Wednesday, May 26, 2021

DM Babble: Session zero of my first homebrew. Oh boy.

So in D&D, session zero is where you reveal as much as you can / dare without spoiling the game to your players. It's where boundaries are set, questions are answered, and confidence is earned.

Unless you're me.

Usually, I'm okay with session zeros because I've been running Waterdeep Dragon Heist so many times that I'm not fussed or overwhelmed with fear. But recently I did a session zero for my homebrew campaign - the one I've been rambling about here for a couple of posts. And, I got to tell you, confidence was not earned (or shouldn't have been) as I uhmed, ahed, fidgeted, and paddled my way through a mostly disturbingly quiet session zero. I eventually revealed the world map to the group and continent they'll start in. Which could or could not be considered spoilery, but mostly was my attempt to show that 'Hey, look, I actually did do stuff for this campaign and I'm just having a stressful moment, k?'

I know why I'm freaking out though. 

Quite a few years ago, a misguided friend of mine decided that I should write a murder mystery party thinger and she'd host it. I spent three agonising months on it, pouring what little I knew and could into it. Come the night of the murder mystery dinner party and it flopped spectacularly. Some of the people at the party didn't know it was a home creation and tore it to pieces. I was... distressed for quite a few months afterwards and wasn't keen on sharing any of my creations to anyone (even the things I thought I had more confidence in).

So do I believe that my friends are going to trash my first ever homebrew? No. But I'm still afraid it's going to flop. I'm still worried that they're going to be too polite to suggest someone else run something that's more decent. Are these fears valid? Yes and no. A lot of it is just lack of confidence, I know that. But you know, with the exception of alcohol, I've yet to find confidence bottled and accessible to me at any particular point in time. Also, alcohol makes me sleepy, not confident. So there's that.

In my defense, though, the reason the session was mostly quiet was because I had written a primer to the campaign which I handed the players beforehand. So they were told everything I felt was needed prior to session zero so they could make a character at session zero. But I still worried about everything. Because I do that.

As my luck would have it, my Monday group is also going to be running this homebrew soon and I have another session zero to prepare for. I guess the good thing about this is that I get more practice in paddling like a duck.

Also, I'm a sucker for punishment.

Tuesday, March 30, 2021

DM Babble: Pantheon

I've begun creating a pantheon for my world. This might be a good idea or a bad idea, but it was a fun exercise, so I figure that all is not lost even if there are probably too many gods listed.

I watched a number of videos on Youtube and read some articles on the subject. One can really go pretty epic with gods and their histories and whatnot. Some good material to be found by watching Anto from Icarus Games.

Here's how I created mine: 

  1. I listed a bunch of domains that these gods would reside over.
  2. I wrote down names of gods and allocated them to the domains, preferably more than one domain at a time.
  3. I decided to pay homage to some people/characters by making them gods. Because, of course Mercer would be the god of magic? How could he not?
  4. Added a column for descriptions and interactions the gods have with each other and the world.
  5. Had fun fun fun!
My list is by no means done, I still need to work out more of the inter-workings of the gods, but here are some of my favourites:
  • Deduinne - god of Revelry and Strength, worshipped most often by Goliaths and Dwarves. Named after Grog Strongjaw, Critical Role (Dedoink... get it?)
  • Anri - god of Deception and Trickery, at odds with his twin brother Dolos, called The Prankster.
  • Dolos - god of Deception and Trickery, at odds with his twin brother Anri, called The Liar.
  • Kawi - god of Dreams, Knowledge and Secrets, believes knowledge should be gained with hard work and experience. Secrets are treasures waiting to be revealed.
  • Vimpe - god of Nightmares and Pain. Takes the form of a firey black Nightmare (horse). Named after my friend's horse Wimpie who threw her off.
So not much of a long post, but just thought I'd pop in an update here.


Sunday, March 14, 2021

DM-babble: Creating the world with maps

Starting location map zoomed in. (Inkarnate)

These past couple of weeks I've been working, on-again off-again, on maps for my homebrew. Why maps? Because I'm hoping it's going to supply me with answers to the story as opposed to creating a map to fit the story I've pre-written. A bit arse about face, but I console myself with the knowledge that I will be using these maps and thus it isn't time wasted.

