Showing posts with label Narrator. Show all posts
Showing posts with label Narrator. Show all posts

Tuesday, November 22, 2022

Keeping Track

So, an important tradition at the start of each game session for us usually involves the “In the previous episode of our story” bit where someone reminds everyone what happened the week before. It’s a great way to get everyone focused on the game and away from the snacks or the startup banter and remind everyone where the story is. Also, if anyone missed the previous session, they can catch themselves up.

But, we all know that the game isn’t always a weekly affair, and sometimes, with lots of conflicting events, it can sometimes be a month before the group reunites. Memories get hazy and details go foggy.

In the past, I would try to keep notes, but I just couldn’t keep up with it. I tried tempting my players with extra story points if they kept a log, but nobody ever took me up on it.

Well, part of the problem was that I never really had a cool system to do it, so I was never motivated to track elements of the story. I’ve seen various cool looking leatherbound emblazoned “adventure journals” for sale, but I never really found one that looked all that great.

Then, one day I was wandering through a Hobby Lobby and I saw the Happy Planners there. These were crafty and flowery and cutesy day planners being marketed to women and crafters. They had a series of loose rings as binders, and the pages and covers had these cool punched holes that held the pages in place, but also allowed for easy removal and replacement. 

That was the key that caught my eye. Removal and Replacement. That meant that the organization of the pages was flexible. Pages could shift around in the book based on temporary need, allowing accessibility without having to do a lot of searching in the moment. Very useful. 

A bit of research and I discovered that there are many brands and systems of planners and notebooks using the “Disc Bound” idea. I dove in.

In the process, I discovered that it was easy to get a hole punch made to create the special perforations necessary. Then, you could use any word processor to create your own forms and pages.

So, immediately I started creating them for The Hero’s Tale (It turns out that an 8.5x11 sheet cuts in half perfectly for an 8-ring binder). Right away, I discovered that the needs of a Narrator (Game Master) were different from the needs of the player, so I created separate forms.

The main ones that I use for Narration are the Session Notes/Planner pages and the NPC tracker pages. The session notes allows me to plan a basic overview of the likely scenes in the session, track the characters and their karmic actions as well as note the story points during the game, and then take notes on the actual story that they play. Finally, and the bottom of the flip side, I can jot down some notes for the next session. One sheet contains the whole session. 

Once I’ve got the basic plan, I create an NPC sheet for each of the primary NPCs they’ll encounter, and keep one or two blanks handy in case they run into someone I have to create on the fly. I can gather all of the recurring NPCs from deeper in the binder and move the sheets to the spot where I can access them easily. Now my NPCs are becoming real people, and have more in-depth roles, like a support or a nemesis. 

The players use the NPC sheets as well, but their session record sheets don’t require planning sections, so I’ve made those ones a little simpler. The players have their primary character sheets as well, of course.

I’m working on other page ideas, like locations and items. I also print them in a medium gray instead of dark black so that the user can write over things however they want, and they don’t have to use the “form”. 

Here are some pictures of my system in action.













I have all of my games in one binder, whether I’m the Narrator or the player. I can move them around depending on which campaigns are the most active and what world each one is in. I can pull forward the notes that are needed, and “archive” what’s not to the back of the binder.

It has had a HUGE impact on my storytelling, both as a Narrator and as a player. I no longer forget names, and personalities and locations are much more consistent and memorable. It’s becoming much more REAL. I’ll never go back!


Wednesday, October 19, 2022

A Quick Formula for an Adventure!

 How to Be a Great Narrator (Game Master) #3

Sometimes you plan for weeks and weeks to make your campaign ready. You spend days in worldbuilding, days in the maps, hour after hour making the core NPCs, and even more hours working out the storylines.

Other times, you’re just sitting around with some buddies and you want to throw down some dice. While they’re whipping together some quick characters, can you improvise an adventure? Can you make something interesting and exciting?

Here’s a fast formula you can use to put out an exciting and compelling adventure! It’s “SNGC” - you could possibly pronounce that like, “SNUG-kkh” if you wanted to, but I’m not sure why you would...

Anyway...


