imagine Kobolds or Goblins evening the odds by hurling explosives at players. They could deal better damage and for some extra entertainment you can even have them blow themselves up to show how dangerous it can all be.

So don't be afraid to add some technology into your games. It could add some fun or even give you some interesting encounters when you are struggling to come up with a good idea for that session.


RPG Prep Road Block

I have been trying to prep for my Saturday home game of Dungeons and Dragons for awhile. I've had ideas but felt stumped which is a frequent problem in this campaign for some reason. Been analyzing why it seems so difficult for me and I can't quite put my finder on it. A lot of sessions I have had to improv because I couldn't come up with anything ahead of time I felt would be good. So tonight in a chat on G+ Hangouts that was posted by Chepe in the Tabletop RPG One Shot Group I asked people for feedback. Some of the potential reasons for my road block that were suggested were as follows...

  1. Maybe I haven't made my story personal enough to the characters.
  2. Maybe I give too much info at times.
  3. Maybe I should focus on the little things more.
  4. Maybe I should invest more into individual NPC's and let those interactions drive where the players take the story.

So I began to think about if my story has been personal enough for the characters. It clearly isn't. The story of the campaign is about a Long Forgotten God who has his body parts scattered around. There are rumors that he can be brought back to life. The players also know he may have suffered split personality disorder which also explains him being a Cleric and a Wizard. The players have stated it doesn't make sense that they would want to bring him back to life yet they have retrieved some of the body parts. There is a personal side quest I tried to get the players involved in but they didn't seem very interested in that either. Maybe this campaign is lacking that personal touch and I need to give them that.

If I am going to add some personal inspiration to the game there are many ways I can do this. Bring character family members into the mix. Get some background info from the players about their characters. Ask their characters in game why they adventure and what their characters life goals are.

Is it possible I info dump at times? Sure this is possible but I think the real problem with this is I can be quite vague or general about it. If I am going to info dump I should give them more info right? Give them the bits that will make it fun or interesting. Not just the info outright. Maybe make it a plot hook to go retrieve something.

I've played some great games that focused on the little things and I don't do this much in this game on purpose. Sometimes going on a quest to clear an area of bandits or goblins is just what the party needs. This can be a fun session and give some ok loot. It might not advance a story but it can lead to some fun interactions with an NPC as you build up a relationship between PCs and NPCs.

There is a great website by Johnn Four called Roleplaying Tips. You can go to the site and subscribe to his newsletter. Some of the things he recommends is always introducing a new NPC or two in a session as well as a plot hook or two a session. When he talks about the NPCs all NPCs should have a secret, and a descriptive trait. These NPCs should provide plot hooks for future games or the current one. NPCs can be the lifeblood of a campaign so focusing on them is a great way to get players invested in the story.

Some campaigns write themselves and prep is easy. Others for some reason or another seem more difficult. This group is awesome and I love my players. They are great people that I always look forward to getting together with so I want to provide the best experience possible for them. I want to thank Philip Posey of Maps & Dragons, Mike the Piper, and "Lumi Jo" Joseph Becker for helping me come up with some interesting ideas for my game Saturday.

Have you experienced RPG Prep Road Block? How did you overcome it? Where do you usually get caught up in prep? If you found this helpful be sure to leave a comment and share it with your RPG friends.

Motivation For Prep, Painting Minis, and Crafting Terrain

My biggest struggle with gaming is motivating myself to do things like prep. This carries over to painting miniatures and crafting terrain as well which is something I love to do. Considering my preferred way to game is with miniatures, and terrain this makes things even more difficult for me. Coming up with inspiration is easy for me but motivating myself to sit down and unplug from the internet or television so I can prep, paint, or craft is the true struggle for me.

Realizing this is one of my biggest weaknesses I need to force myself to sit down and spend a night prepping for my various games. I think part of the reason I struggle to do these things is because I find that I need to be doing it so often for all of the games I run. D&D Encounters is run weekly, and I have two at home campaigns I am running. Then there are games I run online. Most of the time I can't prep while listening to Podcasts, or watching YouTube because I get distracted too easily. 