So what I've been doing is randomly generating maps on Medieval Fantasy City Generator and Village Generator, then going to Inkarnate and reworking them either to fit my 'vision' better or just to make it look prettier. I'm also by no means a map maker. I didn't take geography at school and have no notion of how things should be on a map. But I don't think it came out all that bad. And hell, it's a fantasy land with dragons and whatnot. Sense is not something it needs to absolutely make.

Here are some examples of what I've been up to:

The city of Alsheim doesn't have a governmental structure yet, but I know that it has a river that flows through it. Yay! With the help of mapping, I've gotten some ideas on the wards of the city, if not the actual contents.
Alsheim (Inkarnate)
But! Before my victims... I mean the party... reaches Alsheim (if they decide to go to the city at all), they have a starter village to investigate called Cara's Pasture. This village was randomly generated with the Village Generator and then I decided that it needed the river to flow past the village and lead down into another bigger town of Spelar. I nabbed some concepts for Cara's Pasture from The Lost Mines of Phandelver as the frontier town of Phandalin had a range of handy dandy shops and places that I wanted to see in this village. Plus in terms of location, the two settlements have similar resources at their disposal (or so I tell myself).
Cara's Pasture (Inkarnate)
I do have the village inhabited by a couple of plain characters and one or two more colourful ones. I have the beginnings of tension in the authorities at play, which I think there should be for it to seem a bit more real. And, I have a couple of quests (though not nearly enough) to start the players off. Hopefully the events will transpire the way I want them to and not have the players killing off my innocent little monsters before they can do what I would like them to do. I probably need more quests and thoughts on this, but so far the whole thing is a little daunting.



Spelar is one of the two places that the party may decide to go to on their way to the city of Alsheim. Much like the city, I basically only have the map for it. No NPCs or quests yet.

Spelar (Inkarnate)
Despite this, I still feel like I've been doing quite a bit. My mind has been working in the background thinking of ways to use and populate these spaces that I've created. So I wouldn't consider any of this a distraction though it does sometimes feel like it. I think I'm avoiding the 'big work' of bringing these places to life. I fear that, like my limitations with geography, my knowledge of political/governing systems is going to put a spanner in the works. But I guess that also depends on the type of players I get. Those who are interested in stabby-stabby would not care for who rules in the random port town that they are passing through where as the more role-playing party just might. It's difficult to tell.

Tell me what you think? 



Thursday, February 25, 2021

DM-ing babble: My first homebrew setting... oh dear.

I've been playing D&D for close to seven years and DM-ed for maybe three years(?), but they've been pre-written campaigns or one-shots (usually crappy ones with little decent motivations in them). Homebrew in any form has always been a bit of a mountain I haven't dared climb. Well, sort of. I did try a homebrew setting once. It didn't work out well. It was an email campaign... which is mostly why it failed because time zones suck.

Anyhoo, I admire those who do have homebrew settings because I struggle with proper motivations for characters and getting a story that pops. I have similar challenges with writing stories, so it doesn't quite surprise me that this would be a hurdle I face in the TTRPG sphere. 

But... I've found a story... Uhm, no. Let's call it an fledgling idea. So I've found a fledgling idea that I like. I have victims to try it on. And I have ample enough time to plan the crap out of it. 

This is already sufficient motivation to try it out.

And then, the key ingredient, I have committed myself publicly to try. Guilting me into action is always key. Sadly. Damn.

Future post will probably include more detail as I figure it out and ramble about it. 

What I can say now is that I have a starting world map thanks to Inkarnate, Roll20, and Mythic Portal Games' Cartographers Guild tokens. I have both a city and a town that's slowly taking shape, and I have maps for them thanks to Medieval Fantasy City Generator by watabou.

So the resources are in place. Now to populate the world and make it interesting. That's the next challenge.

I don't know how much I will share of the world here. Perhaps a bit, depending on interest. Perhaps only vaguely in case the only interested parties are my players. Tricksy players.

So here's my question for those game masters out there. How would you start off a level 1 party? How does one work towards levelling them up and making those experiences meaningful without it just being a goblin slog? That seems to be something that's done to death. 


Saturday, February 6, 2021

Podcasting babble: Guesting for Dragons & Flagons

So I did it. 

I shifted my mic boom arm closer, kept a close eye on my notes, and participated in a podcast. The subject matter was something everyone who has had experience with playing roleplaying games could add their input on:

'What makes for a bad player?'