1 - Setting

Where is this adventure going to happen? This is more than just “What world?” or “What city?” the players will be wandering through. Is there a basement or catacombs under an inn or a chapel? Will they be creeping through a dark and spooky forest? This is the first decision.


2 - Characters

Who will be involved? In this case, I’m speaking much more about the NPCs, rather than the players. Who will they encounter, and what will they be like. Jot down a few names (maybe use an online name generator or an old IKEA catalog) and a few notes of the role of the character and their personality. The less of this you have to improvise, the more fleshed-out the story will be.


3 - Goals

Why are we here? And why should we care? 

These are the deep existential questions your party will be asking you. Well, they might not ask these questions out loud, but believe me, they are thinking about these issues. Exploring the sandbox or shopping for new armor and potions only carries you so far before you start to wonder what the point of it all is. Is there some magical McGuffin they can seek, or some monster terrorizing a village? Is there a tourney to be won, or someone to be rescued? The sooner a goal, a task, is established, the sooner the game will get underway.


4 - Conflict

This is critical. Without conflict, you have no story. Sandbox play can be fun, but if the characters don’t have something driving them to act, they will either shut down in boredom, or will look to create some conflict with the characters in the setting. It’s NOT likely that this will end well. Trust me.

There are two kinds of conflict here: One is the conflict the party will face when they try to achieve the goal. This could be pretty obvious: The monster they’re trying to kill might not WANT to be killed, or the powerful evil wizard whose McGuffing they’re wanting to steal might not WANT to end his comfortable reign of blood and horror.

It’s also a lot of fun to establish some external conflicts between the NPCs. Maybe some of the villagers don’t trust each other, and maybe they want to get back at an old rival in the tavern. These sorts of conflicts might not drive the story quite as much, but they can sure flavor it and make it more tricky.

Remember to hint at the conflicts and the goals early on. This is often called the “Hook” or the “Teaser”. This is what triggers the adventurers into action mode and away from drink-themselves-into-oblivion-on-the-inn’s-barstool mode.


So, that’s the SNGC formula for a quickie adventure. Even if you can’t decide how to pronounce it (“SNOG-ick”? “SING-K”?), you’ll find that it will help you establish an active and energetic adventure that your players will lunge into. It can also be used in preparing the individual sessions of a long-running campaign as well.

Happy Gaming, and roll 20s!



Tuesday, November 24, 2020

Fun vs Rules, Some Thoughts


Some rules systems are very “crunchy”. By this, we mean that they are full of lots of tiny, detailed rules. Think of “crunching numbers” as an idiom and you’ll get what I’m saying. Like all of gaming, and of life, this brings both good and bad. 

The good of it is that there is consistency. When you cast this spell, this is what happens. When you meet up with that monster, then these are the things that it can do. If you try to buy a new suit of armor, or a horse, you can look up how much it will cost you. It also means that the game master doesn’t have to guess at so many things. They can just look up the rule and go.

There are some problems with crunchy rules, though, and one of them is that it creates the need to look up things. “You’re throwing the Fireball at the wall to try and blow a hole through it. Hmmm. Let’s see. I have to look up the Fireball spell. What level is that?  Ok, here it is. Hmmm. OK. Now, I need to look up how much structural damage that wall can take. What book was that in? Oh, yeah. Over here. Let me look in the index. Here it is... Wait. Is this wall brick or stone?” Do you see how that can significantly interrupt the flow of the game? 

Another problem it creates is the rules lawyer. This is a challenge when the player challenges a judgement the game master makes. Then the two dig into the rules books and begin pointing out variations and nuances of the wording of the rules to prove their points. The story grinds to a halt as the two try and hash out the results.

Also, it can be a problem when the GM creates an encounter, and the player immediately looks up the monster’s stats, abilities, and weaknesses. 

I’m not saying clarity of the rules is a bad thing, but there should be room for variation, and for the sake of the story flow, some calls should just be left to the common sense of the game master. 

The game master should, also, be willing to listen to a certain amount of appeal or explanation from the players, but should also quickly roll with a decision and move on in the story.

