By - May 24, 2013 - Leave a comment

I am become designer, creator of worlds! (p.1) »

“I am become designer, creator of worlds!” is a limited series on the ins and outs of building your own roleplaying game from the ground up—and with it a business model by which to grow and create more new ideas.

I always knew it took more effort to create something than destroy it. I just hadn’t calculated how much actual work it took also!

When I was little, my brother and I would rage across the backyard in an imaginative frenzy—playing good guys and bad (Janus would have been proud)—hopping over tree roots that were the wriggling tentacles of a monster, or hiding behind air conditioning units and garbage bins that were outcroppings of a space station.  Many of our games were kept strictly to the mind, with little more than pencil and paper to breathe life into our feverish creations. Imagine our surprise when years later we discovered bound roleplaying game products at the local hobby shop—a codified system of rules and concepts so congruent to our own ideas; ideas we thought only we understood!

Now that I’m only slightly less little, my brothers-in-arms and I are laying the finishing touches on an RPG world of our own design: Pure Steam™. It’s a Pathfinder® compatible campaign setting mashup of steampunk tropes couched in an alternate history version of the real world. (Already I see the hands going up in the back.) “What’s steampunk?!”

Get ready for a half-dozen different answers. “Just take any real world object and add gears to it.” “It’s Victorian gothic horror.” “It’s the League of Extraordinary Gentlemen.” “It’s H.G. Wells and Jules Verne on acid.” Maybe. Or maybe it’s just a subculture literary movement within science fiction that supposes a world where innocence, mystery, and pre-modern idealism still exist. A world of steam.

What we are making doesn’t attempt to replicate any of those things quite so literally. We supplant Victorian flavor with Appalachian. We mix World’s Fair grandiose architecture and materials science with Western weird horror. We cloak modern fantasy in late 19th-century American trappings east of the Mississippi. We stir a witch’s brew of solid crunch and compelling fluff and let the resulting “moonshine” distill in your mind. (And I may have said too much already…)

Needless, you must be asking yourself, “How did you get started on this? How could I do something similar?” Well, while it’s no guarantee it’ll work for you like it has for us, fellow reader, we dare to share with you snatches of our recipe. Go lock your doors, and pay attention now!

Before we get into it, a little backstory. Pure Steam™ is the brainchild of West Virginia-bred (aka “coal country-bred”) Adam Crockett, aka “B’omarr Punk.” I knew right away he and I shared a kinship by our related online handles—both Star Wars inspired. As we gamed together, I learned how simpatico we seemed in our sensibilities (e.g. how we each enjoyed the challenge of playing 0-level commoners, our admiration for 3e Forgotten Realms® and Todd Lockwood’s art, or the way we’d greet each other with, “Hey lover!” or “Sup sexy!” even though we’re both happily straight). He was that rare kind of person with whom I knew I could share unfulfilled wishes of creating something unique, something we both cared about, that would draw upon our collective interests and produce something we could be proud of. Contrary to whatever might be on your mind (you sicko, you!), I told him I’d be ready to help if the idea ever took off.

Step the First – Limit Yourself

And so it began as most things do: unfulfilled. Then he contacted me while I was away in Japan and requested I make good on my previous promise. I had no idea how big the project would be, so I knew it was wise for me not to get carried away and instead limit myself. I offered a simple class idea. While there was not yet any concrete ruleset and little else to go on besides “19th-century American steampunk,” the class was warmly received.

My thinking had been simple but layered. Limit yourself. Get right down there to the ground-level and scratch at the surface. I thought about the Civil War, a defining period, and the people who had fought in it. I sorted through the crowds of faces in my mind and tried to lock onto something that stood out. I used period art and I read. I wanted to create something commonly recognizable but undefined, something rooted yet inspirational, something heroic but outside the rank and file. Something I could mold and recast. The Chaplain was born.

Having “survived the proving grounds,” Adam assigned me the duty of recasting more of the classes for the game. “Great!” I thought. “We’ll keep it very limited. Controllable. A few core classes, no extraneous races, very low magic, a true role-player’s paradise where the differences are in the nuances.” I wasn’t concerned with anything else. Little did I know that I would have to greatly adjust my aim if I was to serve the entire creative process beyond my own selfish wants.

