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Opportunity Actions: DIY Templates 2 – The Hardware Store

Last time, I told you that you could get good gaming templates absolutely free with help from the hardware store. I will show you how to make 2 of them, one for Thunderwave (with the option for Expand Spell)and one for Burning Hands (also with Expand Spell option). 

The Hardware Store

The first part of this is actually going to the hardware store. Every hardware store that has a paint section (that’s all of them, btw), will have paint swatches that you can take for free. The companies that make these paints want you to be happy with their product, so they give these out so you can get the colors that look right in your home. Of course we all know better. you want templates, so you’re going to take a bunch of these mostly because you can. They’re bright, thick, and (best of all) free. For Thunderwave, pick a nice dark blue, an almost pastel blue, and a solid white. For Burning Hands, go with a white, yellow, orange, red, and black that look good together. Grab about 3 swatches of each color. That’s all you’ll need, and nobody will question it.

Materials

Swatches aren’t the only things you’ll need, but most of what you’ll need you probably already have, or probably will need again at some point.

  • Paint Swatches (obviously)
  • A cutting utensil (scissors work fine, I prefer an art knife)
  • A pencil with a decent eraser
  • A ruler
  • Some kind of adhesive (rubber cement or spray works well, I find)

Next Time

Sorry for the short post, gang, but I actually have to make these things now, and I’ll tell you how it went.  Until then, keep watching those threatened squares!

The Sleeping Giant

I just got back from a long weekend on Isle Royale. It was tough to be so far from phone, internet, or any kind of communication. It did leave me with a lot of time to think and come up with ideas for new locations, monsters, hazards, and adventures.

Just about any area of the real world is filled with evocative places and names for settings and NPCs that can be liberally stolen or usurped for our games. One location visible from the Isle Royale park is a Canadian park called “The Sleeping Giant.” It’s a mountain ridge near Thunder Bay (also a great setting name) that looks like supine person, about 25 miles long. It’s easy to imagine a giant laying down to sleep for millennia and getting overgrown with flora. Making this setting even more awesome is that the native Ojibway people already had a legend about the place: a great spirit was turned to stone because they betrayed the secret of his silver mine.

There’s a lot of interesting hooks from this location. Here are two suggestions:

  • The players have to wake the giant in order to enlist it’s help to fight a bigger, badder giant.
  • They  have to wake the giant to obtain information about a treasure or ancient enemy.
  • They players have to discover the mine and obtain the treasure without waking and incurring the wrath of the giant.

Bring Some Luck to Your Dice

Are your dice unlucky?  RPG players, do you have trouble rolling critical hits? Game Masters, do your NPCs die without having a chance to react?  Do your monsters get slaughtered as you roll below 5 every time?  I may have an answer to your problems – this may be just the thing for you… Dice Sprites!

Countless ancient cultures, from Greeks and Romans to Chinese and Maori, have used good luck charms. Be they trinkets, dolls, or animal parts, these good luck charms have helped many people through difficult times.  Now there is a way to bring that luck to your gaming table… Dice Sprites – the gamer’s good luck charm!

I normally review RPG books and miniatures, but I decided to take a light-hearted detour and review an interesting RPG table item this week.  I’m a gamer.  Pretty much all of my activities outside of work are related to gaming in some way.  One of those activities is looking at gaming related stuff.  That sounds vague – let me be more specific… I like looking at items that may be useful or interesting at the RPG table.  A few weeks ago I ran across something that piqued my interest… Dice Sprites!

What Are Dice Sprites?

Dice Sprites are small, handmade, clay polymer figures that protect and train your dice.  They can also be used to intimidate your players’ dice (if you are a GM) or your GM’s dice (if you are a player) [okay, well, as intimidating as a cute, colorful sprite can be].  I ordered a collection of sprites for a red/white dice set (red dice with white numbers).  I left it up to the claymancers to choose appropriate colors to match my dice and the result are shown in the pictures you see in this article – very nice indeed!

I ordered these directly from the sculptors, a.k.a. the Claymancers, and they were very quick to answer any questions I had and offered top notch customer service.  These cool little sprites vary in cost from 4$ (for the baby sprites) to 15$ (for large intricate sprites).  Price is dependent upon the size, difficulty of the pose, and whether or not the die is removable.  You can buy these in sets or individually, though the price for a whole set gives a bit of a discount to the overall price.