I think this is particularly important when dealing with younger players. They may not remember the details of the rules, but they will remember the excitement of the story.

Thursday, February 21, 2019

How to Roll Dice With a Disability

Inclusion at the table is a big deal these days, and rightly so!

My son, and one of the dev team for The Hero's Tale RPG, Jacob, has Cerebral Palsy.  It basically means that his brain doesn't talk to his muscles very well. That effects those that have the condition in many different ways. Some have tense muscle tone, others are very lax. Some are cognitive and verbal, others are not. Some can learn to walk and function, others can't, and many are in-between.

Jacob has very high, tense muscle tone. It's virtually impossible for him to use his legs, and he's stuck in a wheelchair full time. He struggles to use his arms and fingers with any real control. He is, however, fully cognitive and verbal.

So, he has been playing RPGs with us ever since we first created The Hero's Tale, even before we called it "The Hero's Tale". And rolling dice has always been a struggle for him. Here's why.

Picking up one of the small d20s means he has to isolate his thumb and forefinger, reach out (a difficult move with high muscle tone), direct his fingers to open and pick up the die, raise it, and then drop it and hope it doesn't roll away, or fall down under his wheelchair.

We've experimented with larger dice, and those are much easier for him to wrap his palm around and pick up, but the large d20s have numbers aligned and arranged for MTG scorekeeping (called "countdown" or "spindown") rather than a random arrangement. It works, but it's not as random.

Now, we have found the solution! We put a small d20 in a larger plastic box. This one is a display box for an autographed baseball.



He can pick up the box easily, shake it, and set it down to see what number he rolled. Easy grip, easy roll, and it doesn't fall on the floor!



A bonus benefit for everyone: How many times has an over-eager player tossed a die and had it roll off the table, or, worse, tumble onto the battlefield, scattering walls and miniatures as it goes? There's no save vs the die itself!

But if everyone at the table uses this method, there are no scattered dice, no hunting under the chairs! Just shake the box and read the die!

Brilliant!


Wednesday, January 9, 2019

Monthly Monster - Shadow Magic Demon

Over the holidays, we got to spend some really fun family time together. One of the things we did that was the highlight was playing a game of The Hero’s Tale, as a full family. By that, I mean, my good wife Jodi joined in! We made her a quick character, a lady swordswinger and my youngest son made a one-off adventure for us to do. Some evil witches (shadow mages) were kidnapping children from the city. We ventured into the forest, and found an old manor house where they were hiding. 

My wife’s character surprised us all by winning over the giant guard dog in front of the manor! “Who’s a good boy? Who’s a good boy?”  

When we finally met the witches in the fight, they sent some of these nasties at us. For a bit, it looked like we weren’t going to make it, but we used nature magic to power up our blades and went in swinging (and barking). Our mage froze a couple of the witches up in ice crystals, delaying their efforts in the fight, so, in the end, we not only took out the demons, but the witches as well.

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Name:  Shadow Magic Demon

Description: The Shadow Magic Demon is summoned from out of darkness by a wizard using shadow powers for the duration of the scene, then dissipate. It is partly sentient, in that it can move and attack on its own, but it will serve the command of its summoner. It can appear in two forms, it’s moving form and it’s attacking form. In it’s moving form, it appears as a swirling wind of darkness and shadow. In this form, it will move across the ground very quickly, moreso than a normal humanoid. When it attacks it transforms into a vaguely human form of shifting shadow and darkness, with the shape of a head, body, arms, and legs. It has an unworldly scream as it attacks, slashing with its clawing hands.

Good, Bad, etc. : Very bad. While it does serve the desire of its summoner, it also enjoys causing harm and pain. Only shadow mages bent on evil would consider summoning it.

Hearts: 2

Difficulty: Normal

Attributes: 
Str:   0    Dex:   +2    Frt:    -1   Awr:   0   Soc:   0   

Attacks\Combat Skills: Slash attack at +2 that do 1 heart of damage. Also, see special rules, below. 

Armor/Protections: Since it’s incorporeal, it requires magical attacks or empowered weapons to damage it.