Prep can take me as short as 30 minutes or up to 3 hours depending on the adventure. 30 minutes if the players are possibly picking up where things left off and it wasn't finished. 3 hours if we wrapped things up in a previous session and I have no idea where things may go. I find that if I prep the introduction, and just the encounters the session runs a lot smoother than if I try to anticipate a bunch of potential directions the players may go.

Painting miniatures and crafting terrain is something I am not the best at. It is also a lengthy process for me to sit down and do it. My wife keeps the paint up stairs in her crafting desk. I keep my unpainted miniatures in a box in my basement. I don't have a designated area for painting miniatures at this time. The combination of these things makes it feel like I spend an hour just getting everything I need ready and in one place. Then cleaning up is just as taxing for me. 

Once I have my game space in the basement all set up I will be able to do my miniature painting, and terrain crafting much easier. Getting this stuff done I feel like may motivate me to prep a lot more too. So setting aside time once or twice a week to just sit down and prep, another night to paint or craft terrain should do the trick. The trick for me will be to set times in my schedule to do these things and force myself to see them through.

How do you motivate yourself to prep, paint miniatures, and craft terrain? Do you have a designated area for these things? If not do you think having a designated area would help you? If you do, does it help you to sit down and just jump right into things?

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The Tower Shield in D&D5e

I don't think there is any reason to up the AC above 2. Armor class is very powerful in the scope of how Fifth Edition works. I felt that if I upped the AC it would make it a no brainer to use the tower shield over a standard shield for all builds. Giving up your action for a huge bonus to AC by way of 3/4 cover was the way to go in my opinion. This is a bit better than using the dodge action during combat. 

Movement being halved is because you have an extremely large shield that is hard to lug around a battlefield without it getting in the way. It is also pretty heavy. Losing half your movement isn't a major thing but it certainly can be inconvenient. While I don't think this will turn too many people off from using a tower shield there will be times in game that this could become a problem. For example a player involved in combat away from you may really need some help. If you can't get there it could mean death for that character.

If someone in your party has a reach weapon this is when the tower shield is at its best. If the pc with the tower shield gives up his action to use it for cover another player with reach can also benefit from the 3/4 cover as long as they are right behind that tower shield pc.

So overall I don't think this is too over powered but I also don't think it is too under powered. This is intended to give another option for a shield but not be the only option. Much like the buckler shield I wrote up I think that these could be fun options for people to use in their own games. Obviously anything I suggest on the blog like this you must run by your Dungeon Master first to see if they agree with how these can be used.

AC +2
Movement Halved
As an action can declare 3/4 cover
Party Members can stand directly behind you and use you for 3/4 cover as long as you give up your action as well

How Do Video Games, and Movies Inspire Your Tabletop RPGs?

Lately my wife and I watched season 4 of Game of Thrones, and I have been playing Dragon Age. I beat Dragon Age Origins, Dragon Age II, and am currently playing through Dragon Age Inquisition which has had me thinking a lot about my Tabletop RPGs. I told my gaming groups I was taking the month of March off from running any games due to my wife and I expecting our son on March 17th. Taking time off from running RPGs has given me time to play video games a little more than normal.

For me watching a Game of Thrones makes me want to give my players the type of emotional immersed feel that the show has made me feel. I have loved and hated characters only to find my opinion changing within a few episodes. That show is great! The different factions also inspire me to put some more though into my home brew world as well. A Kingdom that is allied with Dragons, Giants and Barbarians aligned, a fire Sorcerer aligned with a Lord. Then the political jockeying for position. So many ideas I have been looking to pick from this show and place in my world.

While I was playing through the Dragon Age series not only am I always thinking about adventures I could use from the game at my table. I also think about what I can cherry pick from the main themes to place into my home brew world. Mages vs Templars, Grey Wardens vs the Blight, and the Qunari in Kirkwall. The Qunari for me almost seem the most intriguing at the moment. The thought of creating a complete rip off of them for my world seems like such a fun idea. Taking the Qun and revamping it in a way that I could enjoy it more would be the way to go though. I think it would be simple enough to take the Dragonborn race, and swap out the breath weapon with a horn attack maybe? Placing them in a Desert would work I think.

