Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Inspiring RPG/D&D plays

1437992597

Edited 1437992614
When I have spare time on my hands, I often tend to browse some D&D/RPG forums and other resources, just to learn more about the game by reading questions and answers, but also to be inspired by cool stories of what other people have done in their campaigns. Just found another, and I thought it might be nice to create a topic to share such inspiring tales with eachother. Of course, the ones I tend to take the most inspiration from, I might keep to myself so I can use a variation of them in our current campaign without giving all of you the heads up :) Anyway, first contribution: (full size-picture up at&nbsp; <a href="http://i.stack.imgur.com/COkwC.jpg" rel="nofollow">http://i.stack.imgur.com/COkwC.jpg</a> if this one is unreadable)
Hans said: When I have spare time on my hands, I often tend to browse some D&D/RPG forums and other resources, just to learn more about the game by reading questions and answers, but also to be inspired by cool stories of what other people have done in their campaigns. Just found another, and I thought it might be nice to create a topic to share such inspiring tales with eachother. Of course, the ones I tend to take the most inspiration from, I might keep to myself so I can use a variation of them in our current campaign without giving all of you the heads up :) Anyway, first contribution: (full size-picture up at&nbsp; <a href="http://i.stack.imgur.com/COkwC.jpg" rel="nofollow">http://i.stack.imgur.com/COkwC.jpg</a> if this one is unreadable) See! ... And you all laugh at the "Beard".&nbsp;
This one is courtesy of... my wife. Many years ago we were playing hardy adventurers in a canned adventure.&nbsp; "The livestock from a local farming village are being preyed upon!&nbsp; They have determined it's because of monsters coming from a trap-filled scary dungeon!&nbsp; Go down the hole and save the village!" We didn't want to go down the hole. So Misty said, "Huh.&nbsp; Just how many sheep are there at these farms?" after the DM said the locals' primary job was "shepherd." "Hundreds, maybe thousands!" said the unsuspecting DM. "How much is a sheep?&nbsp; One silver piece?" A few transactions later, and back comes Misty with around a hundred sheep, right up to the dungeon entrance, and down they go. A herd of bleating sheep, driven into the dark dungeon, fed every monster, tripped every trap, knocked open every secret door, panicked the hobgoblins so we picked them off at range as we followed the sheep in. Everybody had tasty mutton while we counted our treasure the next day.
Going slightly off-topic on my own topic, as this post isn't about a play. But it is interesting and inspiring nonetheless, if you ask me. The unbearable inconsequentialness of combat It is about, well, the title says it all. This is a huge problem with me for D&D. I always feel like there is a hidden force that will prevent any really bad consequences from happening, no matter what I do. I like the way the author approaches the problem, and I like the presented solutions even better. I would love to hear how you guys feel about this subject.
1438372378

Edited 1438372415
I have always treated D&D like a rogue-like game... similar to Angband, Nethack, etc... Permanent death is frustrating when its a one shot kill or blatant RNG issue. It's another when you played poorly and did not try to maximize your survivability. Truthfully, I've seen far too many players who deserved to die get saved deus ex machina style; when they should have been killed, learned from their mistakes, and rolled a new PC.&nbsp;
1438382765