Stay tuned next week as we bring you the second half of the story of Pure Steam™, how it came to be, and the lessons learned in the doing—exclusively right here on DMing.com!

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By - May 6, 2013 - 4 Comments

Tales From the Other Side of the Screen #6: Splittin’ Headache »

Tales From the Other Side of the Screen’ is a weekly response to Darkwarren’s DM Dispatches column, providing a Player perspective to my DM’s viewpoint.”  Today we’re rebutting his article about treasure division. Specifically whether our group should do an Organic Method where PCs are just given what gear they can best utilize since helping one person helps everyone or instead do Book keeping recording sales which lets players take evenly split gold to then go buy exactly what they want.

Splitting treasure is often a great way to end a gaming session.  The bad guys have been defeated & now its time to taste the fruits of victory- from magic items that let you do cool things to GP that allows you to go buy magic items to jewelry/gems/tapestries that you can sell for GP to then go buy magic items.  Fun times.  However occasionally, like deciding what movie to watch, you all just don’t agree.  And at the risk of ‘throwing another hissy fit’ I don’t think handing out stuff that we happen to come across works in most situations.

Let’s start with the premise treasure division should always be based on roleplaying the character; & how would that individual want the treasure/rewards to be shared.  In addition to any traits, & overall personality, alignment is a big consideration. A Chaotic character would not share treasure the same way a Lawful character would, just as an Evil character would not share it the way a Good character would.  Because no two characters are the same, each could (or to me, should) have different ideas on how to split spoils. i.e. the current party of misfits in our Runelords Adventure Path is pretty much the opposite of the homogenous band of Dwarves establishing a kingdom in the Kingmaker AP.  So while its not very realistic to say that a random bunch of different strangers with completely different goals would decide to do things the same way nationalistic stunties did, the Organic Method is what both campaigns are doing.

I don’t think its just clerics of Abadar or even Lawful Neutral PCs who’d want some basic record keeping when it comes to tracking treasure. At the very least, True Neutral would also seem to apply as well, if only for the balance aspect. A case could be made for LG & NG heroes as well. But then there are those characters with a mercantile background or an interest in business- they would also favor a split via a record. Then there are those characters who simply believe that they should be paid what they have earned, whether they are soldiers, sailors, or alchemists. And finally, some PCs simply hold to ‘fair is fair.’

The practical argument is that certain classes will have a much easier time finding equipment that they can use than others. For example, there’s probably not going to be any magic bullets, guns, or gunpowder written into the adventure, meaning that the guy that uses these items is always going to have to be buying them at full price. Meanwhile our Half-Elven Rogue will much more easily be able to find enchanted rapiers or ensorceled studded leather armor.  Meanwhile the Half-Orc cleric may indeed one day come across a magical whip, but a magic longsword for the party’s fighter is much, much more likely to happen.  Since the game is designed around math, there is a fixed amount of treasure written into the adventure. If 1 character is getting stuff for free, thats an unfair situation for the character who has to guy out & buy their stuff at full price because the ‘pool’ is finite.

The most balanced way to do things is to let people who want some treasure to buy that treasure at 50% of what it cost of their own share. So the Rogue could get Masterwork Thieves tools at 50gp, but then doesn’t get as much gold from the pile. The others meanwhile can use the extra bit of remaining gold to buy what they need but that wasn’t what the writers included.  But that’s a tale from the other side of the screen- what do YOU think?  How does your gaming group divvy up the loot?

 

 

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By - May 6, 2013 - 2 Comments

Tales From the Other Side of the Screen #5: Please DM, may I have some more? »

Tales From the Other Side of the Screen’ is a weekly response to Darkwarren’s DM Dispatches column, providing a Player perspective to my DM’s viewpoint.”  Today we’re rebutting his article about hit points that because of a technology SNAFU, I’ve had to rewrite.