Powers (including WP): While it doesn’t have powers and will points of its own, it can Move Through Shadow like the power action described on p 104 of the rules.

Other possible skills: 

Special Rules:  When it successfully attacks, if the defensive roll fails, the demon has attached itself. Successive attacks to this same defender get an additional +1. The defender also immediately loses 1 will point of any kind, and 1 additional will point at the end of every round that it’s attached. The defender can make a normal fortitude roll as an action to disattach the demon.

It will avoid bright lights, especially sunlight or light powers. Sudden flashes of light may startle it and force it to make a morale check or possibly disattach from defenders. Objects and weapons empowered with light power will attack the demon with an easier difficulty level, and the demon will make defensive rolls with a higher difficulty level.

Possibility of treasure: Since it’s a creature that’s summoned for the duration of the scene, it will bring no treasure with it. However, defeating the wizard that summoned it, who is probably nearby, might yield some loot.


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If you’re using these in some other system, just adapt the core abilities. For example, instead of draining will points, maybe they take away spell slots, or some other way of sucking the magical power out of your PCs. 

Happy Gaming!



Tuesday, October 9, 2018

The Murder Hobo - How to Be a Great Narrator (Game Master), #3

Recently a friend of my son’s was over an they were playing Fallout. Actually, the friend was playing, and my son was mostly watching. I don’t know much about the game. I was sitting at the kitchen table writing scenes for “A Tale of Heroes” (the next few have been really cool for me to write!), but I was marginally paying attention. I’ve also watched them play it pretty extensively before. It seems to be mostly wandering around trying to not be killed by various mutant monsters. Yes, there are some other characters involved that you occasionally meet, but mostly, you’re running around trying not to be killed.

And, much of that “trying not to be killed” part involves killing everything else out there. There’s a kind of core assumption that anything that doesn’t look like (mostly) a human is dangerous and should be killed immediately. Then, when their bodies litter the ground, you can search them over for anything useful to your survival and move on.

Fallout 4 is rated “M” for “Mature”, and this description is from it’s ESRB page:

“Content Descriptors: Blood and Gore, Intense Violence, Strong Language, Use of Drugs

“Rating Summary: This is an action role-playing game in which players assume the role of a fallout shelter resident emerging from a post-apocalyptic world. As players traverse the open-world environment, they complete various mission objectives and use machine guns, machetes, lasers, and explosives to kill mutants and other human survivors. Battles are frenetic with realistic gunfire, explosions, and large blood-splatter effects; some attacks result in slow-motion dismemberment and decapitations. A handful of scenes depict chunks of flesh as well as severed heads and dismembered corpses. During the course of the game, players can consume a variety of fictional drugs (e.g., Buffout, Jet, Psycho) through the use of a menu; repeated use of these drugs leads to an addiction status and various negative effects for characters. The words “f**k,” “sh*t,” and “a*shole” are heard in the dialogue.”

Now, whether or not games are too violent is not my point, here. My frustration is that this text not only shows the more extreme moments of combat, it also pretty effectively describes the plot. By that, I mean the entire point of the game. There really doesn’t seem to be much deeper substance there beyond killing things and grabbing stuff.

Now, there’s more than just rated M games that seem to suffer from this malady. I love to play “Breath of The Wild”. This one is rated E10+ (meaning that it’s rated for all players, but recommended more for ages 10 and up). There’s a little more to the story line, and a few more options for actions, but mostly it involves wandering the open countryside killing bokoblins (or other denizens of evil) and taking what they have that’s of use.

There are thousands of other games with a similar, underlying concept. Even games as “child-friendly” as Adventure Quest and Wizard/Pirate 101 are still all about wandering around, defeating bad guys and taking their loot.

All of this comes, I believe, from the rich tradition of tabletop role-playing games. In the beginning, D&D began as primarily a dungeon crawl game. As a party of adventurers, you found a underground network of halls and chambers (no one is sure who built it), populated by horrific monsters (no one is sure where they came from), that got stronger and more terrible the deeper you went (no one knows why the structure was dug so deep). As the game moved into above-ground adventuring, it was easy enough to carry on the tradition of killing and looting. It’s easy to justify if you’re raiding orc and goblin encampments, but if your character is evil, it’s a lifestyle that’s easy to claim.