The previous podcasts the team of Dragons & Flagons did had to do with what makes for good players and good DMs. This conversation was the inverse of that and had us listing some pet peeves that you can get from players. It was an interesting conversation. 

At some point, I had forgotten that I was supposed to be adding to the discussion and listened mostly because I was reminded how, several years ago before I stumbled over D&D, I barely found people whom I resonated with. And while the countries, cultures and even language are different, I still felt that sense of resonance during the conversation. Which was kinda cool. Not necessarily a thought to occupy one's time while recording but still cool.

I've been invited to record the next podcast with them as well. This will be about what makes for a bad DM. My notes are ready and I'm eager to be a part of the discussion.

Hopefully this time I won't get too distracted!

Tuesday, January 12, 2021

DaF: Holiday special

 This post is a little later than desired. I was invited to join the Dragons and Flagons peeps in a D&D oneshot late last year to save Christmas from an evil Santa.

Link to the first episode here on Spotify

I was a little more reserved than everyone else, but it was a lot of fun. The game is probably NSFW, just so you know. I think we did good. :)


Let me know what you think.

Tuesday, December 15, 2020

From Text to Speech: On (possible) new adventures

First a bit of a reflection on this year. I'm in a very fortunate, even privileged position, where I wasn't in danger of losing my job like so many other people were. I had some stress as my contract was in need of renewal, but in comparison to the devastation 2020 has sowed on many people, I really can't complain. I was also able to work from home and, as an introvert, found the distance from people quite delightful.

That being said, I did take some strain and found myself in need of escape. And in that, I clearly wasn't the only one. For one thing, the online D&D community skyrocketed as more people were forced to find alternative means of playing the game. What was a fun little hobby became an absolutely necessary escape as the year continued to spiral out of control.

In my case, my gaming days increased dramatically. Pre-Covid, I was already playing two sessions a week. Then I got invited to play with a group of North Americans over the weekends, increasing my sessions to four a week and probably damaging my sleep schedule irreparably. Time zones suck, but technology closes distances dramatically. People I mostly spoke to over text for years have now become almost household acquaintances. Programmes like Zoom and Marco Polo has really helped cross boundaries that previously seemed impenetrable. 

And then a new opportunity arose. One I hadn't previously considered. I was invited by the North Americans to join a recorded D&D game which is to be released via podcast in the very near future. I was nervous, naturally, but delighted. As a Christmas gift, I received the means to make it an actual option: a podcasting microphone kit. And so, I stepped over from text to speech.


This leap is mildly terrifying. English is not my first language, and I've always been more of a writer than a speaker. Also, it brings forth the question: what does my voice add to the conversation? Which is something I never really considered. While I like babbling about the things I love, I never really successfully imparted the aspects of myself that I thought worth considering to a 'community', as it were. There is a certain confidence you need to have which I'm still developing.

That being said, this might be the start of a very interesting, fulfilling journey as those crazy people across the ocean have taken further steps by inviting me to actually guest in their podcast. I'm humbled by this and by their apparent certainty that I will be able to add something constructive and edifying.

When all of this will happen, I'm not sure, but I will definitely keep this blog updated on events as they transpire.

For now, I'm going to plug the podcast, namely Dragons & Flagons and invite you to listen to these four crazy people discuss things D&D. 



Monday, August 17, 2020

Gaming Babble: Lock down list

 I did this a while back and kind of liked it. Instead of focusing the post on a single game, I'll instead mention a couple of games I've been playing this past couple of months. I can (hopefully) always expand on an individual ramble at a later time. The majority of the games I'm going to talk about are still in Early Access, so they're not the finished product, but still enjoyable. 

Grounded

So I've talked about it before, but I've been playing Grounded quite a bit. I'm now at the stage where I need to wait for the next update to see what they bring in next, but I'm patient. The game is worth it. For those who don't know, Grounded is essentially Honey I Shrunk the Kids meets a survival game. You run around in the back yard, the size of an ant. The game is fun in single player, but I have no doubt multiplayer could also be a blast with the right person(s).


Subnautica Below Zero

I have a deep love for the original Subnautica and the sequel looks very promising. Set a year after the events of the first game, you play a new character who is out to follow her sister's trail through a frozen, aquatic world. Survive, build, but most importantly, explore. Where the first Subnautica kept you mostly in the water, Below Zero encourages you to explore the surface as well. In moderation... you might otherwise freeze to death.