I was having a great night.  No, scratch that- a mythic night.  My character, a halfling monk called Lem the Magnificent, had performed not just admirably but truly heroically.  This session I took some risks yet the Dice Gods had been kind, with my Jumbo polyhedrals coming through in the clutch.  Then after some witty banter with an enemy monk, Lem initiated a grapple. After a quick struggle my little guy knocked the big bad NPC into unconsciousness for later questioning- despite a fellow player almost shooting our only lead to death.

Now that would be almost forgivable except that this same player had been on his phone most of the night, Facespacing or whatever.  Not to mention frequently burping or breaking wind like we were in the middle school cafeteria.  And at some point his side conversation about Lotro became so distracting that Darkwarren had to pause reading box text from the adventure to stop & chastise him.  Literally, the game came to an abrupt halt.

However despite these shenanigans we did so well as a group that we still leveled up.  Everyone was pumped.  Then it came time for the ‘public roll for hit points.’  And you don’t have to be a Beholder to see where this is going.  Darkwarren had a House Rule that any 1′s could be rolled over.  So Mr. Unfocused rolled his d10 first.  ’10.’  The other guys went, all above average.  Then I get to go, holding my d8 tightly I let it fall onto the table to reveal a…’2.’  The worst not only out of everyone, but the worst I could have made.  A craptacular reward.

I left the basement early & unhappy.

Star-wipe to a discussion via our campaign’s messageboard on Obsidian Portal.  I made the case that low HP from random rolls make the game unfun & that everyone should just get Max HP when they advance. Dying from failing a Saving Throw or getting a Critical Hit is one thing. Dying because your Barbarian has less HP than the Thief because of unluck is just bad game design.  I also pointed out that it made no sense to roll for HP when everything else about character advancement was pre-determined: skill points, save bonuses, BAB, spell slots, etc.  Lastly I advocated that allowing characters to have the most health they can have helps the DM who then never has to ‘pull any punches.’ It takes away the need to fudge; us PCs have a solid a cushion & we know it.

Basically my argument was that randomness during play keeps you wondering & is fun.  But that randomness during character advancement is totally subjective & isn’t.

Star-wipe to the next session.  The other part to Darkwarren’s House Rule is that good roleplaying on the boards/through emails let’s you have a makeup HP roll. Since I had earned that with my online halflingness I had a second chance.  Clutching that same d8, I chucked it down to show…an ’8.’  Lem was back to being Magnificent.  It may not have been maximum HP by design, but the effect was the same.  More HP equals more Lem, & more fun for me.

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By - May 1, 2013 - 2 Comments

DM Dispatches #6 – Spilttin’ Treasure »

DM Dispatches is a weekly column that shares stories and reflections from Darkwarren’s experience dungeon mastering his weekly group’s Rise of the Runelords campaign that started in January 2013. The intention is that other DM’s and players can learn from his experiences as well as enter into discussion and add their two coppers as well.
Splittin’ Treasure

There comes a time in every campaign where the party finds treasure. Isn’t that why we all roleplay, for the fake wealth? It’s usually around this time where the group of players, especially if they are new to a gaming group, has a discussion regarding splitting treasure. Even though we have been playing for many years and know each other pretty well, the same old arguments come up every time a new campaign begins and new characters try to work out how to divide their loot.

There seem to be a few schools of thought on this subject. The two that are always argued about in our group fall into two categories. We call them “accountant” and “organic”.

The accountant method allows for a character to choose an item. He then owes the party half of its value, which is split up among the remaining members. This is offered as an option in the 3.0 DMG.

Or, if you’re like most of the guys in my group, you’d rather not do all that paperwork and go with what we’ve deemed the “organic” method. What this means is that treasure that is immediately useful is given to the characters that can most benefit or can use them most effectively. Two handed vorpal sword? That’s the barbarian’s now. Arcane spellbook? Wizard’s. Coins, gems, art objects, and other sundries? Split them up evenly. Of course the player’s know that if they get the sweet item AND a share of gold, they typically help the others pay for their desired items as well.

There is something to be said for acting true to your character. If your character is an accountant cleric of the god of wealth and commerce, she might be comfortable with dividing loot according to actuary tables right down to how much each PC owes to the party, including interest. If your character is greedy it makes sense that he wishes to get as much as he can and then steals from NPC’s and even the other PC’s. If your character has a charitable streak she might offer up some of her gold to other NPC’s or PC’s. You get the idea.

