Kauldron's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/kauldron On Writing Campaigns
What makes the game enjoyable for my players is that I use a method of writing that is similar to what novels, movies, and TV shows use.  I call it the roller coaster method, because there are a lot of ups, downs, twists and curves.  my goal is to always build tension and suspense and then give the players a release.  The anticipation keeps them on the edge, buy the end of the game thier heart rates are up, and they look forward to the next session.  You know you've done a good job when at the end of the session you leave them in a cliff hanger and they would rather continue than wait a week to find out what is going to happen.

In its basic form, the roller coaster method means that you as DM provide situations where the PCs face real threats, whether it is a puzzle, a guest, a trap, or a monster guarding the treasure.  Push the players towards the precipice and let them decide whether to jump or figure another way out (you have to provide them the opportunity to not jump or it doesn't work).  In a hack n slash game, the rules are still the same you overwhelm them with seemingly over powerful enemies.  Using waves is effective, your goal should be to lower their moral, not crush them.  Then when all hope is lost, there is a break.  They find a powerful weapon, an ally appears, or they just get lucky.

It is this type of game session, where at first glance it appears hard, but in reality it isn't that have kept my players coming back for more.  For you as a DM and your gaming group, you have to figure out what combination works best for you.  Do you as the players reach the end trigger a trap, or do you create a diversion to allow the target to escape.  Your options are limitless, but be cautious at the same time.  Taking it too far and making it too hard will discourage your players and they will not want to come back for another beating.  ( This is the reason i don't play console games, I just suck really bad at them and get hammered every time I play).

The other thing I do, is provide flexibility.  Some of my games are pretty linear, and resrict the directions the players can go.  I try not to be too restrictive and have options set up for those times the players decide to go off mission.  There are advantages and disadvantages to this type of game play.

The advantage is that the players feel more freedom, and feel like they have a choice in what they do.  This is beneficial as players can stop and turn around or do something completely different.  The disadvantage is that it requires a lot of work to prep for this kind of campaign.  It usually requires a 4 or 6 inch binder with many, many , many tabs.

I know from experience that each DM tends to write for their players, I tend to write towards the lighthearted side in the vein of a Midsummer's Night Dream, or Taming Of The Shrew, with a touch of Othello tossed in for good measure.  I like drama that has a sense of humor.  For me it works, and for each DM they need to determine their best style of gaming.  But, the roller coaster method is a great foundation for any game, even hack and slash.

Until the next epiphany, keep the dice rolling,


Kauldron (aka Carlos)
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Mon, 25 Jun 2012 07:06:04 -0500 http://community.wizards.com/kauldron/blog/2012/06/25/on_writing_campaigns http://community.wizards.com/kauldron/blog/2012/06/25/on_writing_campaigns
What makes the game enjoyable for my players is that I use a method of writing that is similar to what novels, movies, and TV shows use.  I call it the roller coaster method, because there are a lot of ups, downs, twists and curves.  my goal is to always build tension and suspense and then give the players a release.  The anticipation keeps them on the edge, buy the end of the game thier heart rates are up, and they look forward to the next session.  You know you've done a good job when at the end of the session you leave them in a cliff hanger and they would rather continue than wait a week to find out what is going to happen.

In its basic form, the roller coaster method means that you as DM provide situations where the PCs face real threats, whether it is a puzzle, a guest, a trap, or a monster guarding the treasure.  Push the players towards the precipice and let them decide whether to jump or figure another way out (you have to provide them the opportunity to not jump or it doesn't work).  In a hack n slash game, the rules are still the same you overwhelm them with seemingly over powerful enemies.  Using waves is effective, your goal should be to lower their moral, not crush them.  Then when all hope is lost, there is a break.  They find a powerful weapon, an ally appears, or they just get lucky.

It is this type of game session, where at first glance it appears hard, but in reality it isn't that have kept my players coming back for more.  For you as a DM and your gaming group, you have to figure out what combination works best for you.  Do you as the players reach the end trigger a trap, or do you create a diversion to allow the target to escape.  Your options are limitless, but be cautious at the same time.  Taking it too far and making it too hard will discourage your players and they will not want to come back for another beating.  ( This is the reason i don't play console games, I just suck really bad at them and get hammered every time I play).

The other thing I do, is provide flexibility.  Some of my games are pretty linear, and resrict the directions the players can go.  I try not to be too restrictive and have options set up for those times the players decide to go off mission.  There are advantages and disadvantages to this type of game play.

The advantage is that the players feel more freedom, and feel like they have a choice in what they do.  This is beneficial as players can stop and turn around or do something completely different.  The disadvantage is that it requires a lot of work to prep for this kind of campaign.  It usually requires a 4 or 6 inch binder with many, many , many tabs.