Where Can You Find More Info?

If you are going to PAX, you will be happy to know that the Claymancers recently made a deal with Games & Gizmos and they will be on display, and on sale, at PAX (at the Games & Gizmos booth).  You can also find more information at their website HERE and you can email them directly at claymancers@gmail.com.  The Claymancers do special orders as well as producing the standard sprites, though they will not produce a sprite based on a copyrighted item.

Quick Review:

Price: Reasonable – considering these are hand made to order you can’t beat the price.

Quality: Excellent – my sprites arrived packaged well and in perfect condition.  I’ve had them for 3 weeks now and moved them and inspected them.  No peeling paint, no chips or divots.  These things, while fragile, still hold up to a fair bit of movement and handling.

Usefulness at the Table: Limited – here is where we run into the only problem with the sprites.  They are a cool novelty and I like bringing out the one that holds my d20 and setting it on the table until I need to roll the die. I’m a gamer and a game item collector, so I find a use for them and like having them around (even my girlfriend thinks they are cool).  However, if you are on a tight budget and only purchase absolute necessities, these may not be for you. If your budget is looser and you like cool and interesting stuff at the table, give these little sprites a shot.

Rating: These sprites get 3 out of 4 stars!  Go check them out and see what you think.

Until next time, I wish you good gaming!

~DM Samuel

Opportunity Actions: Hybridizing Gameplay

It’s tough. People’s schedules just don’t always line up the way we’d like them to. People move. People get married, have kids, and other things that make getting together less and less possible. So, what do you do? Many groups call it quits after they find they can’t get together once every week, month, or even year. But there is hope. 

The internet. People used to think it was just good for porn, but it’s actually made communication easier. It’s become more accessible to more people. You may not even realize this, but you’re using it. Right now.

Can we use it to play our favorite RPGs? Some are already doing this. Where some may use one method exclusively, I suggest using a few in tandem to make things work better. 

Depending on your group, you might use these things in different ways. I’ll give a few examples here. This is by no means restrictive, and nothing should stop good gaming if it’s happening organically.

Live Sessions, VTTs, and Voice Games

Live sessions and any kind of real-time gaming are pretty much vital to a game going at it’s best. Nothing will replace gathering around a table rolling dice, but when that’s not possible, technology can be a great surrogate.

I suggest this for any time you need live interaction, such as when an encounter happens or the climax of an adventure. Obviously, that won’t always be the only thing that happens, but it makes for a good centerpiece, with maybe some roleplaying before and/or after. 

PBM/eM, PbP, and Moderated Discussions

I’m talking here about Play-By-Mail/E-Mail, Play-By-Post, and discussions, either by forum or chat that are moderated by (ideally) the DM. I would use these to push roleplaying, although it doesn’t need to happen exclusively here. 

The benefit for players and DMs using a PBM or PbP is that those players and DMs can think about what characters will say before they put the words out there, and players who get anxious about talking in character can get over their fears. Some of us (myself included at times) are just better writers than actors.

Wikis

Keeping track of events in a campaign can be a hassle. Wiki pages offer the ability to keep track of things in a way that is editable by all involved. This can be a great thing to ensure some level of continuity between adventures.

Also DMs can let the players write or contribute to the wiki, giving the DM the chance to see what details stand out as important to the players, and these can be guideposts the DM can use to seed future adventures. The DM can then save things in his or her back pocket, ready to be pulled out when the PCs least expect them, building a stronger campaign for all. 

Putting It All Together

Here’s how I see an adventure going down: 

-The players and DM get together to talk about the upcoming game, do some worldbuilding, some character generation, and general startup stuff.

-The group starts the campaign wiki after the first session, outlining characters, major NPCs, campaign themes, and other important background information. 

-The DM sets up the first event of the game. It can be either a roleplaying event, handled by a PbP/PbM, or a combat/tactical encounter done on a VTT. For our purposes here, let’s say it’s a combat. Combat plays out. The session ends shortly after the encounter plays. The DM describes some aftermath, and announces where things will go next. We’ll say it’s a roleplaying/social scenario. The DM and players then update the wiki.

