What classes do good GMs play?

18 01 2010

I’ll start with an apology.  If you are waiting for my review of the second volume of the Kobold guide to writing RPG’s then you’ll have to wait a couple of days.

Instead, I was urged to post based upon something I wrote a while ago.  I posted that a good GM knows his or her GMing style and will ensure that this is moderated to suit the entire group – and not just those that like to role-play like the GM.

As I rolled a new character for a play by post game, I was encouraged by my sense of being the best GM I can be to role-play a class I’ve never been before.  Why?  Because I figure that to be a better GM, I should know what it’s like to play different classes.

I need to know what is a challenge to them, what they find easy, how the class progresses through levels etc. 

That way, when I’m creating an adventure, or considering what changes to make on the fly – I can have a good idea how each of the classes will be impacted.

And a good GM shouldn’t stop at classes.  How many GM’s not only stick to one or two classes when they role-play but also prefer one race over another.  Or one alignment?

And players – how do you know how much fun you might have as a different class or race if you never try?  Encourage your GM to run a one-shot scenario and purposefully choose something you would never usually play.

Does it work?  Absolutely.  Not only have I found a great character in a class I would never usually pick – but I also know that when I GM players with this class, I will have a whole new perspective on the way they play.





The Kobold Guide to Games Design – Volume I: Adventures (A Review)

12 01 2010

I start this review feeling something of a fraud. I mean, who am I to review something written by Wolfgang Baur, Keith Baker, Ed Greenwood, and Nicolas Logue. So I have chastised myself and instead present this as an overview of the product.

It’ll just be an overview with my opinions sprinkled liberally.

The PDF copy of the document runs to 90 pages – including covers etc. Much bigger books I can review quite quickly – with a basic outline of the content, some specific examples and a summary of the plusses and minuses.

The KGGD, due to its structure and variety of content, makes that format redundant. So I will devise a different review format for this product.

To start with, the title is quite self-evident. It is a guide to designing role-playing games. I would suggest the advice is as applicable to entire system design as it is to campaigns and adventures.

Where it might leave some readers behind are the pages devoted to selling the said output. Some of it can be useful e.g. marketing (as you should consider what your players want) but aspects like making a pitch can be glossed over by most that would look to buy this book.

I’ll digress for a second. Is this a book? I bought it as a PDF and it runs to less than 100 pages, but I’m not sure what to refer to the title as. Kobold call it an, “88-page collection of essays.” It is certainly a publication and I’ll continue to call it a book – but you see my dilemma.

So the title works for those wishing to become freelancers (indeed every aspiring writer/designer should have a copy) and those wishing to improve their homebrew efforts. Plus, I’d add it would help if you wanted to write articles for publication on the subject.

It’s written by people who know what they’re talking about and the style and ease of reading reflects their professionalism.

I could summarise the content thus:

  • Marketing (who is the audience and making a pitch to sell your offering)
  • Design tips
  • How to be a better writer
  • Writing style (pacing etc.)
  • World-building
  • Games genres (good advice on a variety here)
  • And then some more.

See how it’s a challenge to review quickly? To consider the topics covered in the publication, I offer the following (and these are my headings, not theirs):

  • How to get the most information with the fewest words
  • Making fantasy realistic
  • World-building and settings and bringing it to life
  • Games aren’t books (the differences in writing styles)
  • Pacing
  • Cliffhangers
  • How and why to raise the stakes
  • Misdirection
  • Structuring your story
  • Subplots
  • Genres (city adventures, Arabian, hardboiled, underdark)

As I write this, it is starting to look more like a list than a review – and that is the fault of the publication! It is so varied (despite keeping to the same topic) and in-depth that it defies a quick line on each section.

I’ll focus here on the GM that wants to build better adventures, and as I usually do, I’ll pick some sections at random to show you what to expect.

Section 4 is entitled Fantasy Realism and starts:

“I hate the common critique of fantasy adventures and settings that they are “not realistic enough.” At the same time, I totally understand. The critique is not about realism. It is about depth and plausibility. A realistic setting does not have wizards, 20-pound battleaxes, or half-naked Amazon elves. Or giants, dragons, or beholders. Or anything fun, really.”

And it is the writing style as much as the content that makes this publication work. It reads like a learned favourite uncle (Uncle Wolfgang in this case) has sat you down and spun you some home truths about writing fantasy adventures.

The language is accessible and flows smoothly. The down-side is that you have to read it – it is difficult to dip in for a line or two.