Our group had the discussion. I’ve had it before. As DM this time I wanted to remain out of it, as I thought this was more of a player dispute that could also be dealt with in-character. This was one of those times that I really only acted as mediator when two different players might have gotten heated in their dialogue and I stepped in to calm things a bit on our message boards. Things didn’t get too heated.

We ultimately decided to stay with the “organic” method, as we always have. But it brought up some great points in our discussions:

How do we (and our PC’s) understand economic freedom?
Is the group’s wealth more important than the character’s wealth?
How are they willing to share, save, or spend?
Ultimately what drives their decisions in terms of wealth?

The last question I pose to all of you: how did you and your groups handle the splitting treasure issue?

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By - April 30, 2013 - 6 Comments

Save your Game »

Hey there Loyal Reader.  Our last article was supposed to be another ‘Tales From the Other Side of the Screen” where I respond to Darkwarren’s DM Dispatches about hit points. You may have noticed that instead of reading my brilliant rebuttal to his Chaotically Evil stance against giving players maximum hit points, you were instead reading a 404 Error Message.  That’s because unbeknownst to me, the Tech Gods were busy doing a web site upgrade & the new post didn’t truly get saved to our server.  They’re trying to locate it as I type this, but in the event that my latest masterpiece is unrecoverable, I’ll retrace my verbal steps.

 

Until then, it occurred to me that this experience of technological mishaps might be something that could help save other gamers from losing their stuff, whether that be virtual or actual.  Granted some of this will be common sense but like they say, common sense isn’t common- surely being a DM you already have seen weekly proof of this.

 

Save Bonus +1: backup your files, then backup your backup.  Obviously my escapade could have easily been resolved if I had just typed my article into a WORD Doc then done the ‘ol copy/paste.  But nope, I did all my writing into Word Press like I have always done, clicked the big blue ‘Publish’ rectangle, checked the site to see that it was there (it was), then went on my merry way.  (Actually I watched one of the Game of Thrones episodes for the 4th time because “And Now His Watch Is Ended” had a fracking amazing ending.)  So be sure to regularly save your campaign info, your gaming music, & your PDFs.  Then save them again all somewhere else, preferably through someone else.  (We use Dropbox to start with, then our own dives whether they be hard or Google).  That way if anything happens to one place, the ‘Plan B’ spot will be safe.

 

Save Bonus +2: make a list of what your group has & who owns what if anything isn’t ‘Common Use.‘  Darkwarren’s gaming room has hundreds of minis, a bookshelf full of D&D books, & various roleplaying aids/equipment.  Now this group has been playing together for over a decade so pretty much everything has become congealed into a quasi-group property status.  But certain guys definitely had a hand in buying certain things: one guy bought an army of minis for example, while another has a Paizo subscription garnering him everything they make.  As long as they stay part of the group, everything is copacetic.  However if they end up moving or otherwise leaving then trying to split up the treasure pile could take some figuring out.  But the other reason to make a list to better keep track of what everyone has is that by knowing whats available you’re all more likely to find it when you need it.

 

Save Bonus +3: store your stuff properly.  I know I’m the only one, but I keep all my gaming stuff down in my basement.  A lot of it is left right out, my Nerdery proudly on display for anyone going below grade to see.  But some of it I’ve lazily left in the original packaging or kept in the cardboard boxes that they were moved in.  Problem is paper products stored in a basement is the natural lair of mold & mildew.  Or at the very least a musty smell.  Unfortunately that’s not the very worst thing that could happen, as I’ve literally had my basement flood.  If I hadn’t been home when the rain came up out of the drain pipe my Galaxian Collection would have been drowned in a small flood.  Thankfully I was able to get everything to the (+1) high ground until the H2O subsided.  But afterward I transferred everything into plastic storage containers with seal-tight lids, then kept these on the upper shelves.

 

While these Save Bonuses may seem on the ‘Der’ side, chances are not every group (or member in your group) does them.  grab these bonuses today, before a server eats your writing, a friend moves away with all the stuff, or the basement goes underwater.  Then come back & share your tale of survival.