Edited 1438383206
Gold
Forum Champion
In terms of the current campaign we are playing, it is a Game (live or die by your actions in game), but it begins with a large undertaking of collaborative story-making, world building, and character development. &nbsp;After a substantial underpinning of narrative, some of the Combat scenes shift more towards the deadly. Every PC in our homebrew world will die. Some will die multiple times before it takes permanence. At most 1 PC could make immortal status. Many will achieve hero status before perishing permanently. That's part of the point here! All will have their name written into an Epic Saga whether they make-hero or not. This campaign is intentionally not a die-early-and-often, which I would call "low fantasy" or dark fantasy gaming style, possibly hack'n'slash. &nbsp;This campaign is high fantasy & epic fantasy, with narrative combat and character development on purpose by agreement of all participants. &nbsp;We will not have achieved our campaign goals if your PC's saga fails to earn a reputation as epic. &nbsp;NOTE: An epic death is certainly possible!! Since it is our spin on Advanced Dungeons & Dragons (emphasizing the game title words)... You guys have barely been in a Dungeon yet at all, only the cellar of the abandoned mansion would count, and perhaps the bilge of the Sea Ghost ship. &nbsp;There are untold dungeons yet to uncover before too many begin to die. Met any Dragons yet? (Maybe you have, maybe you haven't, booohahaha. In any case no dragons have attacked you yet, this much is known, of course you actually have met 2 tiny dragonesque creatures: Rhubarb the faerie dragon, and SiSi's pseudodragon). As a free hint, I should inform you that most 2E dragons can polymorph into Human form and walk amongst the populace without notice, if they want to. In conclusion: Every combat in the low-level game so far has been effectively PRACTICE Combat along with game-building exercises, for our own entertainment. This should make the threat of death more consequential-feeling later in the mid-campaign, as you will have an established world with relationships and goals to care about. We are in the early game building phase of combat (the "Before Dragons" Era): making sure we have Macros set,&nbsp; Abilities agreed upon and fleshed out by leveling up, get your Magic Item support in order,&nbsp; having your Casters get their spells sorted, and most importantly advising every Player-Character on our methods of Narrative Combats (like how to respond on a Natural 1 to fail-forward, and how to narrate a Natural 20 or a killing blow). Now that everyone is familiar with this gameplay style, battle and the world gets more dangerous, as evidenced I think by Horukh's recent near-fatal disease, and a fair amount of hits inflicted by the swamp trolls. Airen came close to going under on HP, the bullywug may have actually been at the greatest risk of dying that day, as any PC scenario in the game to-date. Once you choose to fight your first Dragon, from then on, it's GAME ON, and your PC can surely die in one bite. &nbsp;Once we reach the point where our campaign is Dungeons AND Dragons, from that level on up, the fights will begin to get deadlier. &nbsp;If you should ever face a dragon, I'll do my best to play them to the hilt (they are quite powerful in 2nd Edition), and your character will have a chance to live or die heroically. And the dragons might be arriving sooner than you think. As a D&D gameplay style / philosophy, I am big-time on board with the idea that PC's should be able to die, and the death should feel consequential and threatening (not a throwaway death). &nbsp;The fact there are many saving-graces that can pull you back unexpectedly from the brink of death, is part of the high fantasy and only prolongs that fun-game-feeling of the risk of death that will certainly come eventually and epically.
Man, I am doubly glad I'm playing an irresistably adorable sexy dragon fetishist now! (looks side to side) What. What?&nbsp; Uhm, yeah, of course I just made that up.
But to chime in, in a serious way, on these subjects, I'll describe the Bad Habits Watch. There are hundreds, maybe thousands, of fantasy novels where, as the industry saying goes, "You can hear the dice bounce."&nbsp; It is a derogatory term.&nbsp; It means that the context of the novelists' work is based upon their experience as tabletop gamers, not as novelists.&nbsp; It means, put bluntly, that the writer developed bad habits from their gaming, and the writer probably doesn't even realize it. The absolute WORST for this was the Dragonlance books.&nbsp; In-industry, they were a lot like Ed Wood's films.&nbsp; You could read them and tell "Well, this is where somebody rolled a 1 in that combat," and "And here, somebody got a natural 20."&nbsp; The fights were never coordinated for storytelling, they were just transcripts of tabletop games we all never attended.&nbsp; Remember, they came from the Marketing Department at TSR, not any sort of book division.&nbsp; And you could hear the dice bounce as they pushed the products. Steve Brust is a guy who terrifically put that tabletop-transcript stuff on its ear by saying, with his Jhereg/Vlad Taltos books, "Yep, this all came from tabletop tropes, and here's what a real world like that would be like with all of that."&nbsp; The lead character uses fresh gear on every assasination and destroys it all afterwards, because he knows spells can work by Law of Contagion.&nbsp; He has contracts arranged for recovery of his body and Resurrection spells pre-paid with what amounts to an underworld insurance company, and so forth.&nbsp; And being an assassin, as the flipside, means you're someone who kills off big figures just to make delays for their agendas, because THEY all have resurrection contracts just like you do.&nbsp; And so forth. Now, I have to pay my bills as a novelist so I am constantly on guard against bad habits.&nbsp; They creep in easily, because they are easy.&nbsp; When I joined Gold's game, I explained to him, "I play like a novelist," and then explained, that means I'll VERY likely do things that don't make a lot of sense in terms of a dice-bouncing tabletop game.&nbsp; Here's the reason why, in as short as I can sum it up. WE know it's a game, but the character doesn't. To us, it's a headset, and an online map, and we know that it's a way to spend five or six hours a week with some great people around the world. But inside that world, a character lives every minute of a life surrounded by the sights, scents, smells, chatter and atmosphere of that world.&nbsp; The character lives through things that there are no stats for, and there are no charts for.&nbsp; The character knows itself as a person.&nbsp; A mortal person. If you've ever watched a movie and wondered---or screamed---"WHY the FUCK would that person DO that?!" you've experienced what I'm talking about.&nbsp; What a character does must always come from that character's reactions and motives, not the requirements of a script---or a game. For me, playing a roleplaying game as a guy moving around a counter can make me into a bad writer.&nbsp; Playing a roleplaying game as a guy acting someone who can fall in love, wants to help others when there's no XP or GP in it, who's afraid of swamps and monsters and wants to avoid them, can make me a better writer.&nbsp; In context of a game on a grid with hit tables, you'll see me do things that are genuinely bad in a game sometimes, but are realistic as a person trying to stay alive and prosper, and have a life with meaning. &nbsp; The character never knows they're in a protected state because they're low level in a game campaign; they're always at risk of death in their world, a world where things like dragons, kraken and hordes of orcs play for keeps. That last game, when Horukh was hidden against the cypress tree, still shuddering from the vision when the attack happened... and then leapt from cover to give some healing to Airen the Bullywug... within striking range of the troll... that was one of Horukh's most heroic moments of his life. &nbsp; He knowingly risked death, having seen just how hard those things could hit, certain he would be a drowned corpse in the swamp if one backhanded him, but that Bullywug he admired so much NEEDED him.&nbsp; Or, you can look at it as "The low-HP 4th level priest slapped a 1d8 heal on a teammate after doing a team buff with faerie fire on some 3HD trolls."&nbsp; Both are true, but one sure makes me feel better.&nbsp; :)
1438454497