It is the ongoing theme that imparts the knowledge, not half a dozen words written in bold.

If I leap to section 11 City Adventures, the second paragraph reads:

“I always enjoy the subcategory called “city adventures” because they break the established rules of the D&D combat arena. Unlike dungeons and other secluded locations, city adventures are constantly interrupted by the presence of bystanders and busybodies, by the forces of the law, and by villains hiding among the innocent. They can be wildly unpredictable.”

I’ll close my excerpts by moving to section 15 Inspiration and Discipline in Design (aka Fire and Sword). In keeping with my approach, I’ll print the opening paragraph:

“To be a successful game designer, you need all the tools of the trade: wordcraft, imagination, mathematics, and discipline both in mechanics and in daily writing. To get started, you need the spark of inspiration that gets your query approved by an editor (for periodicals) or that gets your pitch accepted by a publisher.”

I would add that spark is just as necessary to get your gaming group fired up by your suggestion for a new campaign or game world.

Buy this if:

  • You are at all serious about writing professionally
  • You blog, write for fanzines etc. and want to improve your output
  • You are serious as a GM and want to be the best you can
  • You are prepared to sit down and read 100 pages of text
  • You can review advice and fit it to your own situation (i.e. the excerpt above about the spark)

Don’t buy it if:

  • You simply want some campaign ideas
  • You like lists and step by step guides
  • You can’t see the bigger picture 

Finally, I’d like to say I do recommend this publication. I recommend it to anyone who wants to be a better GM. And anyone who doesn’t want to be a better GM – your players don’t deserve you.

I am reminded of a trainer I met when I took over an HR function many years ago. I asked him what his aspirations were. Asking for my job had come top of the list to date.

He said he wanted to be the best trainer there was. I dismissed him as lacking ambition.

Yet, he was as ambitious as they come – and I learned that over the next few years. He really did want to be the best trainer IN THE WORLD.

He was relentless and looked to improve every aspect of his work. He was good to begin with and could have coasted and still performed. But he was driven to be better.

Unless you’re driven to be better, this book could just collect dust on your shelf (or virtual cobwebs on your hard-drive).

Next time, I’ll review Volume 2 that covers How to Pitch, Playtest & Publish. It is more focused on the writer that wants to be published but still includes enough for the cover price for GMs to purchase (but I’m getting ahead of myself).

In response to a comment, you can find the title if you go to:

http://www.koboldquarterly.com/kqstore/

You can see both their standard offerings e.g. Kobold Quarterly magazine as well as The Kobold Guide to Games Design. Just use the search facility.





Roll or role – is it always fair?

7 01 2010

I like to ponder unanswerable problems. I don’t know why, I just do. Plus, I like to consider both sides of both sides – I am something of a devil’s advocate (but it goes with my job).

So a small conundrum has been rattling around in my brain for about six months now and I’m darned if I have a solution – but I do want to share my thoughts. So…

Consider a role-playing scenario. In it, the player’s character has to fast-talk his way out of a situation. Imagine you had a player that was naturally gifted with improvisation. Role-playing would take the floor and he would probably be able to talk his way out of the problem.

Now consider an average player. If his parents had rolled dice, he would be straight 10’s. He can’t do the talk as effectively and finally asks to roll a die instead.

If both players had a character that had bluff or a similar skill, both PCs would survive the encounter. On the other hand, if the character lacked these skills, the eloquent player may get away with it and the tongue-tied player would flounder.

Now I already have the first counter-argument ready. Don’t let the smooth-talker have the chance to role-play his way out of trouble if the character doesn’t have the skills.

But if you extend that logic – we would never role-play. We’d simply roll the dice and let the stats decide.

We could of course force players to only roll characters that reflect their abilities – but what’s the fun in playing yourself?

I can see some logic in limiting meta-gaming but not to the extent of taking away any opportunity to role-play.

And I was reminded of an old Dragon’s Inn podcast where a player with autism emailed in to relive where he was forced to role-play a social situation and the GM refused to let him roll dice.

Which leads me neatly into a closed circle. I don’t believe that the stats should be used exclusively. Nor do I think it’s fair that players can compensate for their character’s deficiencies and other players can’t. Do I have a solution? No.

Other than accepting the situation and applying that much misunderstood common sense wherever possible, I guess I’ll just have to live with the injustice of it all.





Every fantasy GM should own a copy of…

5 01 2010

The Time Traveller’s Guide to Medieval England by Ian Mortimer.