The things I will be stealing from these things and other movies like Lord of the Rings, or the Hobbit I will not just pick it and place it exactly as it is in the movies, books, or tv shows. I will make it my own because I don't want my players to feel like they are in those worlds interacting with those characters. I want my players to think my world is amazing. If they notice a thing or two that is fine. Ultimately though I want them to feel like this is all fairly fresh ideas and themes.

Some of my favorite things to steal are magic items, and locations. When I steal a location I take inspiration from something I thought looked amazing. Then I change it up some. When I switch most things up I feel like I do a good enough job that nobody notices where I got my inspiration from so that is a plus.

Don't be afraid to steal things for your table from movies, shows, video games, or even other tabletop rpgs. It can help you with your prep, and make the games more enjoyable for you in the process. I always encourage new game masters to steal from as much as they can. When I am getting ideas from these different sources it rejuvenates me for my tabletop games.

D&D Princes of the Apocalypse or Temple of Elemental Evil Pre-Release Thoughts

Being someone who has never experienced the classic Temple of Elemental Evil this is something I am pretty interested in. Now I won't know much about any references to the classic and if there is any overlap it won't be a spoiler for me either which is nice. Due to word of mouth though I have heard the original ToEE is great and worth trying out. If this version lives up to my expectations by what I have heard it, will be fantastic and well worth the $49.95 retail.

When Hoard of the Dragon Queen, and Rise of Tiamat came out I will admit I was apprehensive about picking them up. I heard about typos, and some story issues with HotDQ but once I actually picked it up and thumbed through it my mind changed quickly. Since that time I have purchased it and have used it for ideas in some of my current games to great effect. It has helped provide me with some great moments in my campaigns. That is what I am expecting out of the Princes of the Apocalypse.

Princes of the Apocalypse is going to be set up for levels 1 - 15 and will have extra content for the online MMORPG which is free to play. That is also expected to be on XBox Live here soon. The book will include a new race, spells, and other great things to use with Dungeons and Dragons Fifth Edition. Personally the digital content for the MMO doesn't do much for me but if the book is going to provide as much in the way of ideas for my games that I expect then it will be worth every penny.

Princes of the Apocalypse (D&D Accessory)
$34.33
By Wizards RPG Team

Everyone who knows me realizes that I am full on 100% behind Wizards of the Coast and Dungeons and Dragons Fifth Edition. This edition of the game has really made me into a huge fan unlike any other edition of D&D. Never would I have thought that I would be so excited about a WotC game like I am about 5e. While they have had some mistakes here and there I do think that it would be hard for them to have done much better with this edition of the worlds greatest role-playing game in my opinion.

Now as I said above I am not sure what to expect from the Princes of the Apocalypse compared to Temple of Elemental Evil. I am open to hearing your thoughts on the old class Temple of Elemental Evil below but also your thoughts on the new Princes of the Apocalypse. Let me know by commenting here and when I pick this up I will be sure to share my thoughts about it.

Your FLGS is expected to be charging $49.95 for this book but you can help support my Blog, and YouTube Channel by purchasing the book through my Amazon Affiliation Link above. Purchasing this book for between $34.33 at the time of this post is as simple as clicking that link and ordering it. Your support is greatly appreciated.

Once I pick this up I will probably be running it through the Tabletop RPG One Shot Group on Facebook which can be found here

Your DM Feels Worn Out? Then He Is Inspired Again!

Player's Handbook (Dungeons & Dragons)
$29.95
By Wizards RPG Team

This sort of describes how I was feeling this past week. I was a little worn out and wanted a break from running and playing Tabletop RPG's. You see I run a game at home, a game for my wifes family that changes locations, D&D Encounters, and one shots online every once in awhile. Seems like getting burned out would happen frequently for me but it doesn't.

This past week at Encounters I was really not feeling it. Had one player who kept dropping being the only guy to rush into combat as a Barbarian. Seeing his frustration and the fact I was tired I know I brought the energy level of the group down. Hate feeling guilty about it but it is the reality of it. I didn't bring my "A game" this week. It didn't help that I was feeling under the weather. Luckily I have two weeks off from this and I plan on returning better than ever. 