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By - April 16, 2013 - 8 Comments

DM Dispatches #5: The Hit Points Just Keep on Comin’ »

DM Dispatches is a weekly column that shares stories and relfections from Darkwarren’s experience dungeon mastering his weekly group’s Rise of the Runelords campaign that started in January 2013. The intention is that other DM’s and players can learn from his experiences as well as enter into discussion and add their two coppers as well.

After a few days of adventuring and heroism, the members of the party was soon approaching that time in their careers where they can reflect on their experiences and learn new skills, spells, combat techniques, and general knowledge. In other words, they leveled up.
I had been toying with a reward for encouraging roleplaying away from the table, on our Obsidian Portal campaign site. Here’s what I first came up with:

If, by the estimation of the DM, a player has made a considerable contribution to the campaign either by posting in character on the message board or privately in character via e-mail with the DM, that player receives the ability to re-roll a hit point roll when their character levels up.

This seemed reasonable to me and added to our standard re-roll any natural 1’s seemed generous. But it opened the discussion for greater clarification and modification. Some of the highlights of the discussion included:

• Earning multiple re-rolls for multiple contributions between leveling up
• Re-rolling until a higher result is achieved
• Combination of the two previous
• Ultimately, just maximize hit points

When all was said and done some of the players and I were uncomfortable with outright maximizing hit points. We felt that some lower hit point totals might lead to creative solutions (necessity is the mother of invention) and perhaps even tactical retreats – which lead to more realistic roleplaying. We also felt that the spirit of the game includes some randomness and we wanted to keep that alive even in our hit point rolling. Admittedly this house rule would skew these rolls slightly towards the maximum, but the risk of low rolls is still there.

So here was my final house rule after player input:

If a player is able to offer quality in-character roleplaying on the forums, or privately via e-mail with the DM, even semi-regularly, then they are rewarded with the ability to re-roll their character’s hit points when they achieve the next level.
• These rewards cannot be banked. (So in this case Gregor and Zindelo, who rolled max hit points, they do not keep their re-rolls.) Don’t think of it as a wasted reward, but as good karma that got you a good roll to begin with.
• If the first roll is a natural “1”, you get one free re-roll.
• If you choose to use your re-roll reward after that, you get to choose the higher of the two rolls.
• You can re-roll all natural “1’s” on a reward re-roll.

So, what do you think? Would you use it? Would you change it?

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By - April 13, 2013 - 2 Comments

Contest Winners! »

Hey readers, its taken awhile to decide who wins what- there were a lot of worthy comments but after a lot of discussions & debate amongst DungeonMastering’s staff, we’ve selected the +5 comments for our initial 3 Thursday Treasurepiles as well as the ‘Easy Contests.’  Ready to see if you won?  Or if you’re a backup, aka Honorable Mention?  Here we go, working backwards from the most recent give-away to the Valentines Day themed one that started it all back in February:

Easy Contest #2 for the  4th Edition Player’s Handbook; the one for Arcane, Divine, and Martial Heroes, we thought about giving this to Fullovstars as a joke but didn’t want it burned, so we’re awarding it to Chris Waldrip for his math in figuring out the combination of classes and races- over 4,000 according to him.  But the catch is that we insist his next character be a Vampire Pixie, as ‘totally asinine‘ or not, it would be a blast to play/read about.   Honorable Mention to Kitsap Charles for his balanced post that explained 4E’s weakness was its requirements for mats & minis.  (Surely a coincidence)  But that a strength was that classes could do something every round.

Easy Contest #1 for the relatively rare 3.5 softcover, we liked the simplicity of what Mason said: ”Love: That D&D was at it’s highest, most played point in its arc.  Loathe: That D&D was at it’s grossest, most bloated point in its arc”  Spot on Mason.  Hope you don’t mind a little more bloat with this book.  Honorable Mention to Sean Holland for really nailing the duality of 3.5: that the players can build almost whatever character they want, however this can easily lead to abuse from mechanic mismanagement.