This is not your average sourcebook and as a work of historic non-fiction, I can imagine many would be put off by its serious nature.  But don’t let the subject matter put you off.

Its sub-title is ‘A Handbook for Visitors to the Fourteenth Century.’  It’s apt as the book is written as if it’s a travel guide rather than a history book.

Imagine the past was a foreign country – and you needed to buy a guidebook.  This would be the one you’d pick.  Of course, this is only of use if you GM in fantasy settings, but if you do, come up with a good reason why you wouldn’t buy a copy.

It focuses on the sort of information that GMs rather than historians would like to know about.  Stuff like:

  • What can you see?
  • What do you smell?
  • Where do travellers stay?
  • What is there to eat?
  • How do you greet a stranger?
  • How fast can you travel (safely)?

The book has eleven formal chapters:

  • The Landscape
  • The people
  • The medieval character
  • Basic essentials
  • What to wear
  • Travelling
  • Where to stay
  • What to eat and drink
  • Health and hygiene
  • The law
  • What to do

I can only do a review justice  by picking some random samples.  For example, the book opens with a section on cities and towns.  The opening line reads:

‘It is the cathedral that you will see first.’ 

There then follows an explanation of what you see and smell as you approach a typical medieval town.  Did you know the brook you cross before you reach the gatehouse is most likely full of human faeces, rotting meat and broken crockery?

Jumping to ‘What to Wear’ it debunks all of the Hollywood myths about how medieval people actually dress.  ‘In 1300 clothes are straightforward and practical…Then about 1330 things begin to change.  The essential difference lies in the way a sleeve is cut.’

And moving forward to ‘What to Eat and Drink’ we are reminded that people starved to death in this era and that theft in order to avoid death was a likelihood.

‘With the exception of a few high-status, self-indulgent individuals, people do not normally have breakfast.’

Before you write this book off as long on fact and short on usefulness, please be aware that I really did pick those sections at random.

The book isn’t just full of useful facts, it has plot hooks too.  I just turned to page 270 and I see listed, Relics in the Church of Wimborne Minster.   If that doesn’t look like a list of things an evil-doer might steal and the heroes have to recover, I’d like to know what is.  I mean, they even had a part of the thigh from St Agatha and some blood from St Thomas Becket!  Imagine if a mad necromancer was travelling around the churches collecting body parts to one particular saint?

I do see this as a book that will divide GMs.  If you’re into this sort of thing, you can find no better (and easier to read) title.  If this isn’t your bag, I’ll never convince you.

Buy it if:

  • You’re a GM of a fantasy game
  • You are prepared to read the book
  • You want to know what’s authentic – even if you choose to ignore it

Don’t buy it if:

  • You want nothing but quick-dip lists (this book has lots of sentences and paragraphs)
  • Your fantasy setting is not interested in what medieval times were actually like (and there’s nothing wrong with that)

(Has it really been almost a month since my last blog???)





Laughing? Well I’m very happy at least

9 12 2009

This is not a specific review about the recent Paizo play-test for new classes to add to the Pathfinder game.   Although it is their Cavalier class that got me excited, I am more inclined to pen something about character creation.

The reason I needed to write was that I’ve just created a character for a PbP Pathfinder game and the GM said it was OK for me to try the Cavalier.  I had toyed with being a paladin, but as someone who used to love playing a Warhammer Templar, I was keen to try out what the Cavalier could do.

Of course, the more representative class for Templar will be unveiled next year as the paladin will get new options – and apparently among them will be the opportunity to play a ‘Paladin’ that’s not LG.  But I digress.

I can honestly say that creating my cavalier was the most fun I’ve had with character creation in a very, very long time.  I accept that part of this is down to the class, but moreover it gave me the chance to create a character I had in my head – a wannabe ‘Paladin’ that is a bit shaky about her faith and goes off to search for divine inspiration – not because of it.

As I’ve said before, I’m no fan of min-maxing.  I’m even a player that avoids optimising my character (surely that’s min-max in a different language?).  No, I like to have an idea and then see it through onto paper.

Just like my assassin that is created as a rogue – but using all the right skills and feats to make her a sneaky sort that can get up close to her kills before delivering the telling blow – my Cavalier (I notice I’m using a capital ‘C’ but never mind) was based upon a Paladin that doesn’t have divine righteousness.

And as my character was built, I could see it forming in my mind.  I chose feats that suited the character – not ones to make me an optimal fighter.  I invested heavily in horse armour.  I figure I’ll never get to see it used – but that’s what my character would have done.  I’ve spent money on musical instruments and the like because it fits in with the faith – not because I ever expect to use them in anger (or even leisure).