-The DM emails everyone the set-up for the scenario, and the players respond appropriately. The DM and players update the wiki appropriately. This continues back and forth until the next combat encounter, when the DM and players arrange a time to meet, online or in person, to play it out. The wiki is updated.

…And so on. Now, people can play things out on their terms, and by their schedules. Now, if there needs to be a one on one session between a particular player and the DM, it won’t bog down the rest of the party. 

So, now on to you. What do you all think of this? Is this a do-able concept? Would anyone play a game that uses all of these different technologies? Comment away! Oh, and watch those Threatened Squares.

 Useful Links

  • Skype - Good VOIP (Voice Over IP) for gaming
  • RPTools - One of the many VTTs that are out there. This one’s my personal favorite.
  • Wizards Communtity - D&D’s Community, where you can run a group for play.
  • Obsidian Portal - A site designed EXACTLY for what I’m talking about here. DMSamuel will putting up a review of the site here, so keep it here for more info!

Put your hand down and play

A few weeks ago, I was playing in my bi-weekly 4e game.  (Wait, is bi-weekly every other week, or twice a week, I can never remember…let me try again.)

A few weeks ago, I was playing in my every-other-week 4e game, when one of the common complaints about 4th edition became clear to me.  It was when the party’s fighter/paladin started beating a large spider to death with a smaller minion spider as an improvised weapon.  For the second time that encounter.  I’ll wait while you get that image in your head.

Our group needed to go tame a few giant spiders in this cave for a sort-of carnival show, in exchange for VIP passes so we could talk to a few of the guild wizards back there.  It was a fairly typical 4e encounter with a twist (Something this DM specializes in), rather than kill the giant spiders, we had to grab, then collar them.   So no killing the large, vicious insects, but killing their smaller and swarmier cousins was totally fine.

So my warlord, the fighter/pally, and a druid made our way to the cave where the giant spiders were at, and we were doing good for a bit, but got into trouble.  Thinking on his feet, the fighter, flanked by two minion spiders and grabbed by one of the giant spiders, said, “Can I pick up one of the smaller spiders and use it to beat the large one back?”

Silence came over the Skype channel, as I can imagine the druid’s player and the GM’s face were mirrors of mine: WTF, that’s kinda cool, and WTF, in that order.  “Sure, give me a grab check against the spider, then an improvised weapon attack if that succeeds against the large one.”

It worked.  And it should have worked, because this player’s whacky plans generally seem to work.  This is, to my knowledge, the player’s only 4e game, spending more time on Star Wars and 3.5.   And his character is always, at least once a combat, doing zany things like this.  Jumping on a dragon and kicking it in the groin.  Leaping 50 feet onto another dragon’s back.

It used to bug me, to a point.  He wasn’t using his fighter or his pally powers a lot of the times.  He seemed to forgo a perfectly good encounter power only to do something zany to hog the spotlight.  But, as I watched him inflict massive archanoid on archanoid damage, my view shifted and realigned.

He wasn’t trying to hog the spotlight, just do something in character.  His selection of powers before him weren’t absolute choices, but rather guidelines for when he couldn’t think of something creative to do.

A lot of the detractors of 4th edition have said that the powers setup remove a lot of the creativity of the game.  Before, sure a warrior could just bash or trip someone, but the player had full control to describe it, to paint the scene with their actions.  In 4e, you get more options, but all the description is done for you.

I never agreed with that argument.  Each of our 4e powers give a mechanical effect, but you can rename it or describe it how ever you want.  My skirmishing warlord may be using staggering shot, which can knock an enemy prone.  But when I use it, since he’s using a lacrosse stick and a stone pellet, he’s trying to bank a shot off the tree behind the Wendigo to bean the abonination in the back of the head.