A couple weeks before this I ran the game for family and was feeling worn out then too. That group sometimes makes me stress out a little due to their arguing over treasure, tactics, and one player who blatantly rushes in usually. Not sure how to gauge their interest level either. Feels like 1 of the players doesn't really care about the game and is only playing to hang out with the group. Another player gets really stressed out if they get hit and if anyone is low on HP. To me it is just a game and shouldn't be something that causes stress at all. Should be fun for everyone and it shouldn't at times feel like a chore. This group has gotten better with each session and I really hope it continues to get better. Just not sure if I could handle it falling back into the constant bickering and drama at the table.

Then there is the group I ran for last night which always comes out to my house to play. It consists of my friend Nate (WASD20 on YouTube), Dustin and his fiance Nicole, my wife, and we welcomes a new player last night Steven. Going into the session I was a little nervous about bringing a new player into the group. This is normal for me because you never know how it will throw off the balance of the group. Will they be a disruptive player? Will they be an awesome player? Well he came over and was very open to talking to and getting to know everyone. He handled himself well. There were times when I think he wasn't sure how I handled something but he went with it. Also coming from Pathfinder to 5e there were some questions that he had which is to be expected.

So playing with my at home group last night truly rejuvenated me! Got me excited to run games again. The new guy fit in well I think and the rest of the group has been getting along great for some time now. On top of that the players brought the game back into focus for me without me having to push them on the rails and that is a good thing because I try not to railroad anything. Going into the session I was worried my hooks were weak (they are to be honest) but now I feel like the campaign has its vision again. The players look to go after the big plot hook in the next session with the Temple of Elementals and I couldn't be happier right now.

What is this blog truly about? I think it is about the fact that when you have a good group of players they can breathe life into your gaming when you feel worn out. Good groups in general can make for good gaming. That energy will carry on to other games and sometimes can pick those games up as well. So go out and find a good group for you!

Dungeons and Dragons Fifth Edition Thoughts

So the three core books are all released and we can begin talking about the actual game now. Many have said they were concerned about how the game would be after all the books were released. The Players Handbook had all the rules in it and the Dungeon Master's Guide has only optional rules really. To me it was odd hearing people concerned about giving an opinion based on the PHB and MM only. They seemed to think the DMG would give you more of the core rules but really it didn't. The PHB gave you everything you needed. Very curious to hear what people now think about Fifth Edition.

Player's Handbook (Dungeons & Dragons)
$29.95
By Wizards RPG Team

I knew with the Players Handbook this edition was something fantastic. The rules are great and very simple to run. They have everything you need to ever run or play a game. For me right now there wasn't anything rules wise that I think needs to be changed. They are good as is for me.

Monster Manual (D&D Core Rulebook)
$31.61
By Wizards RPG Team

When the Monster Manual came out we got to see how they truly balanced the encounters. It seems to work for me and again I don't have any gripes here. The Monster Manual covers the basic monsters you will need for any game. You can re-skin monsters really easily to set up things for your own games without changing much.

Check out the video reviews of each chapter for the Dungeon Masters Guide by clicking here!

Tools for Getting People Invested (Guest Post)

There is a question that burns in the minds of many gamers: How do you get so and so to role-play? Many times GMs and players alike resort to instructing someone as if with a child, bribing them with mechanical incentives, or just plain forcing role-playing situations on to a person they are just not comfortable with.

As someone who among their favorite hobbies have included improvisation and a lot of freer forms of role-playing without systems....

As someone who has been in the spot of no gamer friends and have had to introduce several people to role-playing who of all kinds: strangers,  friends, online, and offline....

As someone who has heard all the excuses of “It seems weird”, “I am not good at it”, or “That seems too nerdy”...

I want to say to you who are using social pressure. STOP!  You don’t need to these kinds of things. It is a person’s own choice if they want to role-play or be immersed into what is going on. It is a player’s or GM’s choice to be invested in a narrative, scene, or world. You need to do things that respect that person’s choice. It boggles my mind how GMs reward role-play with mechanical power and then are surprised when newer players get the idea mechanical power takes precedence. So many of these tactics of extra experience or ganging up on the person in a conversation is at worst hobby-destroying and at best belligerent. There are other ways.