Because that’s what role-playing means to me.   It’s about playing a role.  Not rolling dice.  Not killing lots of creatures – but rather I’m keen to get talking to the NPCs and the other PCs.  In essence, I rolled a character that fitted the religion – warts and all.  And getting to role-play it is what I’m so excited about.

And the better news is that if I pick a different religion, I can go through the process again and end up with a fundamentally different character each time.  Different skills, feats and trappings.  And the back-story can come from some nugget in the Paizo Gods and Magic sourcebook which devotes two pages to each major religion.    

So, as much as I can’t wait to play by Cavalier (still a capital I see), I also can’t wait for a chance to play a different one!





Setting the rules prior to play

2 12 2009

I rarely – if ever – claim to have an original thought.  My strength is typically either putting lots of thoughts together into one cohesive thought – or to take an idea from one area and apply it somewhere completely different.

As I often wax lyrical about how players and GM should agree what sort of game is being played prior to gaming (ideally prior to recruitment if it’s play by post) and the following tool has always been at the back of my mind.

So I went searching for it on the Internet and thought I’d reference it in passing.  Except I couldn’t find it.  I knew it existed but tracking it down was a challenge.  So I thought I’d abbreviate it here for GMs and players to consider.

I’ll start by giving the rightful praise to two sources.  Firstly the  Superhero Summit podcast Fistful of Comics – which introduced (as far as I’m aware) the concept of  the COMIC continuum scale.  I also must give praise to the excellent 3.5 Private Sanctuary podcast, where I first heard of the scale and it is probably closer to their interpretation that you’re going to read.  Apologies to one and all for how I describe it – but it’s how I see it.

COMIC is an acronym.

(As an aside, acronyms are a bugbear of mine.  An acronym is an abbreviation.  It is specifically an abbreviation where the first letters of each word form a new word.  Like scuba or laser or even PIN.  FBI and CIA are not acronyms, they are initialisations as you pronounce the letters and don’t create a new word.  OK, digression over)

COMIC stands for (at least for this version) Colour, Origins, Mystery, Innocence and Carnage.  The idea is that GM and players discuss each of these in turn (or perhaps the GM lays down the law – that’s OK too) as to what level applies to each aspect.  You typically have four levels for each one that are pre-defined.  It applies to any role-playing game, not just hone-brew rules and I can best describe it as:

 C = colour

Or you could call it tone.  Level 1 would be like a comic.  Not realistic at all.  2 and 3 are either side of ‘reaslism’ i.e. our real world.  4 would be very over the top.

O = origins

As this came from a super-hero game, other genres might prefer to consider this as ‘options.’  It is around the subject of what source material the game will use.  A 1 would only be the core rulebook.  2 might represent the mainstream expansions but not the really specific campaign ones.  A 3 would include the campaigns and any 3rd party offerings.  A 4 would include any homebrew rules. 

M = Mystery

This is best defined as how readily accepted magic and monsters are.  A 1 says that to the average person they are myths.  A 2 means people have heard of some things but they are not common.  A 3 would mean that they are common and most things have been heard of.  A 4 is very common and everything is heard of.

I = Innocence

This relates to how NPCs react to PCs.  A 1 would be very defensive, NPCs assume the worst.  A 2 would be unfriendly, but PCs can earn their trust.  A 3 means NPCs are usually friendly and tend to trust PCs.  A 4 means that PCs are welcomed with open arms.

C = Carnage

Just how bloody is your game?  A 1 would be a non-lethal world.  Fights end in disabling NPCs, not killing them.  PCs never die.  A 2 means heroes rarely die but villains do.  A 3  and anyone can die.  A 4 and death is all too common.

Many gamers would never need this tool.  Many don’t think they’ll ever need this, but at the very least, the GM should review this prior to a new campaign or adventure and check that the world the PCs are about to inhabit at least fits into the usual game world.  If the GM decides that this time, some villages will be antagonistic, it’s not fair to the players to find that out when one of them is dead.

I see it being most useful for new gamers to a group and for PbPs.  This is where the players and GM might have different versions of the game world in their head.  If so, now is the best time to make sure they air those preconceptions and agree on a mutual way forward.





The Tome of Secrets (a review)

1 12 2009

My love of Pathfinder is already documented on these pages.  But that doesn’t mean I will always praise Pathfinder related content – I will always write it as I see it.