Yet even that is a limiting factor, or it has been for me.  I had plenty of choices before me, but they were the only options I thought available to me; anything outside the 10 or so powers did not exist.  The fighter/pally mentioned above  is the opposite: he tries new things, immerses himself into the scene and looks for things outside red, green or black powers to try.  And that’s not to say everything he tries is successful.  He’s fallen face first off of boulders trying to stab something in the air, or even when he lands on the back of a dragon 50 feet down successfully (ie he passed his check) he’s still taking half falling damage or facing the beast on his own.  With good creativity, a grasp on the given scene, and a flexible enough DM all sorts of options present themselves.

I guess the take away from this for players of 4th Editions is this: next game night, once per encounter, put your cards away, or close up iPlay4e, or cover up your character sheet.  Ask the GM if you can do something not on any of your cards or is a nominal action in the Player’s Handbook.  Swing from a chandelier, cut the rope so the sail falls on the bad guy, siphon some of the necromancer’s arcane power to weaken his zombies.  Do something iconic with your character that forces the GM to use page 42.  Even if you fail, I’m sure it will be much more interesting, tell a better story, then blindly using an at-will power.

And stories are, in the end, what this game is all about.

Mike Hasko .-._. PsychoPez

So, what ‘outside the box’ actions have your characters done, and how well were they received by players and GMs at the table?

Opportunity Actions: What I Look for in an RPG

There are a lot of RPGs out there. That much is clear. The question I’d like to take on is: Which one(s) would I play, and why? There are a few criteria by which I will judge this:

  • Theme/Genre
  • Character Building
  • Mechanics
  • Innovation

Theme/Genre

When we talk about theme, we find the basis for the game we’re going to play. Much of this can come from the group playing, but the game itself can be pivotal to the discussion. Do we play fantasy, like D&D or Pathfinder, sci-fi, like Star Wars (in its various incarnations) or Shadowrun, or supers, like DC Adventures or ICONS?

Character Building

How do you build your character? It may seem like a strange question, unless you have played a variety of games, and have gone through the process of getting those numbers down on paper. What it boils down to (among other things, but most notably) is concepts of complexity vs. straightforwardness, randomness vs. intention, mechanics vs. story, etc. I’d go so far as to say that character building is one of, if not THE most important feature to consider when selecting the right RPG. When you’re playing a game that tells character-focused stories, it’s important that character building give you the ability to play a character that you find satisfying.

Mechanics

How does the game actually play? Once you’ve built a character, or at least have one ready to play, the actual playing of the game should serve your character, and facilitate that character’s exploits. If it takes forty-five minutes to an hour to work out what happens in five to ten seconds, there’s a problem. (Palladium, anyone?)
Game mechanics should ideally fade into the background, becoming reflexive. Some games do away with mechanics almost completely, leaving precious little chance for randomness, saving such things to be handled by committee.

Innovation

Finally, we talk innovation. Themes are a great thing, and whe a great theme suggests a great mechanism, there’s gold in that thar rulebook! Seriously, though, a solid mechanic inspired by story can break the mold, and really set the tone for your game sessions.

Take VOX, for example. Everyone plays characters that have one or more voices in their head. Some games tackle this reasonably enough, but VOX goes a step further, and gives control of that voice to another player. Let me say that again: *ANOTHER PLAYER!* Things get even crazier when the voice takes over, and that other player takes over the character.

Another great example is Eclipse Phase. The PDF is available free online, so go get it. I’ll be here when you get back. Got it? Good. Now, Eclipse Phase does something really tricky. Have you ever gotten tired of your character partway through a campaign? When that happens in Eclipse Phase, you can just download your consciousness into a new body, and you’re good to go. There’s a ton of other things this game does well, but I don’t have room for that. Just know that innovation seems to be the byword, and they’re sticking to it.

Conclusion

When looking for a good RPG, keep in mind that it’s about the story *you* want to tell, and how *you* want to tell it. There’s no definitive answer as to what’s the big game everyone should play, but there is an answer for the game you’re going to enjoy.

I like to vary things up. I love D&D, but I’ll vacation in Eclipse Phase, or Amber Diceless, or Vampire. The point is find what experience you and your group will enjoy, so you have something to do between drinking beer, eating Chinese food, and cracking each other up with obscure movie quotes.

How do you pick your games? Do you have a favorite? Let me know in the comments, and, as always, watch those threatened squares.

Links

*Picture previously published at The Walrus.

