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1 year ago ::
Mar 22, 2012 - 7:11PM
#1
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Date Joined:
Feb 26, 2012
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A year ago around this time, a group of friends and I got together for a new campaign with a home-brewed ruleset. I was the only one with any experience roleplaying. We played about a dozen or 15 sessions of that campaign before attendance forced a premature end, and we played another 5 or 6 one shots on top of it. Well, my old players switched to a new day I couldn't play players has taken up the mantle. Now, I'm making a new campaign with only one of the old players, and he started talking to me about the old campaign and how much he misses it. "REALLY?!" I said. The entire thing, I thought, was pretty disastrous. Early on the party had screwed my storyline and I flew by the seat of my pants the whole time. Moreover, most of the encounters were just goblin slaughters and one of the players has become thetypical allusion for the group referring to a completely broken character. In short, nothing went according to plan and, honestly, half the reason I stopped it was because of the stress of having all my careful plans trammelled. But the funny thing? He talked about it like it was the most fun he'd ever had. He brought back old memories about truly epic kills and the funniest NPC's, who I honestly forgot about. To me, that campaign had about 3 highlights and a bunch of filler. For him, I realized, it was the exact opposite. Thinking back, I realize how much I love those characters we made. I love how Araghast Stalinaskovich the dwarven fighter broke the system beyond repair while not taking everyone's fun away. I love how the NPC Biddles, a local sewer rat, became a central point in about 2/3rds of the sessions. I love the NPC mad wizard's rhyming couplets and pathetic antics and the pet boar that the rogue tried to keep. Looking back, I used to say "God, please don't let this new campaign turn out to be like that one." But looking back now, I remember the laughter and the jokes, the smiles on my players' faces and I think "God, let me run a campaign half that good." I think that a lot of DM's give up too easily on campaigns where things don't go according to plan. Even more often, they fail to realize when their players are having fun. I know I didn't, and to be honest, I suspect that if I had, I would still be running that campaign today. Instead, I'm looking back with watery eyes asking myself how I could have been so blind. What's the moral of the story? Be honest with yourself. Don't stress out about a game. Most of all, have fun with it.
In the (spellchecked) words of my player... '...we were a hodgepodge group of heroes with some vague form of teamwork shambling rambling towards our goal. Sometimes we got distracted and went on little sidequests filled with giggles. Our games were really fun and lighthearted."
He said other things as well, but I felt that was the most important, because as DM's it's the easiest thing to forget.
Good luck and happy adventuring all!
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1 year ago ::
Mar 24, 2012 - 12:54PM
#2
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Date Joined:
Jan 16, 2012
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Awesome post, man! I've been there as a DM as well over the last 15 years. Some of those older campaigns when I started in AD&D 2nd Edition were so crazy and off-the-wall. Not planned really at all. I cringe nowadays about my DM skill back then, but my players still remember those characters and adventures with a lot fo affection. Good stuff.
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1 year ago ::
Mar 27, 2012 - 10:36PM
#3
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Date Joined:
Sep 20, 2010
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This is how my players talked about my first attempt to do 4e, they loved the NPCs so much that they can't even remember the horrible plot I ran. Brings a tear to my eye, just a little bit. Apparently my Bartenders are the most flushed out characters in my entire campaign as well. Says a lot about me I guess.
Ant Farm
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1 year ago ::
Mar 28, 2012 - 7:27AM
#4
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Date Joined:
Oct 24, 2001
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I have experienced this as both a player and a DM.
On the DM side of things, I have seen many a session completely derail my plans (which for one session indeed had rails both literally -- a train -- and figuratively -- I was leading the party from the DM chair). For me, such nights were a total failure. Nothing went as planned. The suspense I had intended was lost, the climactic battles fizzled, and the critical information was never learned. But in the week following each of these sessions, the email conversations from the players were abuzz with detailed recollections of the fun. They had fun. What more could I want?
As a player, I have had DMs send out direct apologies to the group for providing such a dismal failure of a session. Only I didn't see it that way at all! I had a blast with these dismal failures, as they didn't seem at all like a failure to me. I had fun. And what more could my DM have wanted?
The best laid plans of mice, men, and DMs often go awry, with entertainment for all.
Here are the PHB essentia, in my opinion: - Three Basic Rules (p 11)
- Power Types and Usage (p 54)
- Skills (p178-179)
- Feats (p 192)
- Rest and Recovery (p 263)
- All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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1 year ago ::
Mar 28, 2012 - 7:43AM
#5
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Date Joined:
Jan 16, 2012
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The best laid plans of mice, men, and DMs often go awry, with entertainment for all.
It can't be said better than this.
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1 year ago ::
Mar 28, 2012 - 9:00AM
#6
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I think that some people get the idea that being a DM is kind of like an author where you get to carefully craft a story line, and control what all the characters are going to do. It's not really like that at all. Your most important characters are all controlled by someone else, and they rarely do what you envisioned. It would be if somebody kicked in J.K. Rowlings door while she was in the middle of writing, stole a bunch of her notes and replaced them with some crazy Harry Potter fan fiction.
If you think of yourself like a writer, this is disastrous. You end up throwing out all kinds of great ideas that you wanted to happen. To a player, this is great fun. How many times have you been reading a book and wanted to make the main character do something other than what was actually written? In D&D you can actually make those changes (sometimes) and if you have a good DM that can react on the fly to all of your crazy PC schemes then role-playing can actually turn out to be far more interesting than either reading or writing.
Case in point, I just ran a session for my local group Monday night. For next Monday, I am going to have to rewrite a piece of the story arc because they decided to go skipping right past what I had intended to be a session worth of activity. Does it ruin my plot? A little. Does it give my players the feeling that they are making meaningful decisions? Yes. Are they having a good time? They're at least nice enough to say so to my face.
I heard that they are making a new video game, where you control the Netherese flying citadel of Sakkors, raining death on your helpless enemies below. Working title: Mythal Command.
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1 year ago ::
Mar 28, 2012 - 9:10AM
#7
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Date Joined:
Jan 16, 2012
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I think that some people get the idea that being a DM is kind of like an author where you get to carefully craft a story line, and control what all the characters are going to do. It's not really like that at all. Your most important characters are all controlled by someone else, and they rarely do what you envisioned. It would be if somebody kicked in J.K. Rowlings door while she was in the middle of writing, stole a bunch of her notes and replaced them with some crazy Harry Potter fan fiction.
If you think of yourself like a writer, this is disastrous. You end up throwing out all kinds of great ideas that you wanted to happen. To a player, this is great fun. How many times have you been reading a book and wanted to make the main character do something other than what was actually written? In D&D you can actually make those changes (sometimes) and if you have a good DM that can react on the fly to all of your crazy PC schemes then role-playing can actually turn out to be far more interesting than either reading or writing.
Case in point, I just ran a session for my local group Monday night. For next Monday, I am going to have to rewrite a piece of the story arc because they decided to go skipping right past what I had intended to be a session worth of activity. Does it ruin my plot? A little. Does it give my players the feeling that they are making meaningful decisions? Yes. Are they having a good time? They're at least nice enough to say so to my face.
Luckily, my players are into very carefully-crafted storylines. The can predict where I'm going with things and fortunately (for me) they follow suite. I don't have to fly by the seat of my pants or wing it hardly ever.
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