I was a little surprised to see a hard copy of The Tome of Secrets in my local store – as I live in England and the nearby stores aren’t exactly RPG-centric.

That said, I saw a copy and immediately grabbed it (without checking the contents). 

My first overall observation is that with the Paizo produced stuff so far, just about anything within their covers is allowable in the game.  OK, I have a house-rule about attacks of opportunity and players have to check with me if they want to take a trait from a supplement or the web-document - but pretty much anything is fair game. 

This is rarely the case with third-party sourcebooks and Adamant Entertainment’s offering is no different.  Having started with something of a negative, I’ll balance that by saying that overall it is worth the purchase price.  Doubly so as you get a free PDF once you have bought it.

The sections are well laid out and cover:

  • Three additional races
  • Eight additional classes
  • Drawbacks
  • Occupations
  • GM Options

Some Specifics

I like the fact that Adamant Entertainment worked with Paizo to ensure that anything that goes in here doesn’t contradict something Paizo will put out later.  So the races and classes and mechanics won’t clash.

The races are…interesting.  Not sure if I’d ever play one but they give a significantly different option to the Paizo core races.  The classes are good too.  One or two appeal (the Spellblade and Warlock in particular) and the rest serve a purpose.

I really like the drawbacks and the fact that a player is allowed a skill bonus to offset taking the  drawback.  Some drawbacks are very specific e.g. Cold Aversion only affects you at certain temperatures and some are generic e.g. Bad Shot means a -2 penalty on all ranged attacks.  As a GM I’d be sure players only took sensible drawbacks.  Taking Cold Aversion for a desert campaign would be vetoed at once!

Occupations considers what your PC did prior to becoming an adventurer.  There are rules on wealth creation, some random tables if you just want to trust chance (and these are grouped by region e.g. rural, marine etc.).  Each background occupation gives specific skills that can give both flavour and some helpful abilities.

The GM section covers a range of topics and the GM can pick’n'mix whatever aspects he wants to add.  So there are sections on the mechanics of a range of aspects, e.g. stunts, morale and enchantment.

My favourite section is all about chases.  With standard movement rates, in the typical game mechanics you either never catch someone or you do.  This depends on your relative movement rate.  One human will never catch another human.  So the mechanics here allow for variety in that scenario – and a whole new aspect of adventuring can begin – the chase.

Next up there are some random generation tables for magical items and some mechanics for modifying standard monsters to create something new for your players.  There is a random adventure generator and finally a section on gunpowder weapons.   

What could be improved

My first observation is the artwork.  None is poor but many artists have contributed and for me at least, I like a high degree of commonality.  So some is OK, some is good but I don’t get the feeling I’m reading from one source – rather a few that have been put together.  But then I’m awkward.

I think that not every page will appeal to every player or GM but then that should not put people off buying it.  There is enough for any group to justify the price – with over 180 pages of information to use.

You’ll like this if:

  • You like Pathfinder and want some extra dimension
  • As a GM you want to try some different mechanics
  • You like the idea of ‘chases’
  • You’d like a way to develop backgrounds for your PCs and NPCs

You won’t like it if:

  • You’re on a limited budget and Paizo produce as much as you can afford each month
  • You want a huge amount of depth on one specific subject – this book offers a lot of different topics
  • You’re of the opinion that if Paizo didn’t want to publish it, you’d rather ignore it

Overall I’d recommend it to anyone who is serious about Pathfinder.  Would I recommend every player had a copy?  Perhaps not but every group should have access to at least one copy.





Writing effective setting in adventures (part three)

29 11 2009

As I conclude this series on setting, I’ll next cover the  often-misunderstood tactic of the use of nature in setting.

Seasons

The time of year may be incidental to your adventure, but even so, you may be able to use it to dramatic effect.  First you should consider the role of the seasons. Do they, in some way, link to the story? Is there a birth or death for example? Is a character in the autumn of they years?

Secondly, you can use atypical weather to denote something is either very good – or very wrong.

A sunny day in the middle of winter spells optimism.

A downpour in the height of summer casts an inevitable gloom.

The weather can be the portent of something to happen (or reflect what is happening).

You don’t need to handle the link too heavy-handed. The best links are natural and appear almost incidental.

The players will make the link subconsciously and that is in your favour.

Getting it right

Unless you know specific aspects of weather intimately, don’t guess at them. Do your research.

Unless you’ve experienced a hurricane or a blizzard, you don’t really know what it’s like.

It’s a bit like people who tell you they’ve got the flu.

They have a cold.