For Eden Studios’ Liber Bestarius- The Book of Beasts by Matthew Colvillefrancesco because we definitely want him to be able to “scare the living hell out of his players.”  (That’ll teach them to read the monster books)  Honorable Mention to Annie Malmstrom for telling game designers to write more details about monsters because that will make them easier to incorporate.  And yes, 2 full pages for each monster entry definitely means the beasties are chock full of details.

For Mongoose Publishing’s Classic Play Book of Adventuring by Adrian Bott & Alejandro Melchor, Tony because he made us laugh with this: “All in all, it looks like it would be a good resource of stuff to do to them.”  In all seriousness, there is a valid argument to not always sharing books with your players as that can ruin the surprise.  Honorable Mention to Hermeticgamer for doing a gaming-based dissertation that also happens to be available online: http://etd.ohiolink.edu/view.cgi?acc_num=miami1146539391

For Penumbra’s Love & War, The Sourcebook of Knights & Chivalry by David Chart, Caddoko because we want to see him add Love to his game.  Honorable Mention to Shar for introducing us to the Birthright campaign setting.

+5 Winners & Honorable Mentions, please email expy@dungeonmastering.com with your shipping address for mailing out the books.  Thanks to everyone who took the time to leave a comment & hope to see you leaving us even more feedback.

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By - April 3, 2013 - 4 Comments

Warhammer Wednesday #5: randomness = realism »

robot babyThis week we’re suggesting a simple technique inspired by the flavor of Warhammer Fantasy Roleplay that can have a major impact on your game because it will make starting a D&D campaign much more realistic.  How?  Well it changes the way character creation happens by using a 4-step process designed to mimic the complete randomness of being born. After all we didn’t choose our own ‘stats’ they came to us via DNA.

But even before we get to that, you & your players will be creating everyone’s character on the same night.  Darkwarren has already talked about some of the benefits to this, but in this instance having the group together is essential because each player will in affect be creating another player’s character.  Yup, the dice they’re praying on won’t be for their own PC- but don’t tell them this at the start.  Now onto the 4 steps:

  1. Make a table listing all the allowable races for your campaign.  Weight the numbers for each so that more common races have a higher chance of being rolled while rarer ones are harder to roll.  For example, if in your world the Elves are heading into the West you might say they are only a 19 or 20 on a d20 while Humans being everywhere are a 1 through 10, Halflings being pretty common are 11 through 14 while Dwarves going into decline come in at 15 through 18.  Then have each player roll to see what the race for that particular character is.  Again, notice we didn’t say ‘for their particular character’ because it isn’t.  If you allow a lot of races or have some exotic (translation: wacky) ones like  Garuda-blooded Aasimar, then you might want to consider percentile dice.  Incidentally, WFRP’s character creation uses d100 extensively as the various character generation tables have dozens of options.
  2. Next, have everyone roll stats: in order.  Absolutely no point buys!  (Your players want those, tell them to go play an RPG on Xbox.)  If you’re doing a generous method such as 4d6 & dropping the lowest, that’s fine, but the key is to leave the ending number for the stats in the order that they were rolled in.  No switching up after the fact- that is crucial to this concept.
  3. Now randomly roll for as much of the other aspects as possible.  Everything from the name, to family composition to social class.  Then based on both the ability scores (after any racial modifications) plus the other randomly generated info, the players should then pick the most sensible class for that individual they’re working on.  This should be done without any tableside discussion.  Based upon all this material, have each player write a very short synopsis of what they imagine the background for that character to be.  Approve or request any edits/changes to this background as necessary: fitting both game balance as well as realism.
  4. Finally, have each player write their name somewhere at the top.  Then collect all the sheets, shuffle them up, & let everyone pull from the pile, sight unseen.  Whatever one they pull is their starting character.  The other player’s name at the top means that they have a relationship of some sort to that person’s starting character.  If they picked their own, then they are coming into the setting not knowing any of the others.

  Voila!  Instant realism that reflects the randomness of who we are when we come into the world.  So basically, much like WFRP, the characters have to make the most of who they start out as.  Rather than beginning exactly the way they want by selecting their own stats or composing an ideal background, they must learn to work with what the hand Fate has dealt them.  But ultimately, the journey from that starting point will be more rewarding because it was more realistic.

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