There are things you can do to turn a player from being someone who eats out of your hand into someone of with their own sensibilities and proactive reasons to want to be involved. Why not have players who want, by choice, to work with everyone for the good of the experience? Why not have a GM that is equally invested in the characters as the players are? No matter what role it is, the trick is to help the person find their own reason for role-playing and their own reason for wanting the welfare of the session.  So here it is...

7 Subtle Ways to Help Someone be Invested in the Story

1.       Leave Blanks to Fill. Players and GM’s alike do have one thing in common: they will be engaged by what they helped create. Depending on what people are used to, this can seem counter to your habits. Letting a person decide a fact about the plot, the setting, or any given character is not as bad or as difficult as it sounds. They save the Tavern, so why not let them name it? The person has a previous relationship with your character’s relative, why not let them make that NPC’s appearance and personality?

Doing this does require you to trust the players. If that bothers you, I would advise gaming with people you do actually trust, since it is unhealthy not to. Regardless, you can test the waters of with a person by just letting them name something. Depending on how they respond, you know whether or not they can be a cool contributor to that part of the game. It’s simple; but one of the quickest ways to build attachment to a world is having done something to it and named something in it.

2.       Make things open to interpretation. Not every single aspect of a world or plot needs to be fully explained. If an event happens and there isn’t an immediate explanation, then there is a sense of curiosity to draw on. What eyes are looming in the dark? Was that a real conversation or a guise to mislead us? People will be motivated to by their own needed to fill in the canon. On top of that, letting others interpret an action or thing will allow you to know what assumptions their making about  the plot, characters, or setting. This will often times tell you more about what was actually communicated than they say was communicated.

3.       Play off assumptions. Once you know someone is thinking a certain a way about a situation, you can make a story out of it. Someone thinks its a trap when its not? Why not, mess with their heads and let them wander off into interesting territory? Someone interprets a character to be different than their cannon? Why not let that misunderstanding factor in the role-playing of their conversations? If you know what a person assumes, then you know what they will do. Knowing what a person will do opens up opportunities to create interesting situations. They will be invested by confronting the reality that this story, world, or character really isn’t what they thought. They were responded to.

4.       Give simple, meaningful choices. You can give someone an input that matters and break it down to 2 or 3 options. A person who is shy can be brought by asking if you should go left or right on a path. Giving choice means they’ve determined the path that is being tread upon. It was their choice and it has consequences attached to it. People are invested in things they have a choice in.

5.       Reward with Climax, not power. People have tried a “carrot-and-stick” method of manipulating GMs and Players alike. This can work but it doesn’t mean a person is interested in the world. The behavior x is a reward to y bonus to my character. That’s not what you want the table to think. The trail of bread crumbs will not work on every person and many can see through it.

The key is to reward people with their interests. What parts of the story do they want? Airship Mechanics? Flashy Moves? Large Combat? Long Slugfests? Words of grandeur? Interesting Environments? Whatever it is, let the getting to know the characters of the world and each other be the means by which they get that Climax they enjoy. Why not have a Bartender also be the organizer of a fighting ring that he can hookup things with? Why not tie in negotiation with allies into the massive combat strategy to have elements for everyone? There are plenty of ways for people of different intent to have middle ground. It turns into a positive feedback loop. The more involved everyone is, the more they get what interests them; consequently the more they are getting what interests them narratively, the more involved they are.

6.       Let them describe. A simple way to reward a really good roll is to acknowledge they succeeded and say to them, “How do you do it?” They describe their finishing blow, their massive revelation, their clever plot, their roaring speech when they choose as they choose. They have a window of agency and spotlight to properly get to display their character, plot, or setting as they wish.

7.       “In World” or “In Character” Jokes. People like to laugh and its one of the easier emotions to invoke in another. Turning an in character mishap into a slapstick mess involving the other player can lead them to realize the world has an emotion attached to it. Bring the GM’s NPC in on a gag. Make funny voices or lines within character rather than pop culture references outside of dialogue. Save the references for the what a person is doing in character and use them as simalies: “He failed his role and weeped in a deep voice like that Girl Scout from Dodgeball.” Laughing with a character attaches an emotion to them and people will be more engaged by what have an emotional value of.

There is obviously more to it than a list of simple tricks. There isn’t a one size fits all solution to get someone interested. But I can say from experience, that these ways help others at the table to get invested. Consider them tools to use rather than solutions to a problem.

