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    Games about to start

    Friday, December 7, 2012, 6:48 PM

    So the room is clean and the encounters are prepared.
    The dice sit ready, sorted with care.
    I've picked out the minis, piled on papers,
    Each dictating numbers with which I'll kill players.

    Muwahahahaha.


    I said earlier that I make everything up as I go along.
    This is partially true in that I make up the dungeons, many of the encounters, and the treasure bits as we go.
    I find this affords me the ability to make the game progressively more fun as I meet the interests of my players.
    Being a game, I know why people attend and I'm not shy about rewards as I understand their worth.  I don't follow the charts exactly, nor do I roll for my players rewards.
    At times they receive lots of monetary rewards for their efforts, and sometimes they're forced to watch as a chest full of jewels tumbles into a swamp, or a river of laval.

    Rolling for treasures is well and good, but unless I'm deciding beforehand about a particular reward, there's no reason to whip out the books, or a chart and slow the game down while I dictate what's in the box.

    Keeping the game rolling is my main focus.  No matter what is happening, I want the players involved at some level.
    I'm always asking players what their next move is going to be.  When players stare at their cards for too long, I announce their delayed action and move to the next person in queu.

    Nothing stops a game harder than a player who doesn't plan ahead.

    Some players are really good at this, and some have to learn, but what is Dungeons and Dragons if not a constant learning experience? 

    Everyone seems to appreciate the fast pace, and it keeps the game exciting.

    I take time with new players because I want them to learn it right the first time.
    Nothing is worse than having newbies teach newbies because they suddenly end up with crazy math or worse, no idea what to do.
    At least if the numbers are wrong, the game is still moving.

    It's also important because we want new players to enjoy the game and enjoyment comes from understanding what they're doing.  Not just arbitrary success.
    It's one thing to hear, "You hit!"  It's another to announce, "I hit."

    When new players understand the numbers and feel like they're keeping up, everybody enjoys the game even more.  Reason:  Camraderie.

    Ten to Seven.  Gots to finish preparations.

    I'll cut this short and continue later. 
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    Lets use this.

    Thursday, December 6, 2012, 7:24 PM

    Alright then!
    This is the first entry we will make into this blog and see where we go.

    After yesterdays match where I had a whole slew of individuals come through the game during its course, I've opted to publicize the sessions and take them to a new level.

    If people are truly into playing, I feel assured I'll meet them here.

    I have a solid core of players who are always ready to kill a few critters, gain a few levels, make a few gold.

    I started a table fee, and everyone was excited about it for the first session.
    Not so many people tossed in on it last time though.

    Being a DM, maintaining a hobby and running the games are a lot of hard work that is thankfully made easier by the system and the original character generator, which I thankfully still have a copy of.

    I wish they would allow an offline system like they had originally, but ofcourse, business is business.

    Besides a lot of hard work, it's expensive.  Trees, minis, vinyl map, markers, not to mention ink for papercrafts, and the tools to craft them.

    One has to be passionate in playing a game of this calibre.  I guess that's why they often are obsessions, rather than hobbies.

    Next entry, I'll talk about my method as a DM.

    Great to be here. 
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