Eco

The premise of Eco is interesting. A meteor is about to strike the world, build from scratch and develop the technology to avert the disaster, but be aware that the world you're trying to save has its own balance. It's very easy to wipe out the very thing you're trying to save. The game is designed for multiple people to work together - each going into a different specialisation. You can play single player and you can play without the meteor - which is what I've been doing. Eco is relaxing in a strange way, but very very grindy. 

Satisfactory

Satisfactory is in some ways the exact opposite of Eco. Here it's about using everything the world has to offer, build factories, automate and ship off planet. I've only spent a few hours stripping a particularly lush world bare so I can't say much yet, but I'm enjoying it. It runs the risk of going over my head, but so far so good.

No Man's Sky

I've only recently purchased No Man's Sky and I've already invested 40 hours into the game. That said, I feel as if I'm still only busy figuring it out. The story is interesting: You crash into an unknown planet with no memory of who you are. Following a bread-crumb trail, you learn about the mysteries of the universe you're in and make some pretty big decisions while you're at it. Or maybe you don't. Maybe you just go in whatever direction you please. No Man's Sky leaves it up to you to decide how involved you want to be. The only gripe I have with this game is its waiting/loading times. I've taken to reading a book while playing the game and I'm surprised at how far I got in the book!


Friday, August 7, 2020

Game Ramble: Grounded - or the game in which I scream a lot

Grounded has a very simple premise. You wake up in the back yard, only you're the size of an ant and the yard is vastly bigger than ever before. You collect sprigs, pebbles, grass fiber and fashion yourself tools and weapons to combat the creatures that share this space with you.

All of this is very appealing to me. Even in early access, the game shows a lot of potential to be a great game. I daresay, it's already great. There's very little story as of yet. It's taking a similar route to The Long Dark in giving you the world to play in while it sorts out the story bits in the background. And that's fine. There's already so much to do and it's just delightful.

I just have one problem with the game. 

I do not like spiders. Not even a little bit. 


The game features an arachnophobia mode in which the spiders appear as circular blobs instead of the long and hairy creepers with large fangs, but that doesn't really help me. My mind can fill in the blanks and a part of my pride refuses to turn this feature on. 

So I scream in this game. A lot. And die. A lot. But Grounded is relatively forgiving when it comes to death. It expects you to die and die frequently and so you can set up respawn points in the world so that you're popped back into existence at that particular point. Then it's just a matter of fetching your gear... 

Grounded's atmosphere is gorgeous and lush. This is a very pretty game. I'm excited to see what else the creators cook up.

That is, if I can get over my screaming fits...

Monday, July 6, 2020

DM-ing Babble: Finishing off a campaign.

It's been a couple of hours now and I think that it's finally started to hit me. I'm done with my Sunday games running Waterdeep Dragon Heist. 

This was the second time I've run that particular campaign (and not the last) but it was the most challenging from a motivational standpoint. One thing I already know about myself and which became painfully apparent is that I'm not terribly flexible as a person and as a DM. I like my law and order, and so the absolute anarchy of the party left me quite stunned more than once. It made me have to pause and process a great deal more. It made me forget story beats and levelling. Because really, who would expect the first reaction to meeting an NPC who has done absolutely nothing up to that point to be "I headbutt her in the face"?

It was difficult. I've learnt that you (mostly) have to make your players the "heroes" of their story. It's their story after all. You have to be rooting for them. The whole idea of being an adversarial DM is anathema to me. But what do you do when the moral fiber of your party is... not so heroic? Not evil. Criminal maybe, but not evil. But when they actively seek to better themselves at the expense of others all the time, it's difficult for me to haul out my pom-poms and cheer them on.

Essentially, my perfect little world was being shattered by men bordering on murder hobos and I didn't have the mental agility to make the leaps with the party. That made the campaign difficult and a lot shorter than it could have been as I focused on nothing but the story material. It just wasn't a game I wanted to run and so my motivation for it dwindled and I didn't actively go out to expand the world beyond the confines of the book. 

I learnt much from this little experiment in DM-ing. As I finish off with this group and wish them well on their future endeavors, I realise that I am very fortunate that I discovered the two gaming groups I comfortably reside in. They're an odd bunch, but they are a quality of players I should truly appreciate. My search for such gaming friends could have been much longer and far more arduous.

I should make a point of telling them how much I appreciate them...