I know from experience that each DM tends to write for their players, I tend to write towards the lighthearted side in the vein of a Midsummer's Night Dream, or Taming Of The Shrew, with a touch of Othello tossed in for good measure.  I like drama that has a sense of humor.  For me it works, and for each DM they need to determine their best style of gaming.  But, the roller coaster method is a great foundation for any game, even hack and slash.

Until the next epiphany, keep the dice rolling,


Kauldron (aka Carlos)
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PC Actions; Good vs. Evil Recently Chris Perkins of Wizards of The Coast writes the column “The Dungeon Master Experience”.  In a recent article “Moral Compass”, Chris talks about how one player in his group was the moral compass for the party.  When this player left, due to moving out of state, he discusses how the actions of the PCs changed.  However, like most PCs even the most moral do not always point north.  This got me thinking about several things.

First, when you build a character, you attach an alignment to that character.  In many cases, a player chooses undefined (in 4E rules) or “neutral” in most other rule systems.  This is a kind of cheat, where a player can commit acts of either good or evil.  As a DM, I really do not like this.  One of the things that helps define a PC is their alignment.  It means they have a code that they follow.  A paladin may be lawful good, and follow strict rules about combat, tavern hopping and so on.  While a thief or assassin will be neutral evil or even lawful evil (I have had players stretch definitions pretty thinly and have had chaotic good assassins).  A barbarian or a fighter might be chaotic good, because who doesn’t love a little chaos in their game.  Alignment is a beneficial element.

 Alignment helps players define their character and it provides for the opportunity to challenge players during campaigns.  A lot of PC drama can be pulled from just playing on their alignment.  The alignment is supposed to be the moral compass for the player, which helps define the characters and their actions during game play.  Now, it is just some words on a character sheet with little or no meaning.

Years ago, when I was a young and evil DM, I used to develop campaigns and encounters that would come in conflict with a PC’s alignment.  Maybe, set up a situation where a paladin has to decide between the fate of a companion or torture an innocent.  Players would sometimes enjoy solving the problem, while others would almost cry.  To me this was just another tool in my DMs toolbox.  To add to this I would track the actions of all the PCs to see if their actions met with their alignment.  Each time they did something that fit their alignment they would get a (+) by their name.  Anytime they did something contrary to their alignment they would get a (–) by their name.  Now, this might seem a little arbitrary, but it was a useful tool.  If a player did too many actions that were contrary to their alignment, I would shift their alignment.  Nothing is more entertaining and heart wrenching when you tell a player that their Assassin is no longer chaotic evil, but chaotic good, or a Paladin has become neutral evil.  This can have a damning effect on paladins.

While what Chris said is true, each party has that one moral compass; it should not absolve the other parties from straying from their chosen paths.  Like life, I show my players that the choices they make have consequences.  For making choices consistent with their character, they gain bonus experience, and since I generally run players through my own world, they build reputations, that can benefit or haunt them.  While some players choose to play hack n’ slash campaigns, which I enjoy as well, there needs to be more for me and alignment is one of those things.  Instead of just using it as a word on a character sheet, it should be raised to the status of a skill or ability.  At a minimum, it should be a tool that a DM can use to build conflict into a campaign.  Besides, why have a dark knight or anti-paladin if you are not going to be bad?

See this and more at Geek Corps Productions

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Sat, 23 Jun 2012 12:33:49 -0500 http://community.wizards.com/kauldron/blog/2012/06/23/pc_actions;_good_vs._evil http://community.wizards.com/kauldron/blog/2012/06/23/pc_actions;_good_vs._evil Recently Chris Perkins of Wizards of The Coast writes the column “The Dungeon Master Experience”.  In a recent article “Moral Compass”, Chris talks about how one player in his group was the moral compass for the party.  When this player left, due to moving out of state, he discusses how the actions of the PCs changed.  However, like most PCs even the most moral do not always point north.  This got me thinking about several things.

First, when you build a character, you attach an alignment to that character.  In many cases, a player chooses undefined (in 4E rules) or “neutral” in most other rule systems.  This is a kind of cheat, where a player can commit acts of either good or evil.  As a DM, I really do not like this.  One of the things that helps define a PC is their alignment.  It means they have a code that they follow.  A paladin may be lawful good, and follow strict rules about combat, tavern hopping and so on.  While a thief or assassin will be neutral evil or even lawful evil (I have had players stretch definitions pretty thinly and have had chaotic good assassins).  A barbarian or a fighter might be chaotic good, because who doesn’t love a little chaos in their game.  Alignment is a beneficial element.