People who have ever truly had the flu know the difference. And it annoys them when people describe their sniffle as the flu.

Similarly, poorly described settings that involve snow will frustrate people who live in areas that get a lot of snowfall.

As will anyone who reads an attempt to get the weather right by guesswork.

Weather as an event

If the first two reasons for using nature and the weather as to either provide a backdrop or to act an a metaphor, the third option is arguably more important.

Sometimes the weather is either a major aspect of the adventure – the impending arrival of a tornado or the effects of an earthquake – or it is a factor in the story.

The blizzard in Stephen King’s ‘The Shining’ is a prime example here as it keeps the characters isolated.

How do you use mood in setting?

From time to time the setting doesn’t add anything to the story in itself. You may think that adding any words to the setting gets in the way.

At this point, it is worth considering if the story has enough ‘mood’ to carry the tale, or if the appropriate setting can add to the mood.

It could be as simple as the darkness of night, the sound of distant thunder or the desolation of the wilderness.

An often-overlooked aspect of setting is the role that culture plays

You can’t have one…

Just like a horse and carriage, you can’t have setting without a nod to culture.

The culture doesn’t change the setting specifically – but it does dictate how the characters see and interact with the setting.

And it affects the way the players view the NPCs.

A boardroom full of men and women can be the setting.

As you read that sentence, you may interpret nothing strange.

If the story was set in the 1920s, the culture of the era dictates that either the women were visitors, or in subservient roles, or this was not a typical boardroom.

The setting hasn’t changed, but our interpretation of it has because of the prevailing culture.

Moreover, we will change our view of the characters in the room as a result.

What’s the best way to avoid clichés?

The boring standards

‘It was a dark and gloomy night.’

I’m sure it was, but a players deserve better than this.

It’s a phrase that sounds so bored it makes the player think the GM can’t be bothered. And if the GM can’t be bothered, why should the players?

The confused metaphor

‘It was a virgin field, pregnant with possibilities.’

My English teacher taught me that example, almost thirty years ago.

This isn’t just confused; it’s a mixed metaphor. Be aware that your description has to make sense.

‘The stench of body odour overwhelms you. It reminds you of…’

Unless it’s really important, does it matter what it reminds the players of? They got the idea already – body odour.

It’s unpleasant. It stinks.

The particular fragrance of body odour isn’t particularly necessary. Unless of course it is necessary. Otherwise, credit the players with some imagination.

Having said that, you could introduce the smell before we know it is body odour. That would be valid.

The overly obscure metaphor

Some GMs are aware of the boring options and are clever enough not to confuse the player, but they want to be inventive.

‘He stood on the deck of the ship like a goalkeeper waiting for a free-kick to be taken.’

Ten out of ten for originality, but zero out of ten for comprehension. What on earth does it mean?

Trying too hard to make the metaphor original also makes it unintelligible.  And in a fantasy setting, who’s heard of football?

Point of view and characters

What do the characters know?

The GM is in the head of the characters, and so they must see the setting through the same eyes.

Would the PC urban doctor know every type of tree in the woods? Would he know an antique clock from a reproduction?

Be aware of how you introduce the setting and which descriptions you use to allow the player to see the scenery.

You shouldn’t short-change the PCs to keep the description honest, but you have to be descriptive too.  If they don’t know the names of the trees, describe their colours, their shapes, their leaves etc.

By the same token, the PC doctor wouldn’t pay much attention to the trappings of an operating theatre.

Although a novice PC might wonder at the machinery or instruments, the doctor’s interest would be in the patient or the type of operation about to be performed.

What do your characters feel?

We often perceive setting based upon our own preconceptions and experiences. One man’s idyllic deserted beach is another man’s desolate wasteland.

As noted previously, the setting hasn’t changed – but the description has.

It’s also worth noting that our emotional state will affect how we view our surroundings.

Being nothing more complicated than happy will make us more positively disposed to our setting. It also affects what we notice.

The dreaded infodump – the pre-game literature

Often GMs will provide players with a small library prior to the game starting.  They call it ‘essential background reading.’

Worse still, they complain when the player’s don’t read it.  If you are one of those GMs, consider this:

If you are GMing an adventure for first level characters, how much would they really know of the world beyond the village they live in?  That comes as they progress.  They learn about the politics of the court, the common religions and the geography of the world as they interact with new people.





Writing effective setting in adventures (part two)

27 11 2009

What’s the best way to avoid too much setting?

The bare minimum

Stephen King is a writer that likes the idea of giving the reader the bare minimum in terms of description.