As with anything this amateur writes, I hope this helps.

FaunTrodden

FaunTrodden's YouTube Channel

FaunTrodden's Blog 

House Rules for Dungeons and Dragons

Lately with the release of the new Dungeon Master's Guide it seems like the talk of house rules has come up a lot more. Personally I do try to run my games by the book but some games are more fun with some minor changes here and there. For instance Lloyd of the Tabletop RPG One Shot group on Facebook began asking about initiative the other day. This has started a whole conversation about this and how other games handle it. 5e even has some variant rules for it in the DMG.

Some things I have thought about house ruling personally are critical hits and critical fails. We have talked about creating our own tables for our games to help with this in future games. If I do this you better believe I will have them up for download here on the website too. What sort of things would be on this? Well I would probably have things like max damage is dealt on a critical hit. Other things might be disadvantage for that enemy in the next round. Obviously this is using 5e's system too. Then critical fails could be things like slipping and hurting self. Could also break your weapon on a critical fail.

Some other common things to house rule are things like downtime activities. Personally I will always allow my players to learn more skills if that is how they choose to spend their downtime. I am also only going to allow multi-classing based on backstories before a game, and downtime studies.

I try to make it possible for my players to make the concept they want. If I have to bend some rules for that then so be it sometimes. If I feel like the concept is just for power gaming reasons and them taking advantage of how flexible I am though I will not allow it. Sometimes I just won't allow things based on principle alone.

There are a lot of things that can be house ruled to make a game more fun. So with this blog post I would love to hear more about your thoughts on house rules. Leave a comment below please.

Why Robert Ogre Loves RPG's and Why Everyone Should Try Them

What's up everybody!

My good buddy GM JUCE asked if I'd write a guest blog, Naturally, I said yes!

So,as I filtered through my brain about what should I write about: The One Shot Group, Adventure ideas, System mechanics, Character ideas, Trying different games, Blah Blah Blah. I decided to write about the most important thing of all to me concerning tabletop RPGs: Why do I love them and why everyone should try it at least once.

Now, I have to go back a little into my history. I, like probably everyone reading this, have many interests in life. I love many, many different things, most of them have to do with creativity. I play multiple instruments, I draw and paint. I make videos. I make computer graphics. I build musical effects pedals. I cook, Build and refurbish furniture. I weld (yes that's an art) I can sew, and recently got into crafting for RPGs. That's only a quarter of my interest (Video games, Martial arts, Science, Comics, Anime, Surrealist art, Nature and on and on) So, a few years ago, about 3 or 4, I had an epiphany. It was a year or so after my daughter was born.I realized that, one day I won't be here anymore. Rather than waste another day thinking about creating things, I would spend everyday actually creating things. Even if it is a little doodle or a short guitar riff, I need to stay active in creating something. And, I have. Everyday since that pact with myself I have done just that. It usually comes naturally so it isn't hard to maintain a daily creation. Sometimes I used to have to remind myself but now it just happens. Is it obsessive? Yes. That is my personality. If I get into something, I really get into something. It doesn't mean I don't enjoy things because I'm worried about all the details. I'm not clinically Obsessive. Maybe. There are a lot worse things than being obsessed with creating everyday, anyway.

So, back to the point. Tabletop RPGs allow me to bring together many of my interests into one place, obsessions whatever. In particular, Gamemastering. I can create maps, create characters, buildings, vehicles, monsters, a whole damn world. I can take my interests in nature, science, human conflict or anything possible and put them in a game. I can make physical representations of things in my mind or just paint a mental picture of them. All while being humbled to the fact that I'm doing this for other people. This is the exact reason I create everyday. It is a win/win all around, I am filling my need to connect with others and others are directly in contact with my creations. I like making people happy. And in a really contradictory way, I'm not a people pleaser. I do what I do, if people like it than that makes me happy. If not then I'll try to match interests later. I'm constantly working on myself and RPGs have been a huge factor in that. I've become less of a perfectionist, I've become more social, I feel more accepted because I'm not the only one who thinks of weird things, I'm more cordial and organized and generally feel more confident and comfortable with my voice and face(making videos)