 Alignment helps players define their character and it provides for the opportunity to challenge players during campaigns.  A lot of PC drama can be pulled from just playing on their alignment.  The alignment is supposed to be the moral compass for the player, which helps define the characters and their actions during game play.  Now, it is just some words on a character sheet with little or no meaning.

Years ago, when I was a young and evil DM, I used to develop campaigns and encounters that would come in conflict with a PC’s alignment.  Maybe, set up a situation where a paladin has to decide between the fate of a companion or torture an innocent.  Players would sometimes enjoy solving the problem, while others would almost cry.  To me this was just another tool in my DMs toolbox.  To add to this I would track the actions of all the PCs to see if their actions met with their alignment.  Each time they did something that fit their alignment they would get a (+) by their name.  Anytime they did something contrary to their alignment they would get a (–) by their name.  Now, this might seem a little arbitrary, but it was a useful tool.  If a player did too many actions that were contrary to their alignment, I would shift their alignment.  Nothing is more entertaining and heart wrenching when you tell a player that their Assassin is no longer chaotic evil, but chaotic good, or a Paladin has become neutral evil.  This can have a damning effect on paladins.

While what Chris said is true, each party has that one moral compass; it should not absolve the other parties from straying from their chosen paths.  Like life, I show my players that the choices they make have consequences.  For making choices consistent with their character, they gain bonus experience, and since I generally run players through my own world, they build reputations, that can benefit or haunt them.  While some players choose to play hack n’ slash campaigns, which I enjoy as well, there needs to be more for me and alignment is one of those things.  Instead of just using it as a word on a character sheet, it should be raised to the status of a skill or ability.  At a minimum, it should be a tool that a DM can use to build conflict into a campaign.  Besides, why have a dark knight or anti-paladin if you are not going to be bad?

See this and more at Geek Corps Productions

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Critical Hit and Fumble Deck Give Away
Critical Hit and Fumble Deck Give Away
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Sat, 23 Jun 2012 08:17:27 -0500 http://community.wizards.com/kauldron/blog/2012/06/23/critical_hit_and_fumble_deck_give_away http://community.wizards.com/kauldron/blog/2012/06/23/critical_hit_and_fumble_deck_give_away
Critical Hit and Fumble Deck Give Away
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Mordakai's Madness
Now I have to ask a questions, but first the reason for this question.  I like to write, I enjoy coming up with stories.  When I make my home campaigns I try to make it flow like a story or movie.  With that said, I want to know what Players and DMs feeling are on storylines.  I generally start with the storyline and add a little with each encounter.  I use the story to give the PCs something to imagine, but try not to overwhelm them.  the first 2 or 3 pages are story line with some interaction for the PCs, after that the story is determined by the PCs.

What is your opinion on this matter?


Kauldron

p.s. we post updates on twitter and facebook (Geek Corps Productions).  Follow us to get the latest news on products and happenings.
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Tue, 05 Jun 2012 22:47:08 -0500 http://community.wizards.com/kauldron/blog/2012/06/05/mordakais_madness http://community.wizards.com/kauldron/blog/2012/06/05/mordakais_madness
Now I have to ask a questions, but first the reason for this question.  I like to write, I enjoy coming up with stories.  When I make my home campaigns I try to make it flow like a story or movie.  With that said, I want to know what Players and DMs feeling are on storylines.  I generally start with the storyline and add a little with each encounter.  I use the story to give the PCs something to imagine, but try not to overwhelm them.  the first 2 or 3 pages are story line with some interaction for the PCs, after that the story is determined by the PCs.

What is your opinion on this matter?


Kauldron

p.s. we post updates on twitter and facebook (Geek Corps Productions).  Follow us to get the latest news on products and happenings.
0 Comments - Leave a Comment
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Assassin's of Ordenell last Session
We got great feedback from everyone that participated and a great deal of thanks goes out to everyone.  For those that particpated send me a message with your name so we can give you credit for all that you have done.

Keep a watch, I am going to start testing Mordakai's Madness in a few weeks and it will be on an odd schedule due to my odd schedule.  There will also be a marathon session with it as well.

Kauldron
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Sun, 03 Jun 2012 18:35:37 -0500 http://community.wizards.com/kauldron/blog/2012/06/03/assassins_of_ordenell_last_session http://community.wizards.com/kauldron/blog/2012/06/03/assassins_of_ordenell_last_session
We got great feedback from everyone that participated and a great deal of thanks goes out to everyone.  For those that particpated send me a message with your name so we can give you credit for all that you have done.