He feels that too much and you force the reader to see your characters and settings in your way.

He wants the reader to own the description – thus making the story specific to them.

The key here is, ‘the bare minimum.’  Stephen King is a master at knowing what is too much and what is too little. If you are not as blessed as Mr. King, what do you do?

Trial and error

Until you become an expert, you will have to follow the trusted steps of trial and error.

The rule mentioned before of one line per new scene is a good starting point.

The more important a place is, the more you describe – but remember, you don’t have to reveal it all at once. Revisits can be used to flesh out more and more.

More than a few lines to describe the setting and you’d better have a good reason for it.

Know your players. Different players will have different tastes – if they love long descriptions, give it to them.

Using the right words

If you have a habit of overstating the scenery, work on the words you use. The later reference to senses is particularly useful here.

Use language that doesn’t just describe in a flat way. Use alliteration and very specific descriptors to sharpen your description.

A word like ‘gloomy’ suggests both the state of the weather and of the mood. The better your vocabulary, the better your settings will work.

How do you ensure you engage your player’s senses?

The basic five

The five senses are not anything mystical. They are on the other hand, extremely powerful when it comes to creating a setting.

Little else sparks the imagination like an appropriately used sense.

There is, as ever, a balancing act.  If the sense used is too obscure, you won’t engage the players – and they’ll spend so much time trying to work out what you meant that they’d miss the next few words.

On the other hand, making it too hackneyed doesn’t really add any value. Try to avoid the tried and tested if you can. Be original without being alien.

The final point is to ensure you use all of the senses.

GMs will typically spend 99% of the time talking about what characters can see and only use the other 1% when the input is exceptional – a loud noise or a pungent smell.

In real life the mix of sensory perception is never this heavily weighted in favour of sight. Why should your adventure be any different?

The emotions

Emotions aren’t senses of course, but they are a powerful link to getting a player to understand the setting very quickly. If you can combine senses and emotion you will really hook the player quickly – and that’s why I have linked them here.

Describing an inanimate object by using an emotion on the face of it seems odd, but it can convey in a couple of words what could take a five minutes to explain.

If your characters come to a ‘lonely house’ or enter a ‘confused room’ then you have started to evoke multiple images in the players’ mind – and only a small amount more description will enable the players to fully understand what you mean.

Understanding the levels of setting

Metaphors etc.

The subtlest way to describe is to say how the setting resembles something the players know well (or the other way around).  Each serves it’s own purpose but writers regularly confuse their uses.

a. Metaphors

This is an implication. There is no statement that there is a link; we simply use the resemblance.

‘She walked catlike across the roof of the villa.’

Nobody expects the character to have fur and a tail. If ‘she’ were a cat, we would say she simply walked – cats, by definition, walk catlike.

This one word suggests she walks assuredly, softly, secretively and no doubt evokes the image of a cat burglar. The players will probably already suspect that she is up to no good.

b. Similes

Here we add the prefix ‘like’ or ‘as’ and therefore by definition create more of a signpost to the link.

‘She walked across the villa’s roof like a cat.’

The same result but a different and less subtle route.

c. Analogies

This is the least subtle option as we tell the player that something was like something else and include a comparison.

‘Her journey across the roof of the villa was like a cat stalking its next meal as she made every effort to make no sound and reacted instinctively to every small movement around her.’

d. Allusions

Here you make reference to someone or something famous.

‘Felicity the burglar. The wonderful, wonderful burglar.’

I chose this on purpose – and if you didn’t understand it, I’ve proved my point.

If you’ve never seen or heard of Felix the Cat, the allusion is wasted. Worse still, the players would wonder what on earth the words mean. If they do get it, they feel pleased with themselves.

(If you still don’t get it, ask someone older than you to sing the ‘Felix the Cat’ song (or YouTube it).  Then you’ll get it).

Allusions are dangerous ground.

e. Personification

This is a variation, where an inanimate object (or sometimes flora or fauna) is given a human trait.

‘The fog hugged her body as she sat on the villa’s roof.’

Next time out I’ll talk about using nature in setting.





Writing effective setting in adventures (part one)

26 11 2009

One thing that most writers (adventure or otherwise) find challenging about setting is understanding how it gives the story context

Overlooking the setting

Too many GMs spend a lot of time on plot and ensure they have great characters and expect to produce a fantastic adventure.  Setting is the most often overlooked aspect of adventure writing that is relatively easily teachable.