I know that I've become kind of the joker of the community and everyone who knows me in real life would say the same. I really don't try to be silly, I just am, I guess. I can be very serious but like I said before, I like people to be happy. I think sometimes people take gaming into places it doesn't need to be. Seriousness is required in some games but not in all. That's the beauty of this hobby, everyone is allowed to, and encouraged to be individual and shine as that individual. I love how there are thousands of ways to play a Dwarf Fighter or investigator or Cybernetically enhanced zombie vampire llama convenience store cashier. All based on the individual player. No other game allows that kind of accommodation. Video Games, Sports or Monopoly all have some sort of tighter constriction on players, there's nothing wrong with that, I'm just making a point. And RPG video games are an emulation of real life RPGs.

There are still stigmas surrounding RPGs, so, it can be hard to convince non-gamers to try it out. Which is funny because everything that was considered "dorky" when I was a youngster is now widely accepted. People of all ages play Video games, know who the Avengers are, Spiderman, Batman, Lord of the Rings, Super Mario, Doctor Who, Superman, Star Trek, Star wars, TMNT, and on and on and on. Most people have heard of D&D, at least, but still hold a prejudice towards it. Why is that? What makes it so different from all the other "nerdy" things that are accepted now? Are people just so mentally lazy that if it's not on a screen then it's to hard? Is it that people just have no idea how it works? Are people intimidated by the seemingly elitist crowd? Are people afraid of Math? To let themselves become vulnerable and drop the maintenance of outward appearance? Are they afraid of fat sweaty dudes in basements with bags of Doritos and Mountain Dew? Worship Satan? Well, all of us gamers know that while some of this is half true, in general, none of it is.

Do YOU feel playing tabletop role-playing games are beneficial for people? Do You feel they have helped you grow in a positive way? Do You simply have fun with them? If the answer is yes, then I challenge you to help break the stereotypes of our beloved hobby, by showing your favorite book reader, artist, writer, Video gaming, comic and anime watching, non-gaming "Nerdy" friend or family member, what this is all about. You know there is someone who would enjoy role-playing if only they would try it, right? This simple game is a great step in humanity, we literally put ourselves in the role of another person and surround ourselves with real humans that do the same. The more people that play, the more people we have to play with. So, anyway, I love RPGs. I think it has so many positive things to offer, I think everyone should , at least, try it once, just once. Maybe twice. There is a game for everyone out there. Whatever your strengths, weaknesses, likes or dislikes are, there is a game perfect for you. Just try it. DO IT!

One last thing: Players respect your GMs and GMs respect your players. We have nothing without each other!

OH! I'm not usually this introspective, if I do this again, it will be about something useful:) or funny at least.

When Did Gaming Become About The System?

Recently had a discussion with a guy who was citing the "rules as written" or RAW as people refer to it these days. Now luckily this kid isn't one of my players at my table but he was showing signs of a stage 3 rules lawyer. This got me thinking when did the power leave the hands of a dungeon master and become all about what is written in a book? Why can't people function if something isn't spelled out clearly in the book for them?

I have a tendency to point rules out for people running games if they seem to be unsure of something. It has got a group calling me a rules lawyer before but I am ultimately ok with whatever the person running the game says. I do have an issue when players at the table cite the incorrect ruling as how a book is written but I think they knew that. It was clearly a joke because now they have me running our campaign of Dungeons and Dragons Fifth Edition. So what is it about people that they feel it is ok to argue with a person running the game?

Then I was speaking to my friend sr2joker about this mentality and it made me think when did players begin doing this? Is it a new concept? I've heard people blame 3.0/3.5 for putting so many rules into the game that are clearly spelled out. Is that when people became so tied to the books and what they say? Please let me know your thoughts on this?

Almost every day I see people consulting forums with questions that could easily be ruled on in game and also that are clearly written in the books. Then everyone fights over who is going to answer the question to show who is the all knowing. I have offered to help people on forums and quickly had those people jump all over it and tell me I didn't know what I was talking about unless I cited all page numbers that say it. That happened today and then finally someone cited a specific thing because my mentioning of the book saying it is up to the DM for other things not mentioned. I even ran the debate by other people and they all thought that even though the book didn't spell things out specifically that it should be up to the DM.