Bringing New PCs into an Existing Group

About two weeks ago I was talking to Ben over at Ben’s RPG Pile and we decided to co-write an article outlining a variation on the cooperative party building method.  What follows is the result of our collaboration, in which Ben did most of the work… Thanks Ben!

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You Look Questworthy!

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Hello, My Name is…

New character introductions are a common conundrum for any DM. The scene is ripe with tantalizing role play but sadly, it often becomes a drive-thru experience. Well, not anymore. It’s time to take a stand.

Thankfully, DM Samuel has already shared his wisdom when introducing an entirely new group of characters to one another. You can even listen to it unfold here (click link when new page loads).-

So, as a fun follow-up, let’s now turn our attention to adding some new individuals to an already existing group. We’ve got some helpful player interaction recommendations and a series of friendly role play-inducing questions to ensure you get the most out of this bountiful opportunity.

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The Rules

As the DM, you certainly want to give the group as much role playing flexibility as possible but a few ground rules never hurt. In terms of places, you have the right to veto a name or setting that does not fit within your campaign. Also, handing out characteristics that negatively impact or unnecessarily make fun of a character in a hurtful way is a bit overboard so remind the group to keep it fun and light.

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The Scene

Your party has narrowly escaped a dastardly battle. Only three of the six characters now remain. The start of the next game session will require an introduction of these “replacement” PCs to the group.

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The Prep

As DM, you will need to pull the players aside ahead of time and prepare them for the next session. You will remind them that their PCs know absolutely nothing about this new group. It’s important that the surviving PCs play off the initial answers from the new characters. Do a couple Q&A examples.

Encourage them to play loose and have some fun. You can pass them this handy handout and nudge them to utilize some or all of these questions. The survivors must establish trust and credibility in order to welcome anyone into the group.

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The Questions

The surviving player’s PCs will be asking some of the following questions of the new PCs.  The DM’s role here is that of the moderator. For example: Ask the players to clarify or expand upon their answers as needed. Point out a question if the situation calls for it.  Make suggestions if a crew member freezes or looks lost. Encourage players to make up their own questions. Also, allow the “new” PCs to ask questions of the “recruiting” group as well.

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Q: How do you know each other?

Q: From where on our map do you hale? (show a map while asking)

Q: Who in your group is the bravest, hardest hitter, sneakiest, most temperamental, etc?

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Q: Who is the leader of your group? (leader in personality, not DnD 4e role)

Q: Has your group lost any members? How? Why? (ask follow-up questions here)

Q: Do you have a hated enemy? Who is it? Why?

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Q: Is your group on a quest of your own? What is it that you seek?

Q: Any wacky quirks about which we should be worried or made aware?

Q: Have you seen or heard of [existing story clues – places, people]?

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Q: Why should we deem your group trustworthy?

Q: What is your greatest challenge as a group?

Q: Who/What is the most powerful foe you have bested?

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Note: To establish background, an existing party member could ask any of the above questions to the new characters. However, any of the questions here can easily be a two-way street, and the DM should encourage this as an interaction between PCs, not simply an interview.

These questions make sense, right? Why not give it a try? Surely, you want to avoid these common Meta Gaming traps:

As you walk down the hallway, you bump into another party. Names are quickly exchanged. Treasure-split terms are set. You continue walking down the corridor.

Or…

You are sitting in the tavern and two men enter.  They are obviously skilled adventurers.  They approach you and explain that they are looking for a job.  You agree to let them join your group.

Remember, role playing is the responsibility of the player and the DM – not the edition of D&D you’re playing. It’s time to take a stand.

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About the Guest Author

Ben Bertrandt is the co-founder of Gamers’ Inn in Mesa, Arizona. He also co-created and currently maintains Ben’s RPG Pile – a social network of D&D gaming goodness. You can enjoy his weekly blog of product reviews, watch a how-to video on YouTube and read his endless banter on Twitter.

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I’m quite happy with Ben’s take on adding new players to your game – try it out and let us know what you think.  And if you enjoyed this article, go check out Ben’s site – you won’t be disappointed, I guarantee it!

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Until next time, DM Samuel and Ben wish you good gaming…

~DM Samuel

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