Keep a watch, I am going to start testing Mordakai's Madness in a few weeks and it will be on an odd schedule due to my odd schedule.  There will also be a marathon session with it as well.

Kauldron
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Assassin's of Ordenel Session 4
Kauldron
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Sun, 03 Jun 2012 14:58:48 -0500 http://community.wizards.com/kauldron/blog/2012/06/03/assassins_of_ordenel_session_4 http://community.wizards.com/kauldron/blog/2012/06/03/assassins_of_ordenel_session_4
Kauldron
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Assassin's of Ordenell S3
Now for my rant, why would you join a table and then not show up.  That takes a spce away from someone that might want to play and is rude.  If you don't think you're gonna make it then withdraw or let the DM know of a conflict, something might be worked out.

It irkes me more, because i live in an area that doesn't have very many gamers if any at all, so the only place I can actually play is on the VT.  So when someone decides to join, I expect them to show up, or let me know if they are going to be late.  It is just common curteousy.

I am done, and getting off my soap box.  I still have openings for the sunday 2pm game, if you are interested send me a message or email and I will send you the invite.
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Sat, 02 Jun 2012 11:50:48 -0500 http://community.wizards.com/kauldron/blog/2012/06/02/assassins_of_ordenell_s3 http://community.wizards.com/kauldron/blog/2012/06/02/assassins_of_ordenell_s3
Now for my rant, why would you join a table and then not show up.  That takes a spce away from someone that might want to play and is rude.  If you don't think you're gonna make it then withdraw or let the DM know of a conflict, something might be worked out.

It irkes me more, because i live in an area that doesn't have very many gamers if any at all, so the only place I can actually play is on the VT.  So when someone decides to join, I expect them to show up, or let me know if they are going to be late.  It is just common curteousy.

I am done, and getting off my soap box.  I still have openings for the sunday 2pm game, if you are interested send me a message or email and I will send you the invite.
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Assassins of Ordenell Session 1 & 2
I also have to say that from my position they enjoyed the critical hit and fumble cards.  Next session is tomorrow at 11am.  I really enjoyed it and will definately be doing more single shots and hopefully a full campaign.

I am sorry I missed warrior4356 single shot session, I hope to catch his next one.

Till the next time.

Kauldron
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Fri, 01 Jun 2012 22:12:27 -0500 http://community.wizards.com/kauldron/blog/2012/06/01/assassins_of_ordenell_session_1__2 http://community.wizards.com/kauldron/blog/2012/06/01/assassins_of_ordenell_session_1__2
I also have to say that from my position they enjoyed the critical hit and fumble cards.  Next session is tomorrow at 11am.  I really enjoyed it and will definately be doing more single shots and hopefully a full campaign.

I am sorry I missed warrior4356 single shot session, I hope to catch his next one.

Till the next time.

Kauldron
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What to do
With that said, we have a single encounter that we would like others to playtest.  it will be in pdf format.  Starting tomorrow June 1, 2012 we will send out upto 10 copies to whoever would like to take a look at it and play test it.

We do want some honest feedback on it.  If you are interested send an email to:

chalvarez@geekcorpsproductions.com
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Thu, 31 May 2012 11:13:50 -0500 http://community.wizards.com/kauldron/blog/2012/05/31/what_to_do http://community.wizards.com/kauldron/blog/2012/05/31/what_to_do
With that said, we have a single encounter that we would like others to playtest.  it will be in pdf format.  Starting tomorrow June 1, 2012 we will send out upto 10 copies to whoever would like to take a look at it and play test it.

We do want some honest feedback on it.  If you are interested send an email to:

chalvarez@geekcorpsproductions.com
0 Comments - Leave a Comment
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Free Critical Hit and Fumble Cards 10 card pack
The full card deck will have 50 cards, 25 critical hit cards and 25 fumble cards in a PDF file.  All our products will be available at RPG Drive Thru.  All we ask is that you let us know what you think.  We want feedback so we can make better products.

Free Cards

rpg.drivethrustuff.com/product_info.php?...
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Mon, 30 Jan 2012 13:03:59 -0600 http://community.wizards.com/kauldron/blog/2012/01/30/free_critical_hit_and_fumble_cards_10_card_pack http://community.wizards.com/kauldron/blog/2012/01/30/free_critical_hit_and_fumble_cards_10_card_pack
The full card deck will have 50 cards, 25 critical hit cards and 25 fumble cards in a PDF file.  All our products will be available at RPG Drive Thru.  All we ask is that you let us know what you think.  We want feedback so we can make better products.

Free Cards

rpg.drivethrustuff.com/product_info.php?...
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