Sorry that this blog post sort of became me complaining but I do truly want these questions answered because I don't understand the mentality. There are a lot of great things in the gaming community but this isn't good for it. We are lucky to have amazing people in the Tabletop RPG One Shot group on Facebook because nobody acts like this from my experience. Hope we can continue to spread the joy that actual gaming does. Seems like the more people talk about games and don't play them the more drama takes place.

Thanks,

What Is The Tabletop RPG One Shot Group On Facebook?

The Tabletop RPG One Shot group on Facebook is hands down the best place to go in order to find games to play in online. Within hours of posting what you are looking to run or play you will probably have a full group. This group has only been around a few months and is near the 500 member mark. The group could hit 600 members by the end of the year and as more people grow comfortable running online games it will only continue to grow.

Right now there are more than 8 games scheduled to be played in the near future. Some people have campaigns running because of the Tabletop RPG One Shot group. I have ran two Dungeons and Dragons Fifth Edition games so far. I've played in at least three Dungeons and Dragons Fifth Edition games,  Call of Cthulhu d20, Ninjas and Superspies, and a Heroes Unlimited game.

I am scheduled to run a Heroes Unlimited game and may run some D&D games soon. I am supposed to play in in a Heroes Unlimited game coming up soon as well. Really hoping someone runs Mutants and Masterminds soon because that is a game I have been curious about for awhile. The Dragon Age game might be fun to try out in the near future and I hear that someone may run it soon.

The amount of friends I have made from the group has been amazing! Everyone there has been great and there hasn't been any drama. Everyone is on the same page about being there to play games and just have some fun. Never before have I been part of a community that was so nice and appreciative of each other.

Looking forward to seeing how the group grows and the types of games that get ran there. Don't be afraid to try and play or run a niche game because there are a lot of people who always want to try something new. The group formed out of people wanting to try new games. You can play the same game over and over again or try that game on your shelf that your home group refuses to play. That is the true beauty of the One Shot Group. It is there for everyone and their interests!

Dungeons and Dragons Fifth Edition Dungeon Master Guide PREVIEW Downtime

Wizards of the Coast supplied this preview of the Other Downtime page in the new DMG set to release on December 9, 2014.

Wizards of the Coast supplied this preview of the Other Downtime page in the new DMG set to release on December 9, 2014.

Wizards of the Coast has been giving us previews of the books before released and this time they gave us a preview of the Dungeon Master Guide with an excerpt of Downtime Activities. It is only one page but on it you can get a glimpse into building a stronghold, carousing, and the intro to crafting a magic item.

The first thing covered under Other Downtime Activities is Building a Stronghold. Personally I have never had an opportunity in a game to build a stronghold or even have players that chose to build a stronghold. It has always been interesting to me as a DM because it would open up all new types of sessions. Some of the things you can buy are extremely expensive and I am not sure how the players would come up with all of that money. Either way I am glad this was included and I am looking forward to one day either doing this as a player or having a player do this in one of my games.

Then there is the Carousing section which is actually quite favorable it seems. You have a 60% chance of making a profit from the random table. The premise behind the carousing section is your player partakes in parties, gambling, and/or heavy drinking. Once again though this section offers the DM good seeds for campaigns. Not sure if anyone in my current campaigns would be willing to try out a carousing type of character. Still though this is pretty good.

What would a Dungeon Master Guide be without Crafting a Magic Item rules? We only get a short glimpse into the intro but it does remind everyone that it is up to the DM what is and isn’t allowed. Players will need to get approval for their crafting of magic items. That is how it should be though. One problem I have always had with magic items is if everyone can craft them then they become common. What fun is it if magic items are common? Personally not a fan of magic items on every corner. It makes them not magical for me. Still glad they give us these rules even if I won’t be using these and will only let a player use them sparingly.

There you have it the Dungeon Master Guide Downtime excerpt covered in my personal opinion. Really excited to get this book. Dungeons and Dragons Fifth Edition is shaping up to be my favorite game to run and play. As someone who runs the game frequently this is a must have for me. If you run a lot of D&D5e then you should consider picking it up too. Remember on Amazon you can get it for a huge discount at $30 so click the Amazon link and order yours today.