Certain parts of writing are difficult to impart – style and pace are the two that immediately spring to mind – but like plotting or creating believable characters, crafting great settings is something that can be learned.

Having said all of that, good setting does not mean a good adventure but it’s fair to say that bad setting can equal a bad adventure.

Stories in a vacuum

The adventure doesn’t just need things to happen – it needs somewhere for them to happen. Setting doesn’t just give the players a place to see things unfold, great setting adds to the experience.

It creates the mood and can draw the player into the story in a way that no other facet can.

Setting isn’t world building, but it’s a small step towards creating a believable world in which your characters and plot live.

Setting is not, however, just the broad brush-strokes of the world – it’s not just the background.

The link to great characters

We are all influenced by where we grew up, where we went to school, where we live.

The creation of accurate settings reflects who your characters are, where they came from and sometimes even where they are going.

Your characters may be a reflection of their environment. Or the setting may give the players an insight as to why their characters are developing the way they are.

Do your characters conform to their setting, or are they rebelling?

What are the aspects of setting?

Do you need to include scenery?

Scenery is a challenge for the fledgling adventure writer. Too much scenery and the players will feel like they’ve stumbled into a book of photographs.

Very pretty but it doesn’t go anywhere.

Yet too little and there is no context for the story.

Scenery has its place. If the scene opens with a man bursting into the room with a gun, the players don’t want ten minutes of the GM describing how beautiful the room is – they want to know what’s going to happen.

As a GM, you have to know the appropriate point to describe the scene.

You either have to delay the entrance with the pistol, or find another way of working it in.

Each scene deserves at least a few words of setting – even if it’s a familiar place. You can always reveal details bit by bit if it’s a setting frequented often.  Players probably won’t take in all of the details in one sitting anyway.

Because that’s exactly how it works in real life. You typically notice the big things first and then upon revisiting, you start to notice more and more of the details.

Eventually you would notice if something was moved or missing.

A good rule (to be stretched and bent as you see fit) is to give the description as early in the scene as possible, without it getting in the way of the story or encounter.

The second suggestion is to invest more time on scenery the first time you visit – and the more important the setting is throughout the adventure.

Place as a character

Sometimes the scenery or setting plays as big a part in the adventure as any character. In a whodunit, the murder scene is often integral to the plot.

On these occasions, as much effort should be lavished on the creation of the setting as that important NPC.

And like characterisation, you may not use all of the detail – but you had better be prepared. Hogwarts in the Harry Potter novels is a prime example.  So if you have a dungeon, what was it before it was a dungeon.  People just don’t build them.  They are typically functional building that fall into disrepair and then they become dungeons over many, many years.  The dungeon should have a flavour that reflects its original (or most recent) use. 

If you only reveal the salient points in a mystery story, you have telegraphed the plot to the player. Similarly, if you over elaborate, the player will lose interest.

Sometimes the place has an importance because of its effect on the characters – and on these occasions, it merits a greater description.

It’s a classic show and tell scenario.

You can tell the player about the character or you can show the interaction with the setting – which is always far more effective.

Your own backyard

There is a real tendency for adventure writers to fall into two opposite traps when describing a place that is familiar to them – either from real life or a fantasy setting they’ve used over and over again.

The first option is to explain every detail. Often the GM is proud of what they know or remember and they want to share this in every minute detail.

The second mistake is to assume that every player knows about New York, the Manhattan skyline or the Statue of Liberty – and so no description is given.  Or for that matter the Jedi academy on Coruscant.

In the first scenario, the player will think they’ve stumbled upon a game about writing a guidebook, not an adventure.

In the second, anyone who hasn’t visited these places (or watched the film) will feel left out.

It’s like a recipe book without a picture of what the end product is supposed to look like – you feel cheated in some way.

Include the detail that sets the scene and is relevant. Add nothing more but don’t scrimp on the ingredients either.

Change of scene

The greater the alteration of scene, the more important the description becomes – and the earlier the GM needs to reflect the change.

As an adventure writer, you know when you change scene where the action is taking place – it’s your story. But do the players?

To use a literary example, too many books transfer the action from a quiet room in the centre of Chicago to the wastes of Alaska and don’t let the player know until the second page of writing. As a reader this is most disconcerting (and the example I use is from a real novel).

If your characters experience a change of setting, you need to describe that change – even if it means holding up the plot for a minute or two.

Players that teleport, travel to another plane, enter a dark cave or simply visit a village with differing customs – they all need to be aware of what’s changed.  It sets them mentally to be prepared for other changes e.g. the NPCs may react differently to them.