And thus, the murder hobo was born.

The murder hobo wanders from village to village, killing and looting. As an RPG lifestyle, it’s an easy way to live. You have a constant source of experience points and gold pieces to feed on, and before long, you’ve leveled up enough to be a feared local legend.

While the community may mock the playstyle, it seems most tabletop and electronic game systems still actively encourage this way of life. I’m kinda surprised that it’s not its own character class by now.

So, what can you do? Well as the GM (Narrator) of the story, you can do two things:

First, you can make a story line so exciting and compelling that the idea of just wandering the countryside making mayhem is downright boring. Give a focus, set up a quest. Give them some real, true villians to fight! Make it a real story!
Second, make consequences happen! If someone kills just out of spite, greed, or boredom, have the friends or family of the victim come after the character. Constables, guards, or local law can come down hard on the lawless as well. Finally, in The Hero’s Tale, use negative karma points to make life difficult for the offender.

Maybe there is a villian among the villagers! I think a cool 2-3 session adventure would be for a party to be hired by a local king or noble to go capture a local murder hobo who is causing panic amongst his peasants. Find him and bring him to justice!

Let’s make our games less rampage-ey, and more heroic!



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This continues the story of the heroes in Wynne, in Twynne Rivers, in the world of The Hero's Tale, Family Friendly RPGs. Here's more info on The Hero's Tale, and family friendly RPGing.If you like this story, support us at our Patron!

Tuesday, August 28, 2018

How to Be a Great Narrator (Game Master), #1

Welcome to all!

As we created, tested, and adapted the rules to The Hero’s Tale over the years, we’ve had an unwritten rule at our table: Anyone is welcome.

I will say up front that this has been both good for us and bad for us. However, overall, this has been right for us, and has been very helpful for many of us at the table.

How this has been good:

I’m not inside the heads of those who sit at our table, laughing and throwing dice, but as I look around it, I see a core group of great friends who have been through a lot together. We’ve saved the world and the universe a time or two, and, in the process saved each other. We all have issues. We all have struggles. Over the years, our (mostly) consistent adventure night has given us a chance to bond with each other. We’ve become “our tribe”.

All of us, in some way or another, have at times felt like we were socially disconnected. We’ve felt “not cool” or on the fringes of the mainstream. There are some of us at our table that have actually been professionally diagnosed this way, with Autism Spectrum Disorder, Social Anxiety Disorder, or even with physical disabilities. When we’re playing, the table evens everything out.

Through the years, various people have drifted in and out of our group. Some stay for a while, some stay only for a session or two. A few have moved away and come back. Life is kinda curious that way. I like to think that each one has brought something interesting and beneficial to the group, and I hope that the group has been beneficial to them.

There are a few in the group that I’ve essentially seen grow up here. When we started, Jacob, my youngest son, was 14 years old. He’s 18, now. There are two or three that came in from his social circle that are in the same age range. A lot changes in those four years of a kid’s life. I look at the process of their growth, and I’m certain that the gaming group had a big impact on that.

How this has been bad:

There are some practical considerations with having an “open chair” policy. One can be the physical lack of chairs. There have been nights where we actually run out of chairs and room around the table. We’ve gotten good at adapting things.

That indicates another “big” problem. The party gets to be too big. It takes some tricky Game Mastering to manage that many players. At a few points, we’ve tried to split the group into two tables, but for some reason, we always tend to drift back to one big one. I guess we like the camaraderie. And yet, in spite of the challenges big groups bring, our GMs have never insisted that anyone leave.

That many people also means a lot of character inconsistency. There are few weeks where everyone is here. How do you continue the story with missing characters? You just adapt. Our running joke is that this character or that character is “visiting his mother”. Or someone else can play the character of the missing player (as long as he/she stays true to that character’s character).

In spite of all of the challenges it brings, I’ve seen the impact our game group has had on the players themselves. I’m quite proud to be a part of it all. For all of the problems it brings to the story line, I would now always err on the side of inclusion.

Keep on rolling!