Edited 1438454579
Very interesting conversation guys. I've been thinking about these issues a bit, as I search around for a good system and approach for gaming with my kids. I've just been looking at Dungeon World, and in terms of Larry's last point, it's a system designed to keep you thinking "in the fiction," rather than lapsing into thinking in terms of the mechanics. And it also blends "game" aspects with "collaborative storytelling" aspects very nicely. Yet at the same time, it's very much a version of D&D rather than a story game. I think I'm going to try using Swords and Wizardry rules (retroclone of "original" D&D), but DM using a Dungeon World approach. But of course you can do this sort of thing with any set of rules, and Gold I really enjoyed reading your post, and I think you're doing a great job of that kind of synthesis. I am also actually glad to hear about the impending PC deaths ... I do think a strong chance of death adds a lot to a game. Partly because it adds suspense, and partly because it forces players to be more resourceful, creative etc. Then there's the whole subject of fantasy fiction, and in particular its relationship to gaming, which maybe could be a whole other thread, and which I'd love to discuss, Larry.
1439299461

Edited 1439302380
Gold
Forum Champion
"Go into the obviously haunted ruins of madness? No, it's much safer out here!" Getting Set to play D&D means finding a reason to march into that Haunted Mansion. It's asking yourself, "Am I here to play or not?" The whole 1-page blog post is worth a read, but the quote that sticks out to me & makes me smile is the paragraph I'm bolding for emphasis above & below, <a href="http://dungeonmastery.blogspot.ca/2014/10/players-" rel="nofollow">http://dungeonmastery.blogspot.ca/2014/10/players-</a>... I would recommend reading the full Link (above), especially to Hans for your interests. Players 101 You want to play D&D. You've got yourself a Character, some dice, 3 heavy books, and you've sat down at your local gaming store. You don't know anyone but that's okay, nobody else seems to know each other anyway. As the Dungeon Master starts describing the scenario, you think; Cool, I'm into this. Then the DM looks up from their notes, right at you, and asks, "What do you do?" Your eyes widen, your mouth dries, your heart races, and you feel like you're standing naked on stage under a spotlight, the microphone amplifying your terrified, "Uhhhhhhh...." What DO you do? .... [ Skipping forward in the article to the best part of the advice... Go to the Link if you want to read the full blog page of New Player 101 ] -Bite down on those juicy plot-hooks, set goals, and get in the mindset of being present as a player at this game. -Sometimes we're presented with an adventure and think to ourselves, "Go into the obviously haunted ruins of madness? No, it's much safer out here!" Getting Set means finding a reason to march into that Haunted Mansion. It's asking yourself, "Am I here to play or not?" "That actually looks kinda fun." ----------------- [Ended blog quote. Now Gold commenting] Hans , when Sandoval or Horukh asked the party "What is our reason, what is our motive for going into the dangerous swamp?" I refer to the 101 Blog quote... "Getting Set means finding a reason to march into that Haunted Evil-Looking Place." The reason varies from PC to PC, but finds a common-ground in the party's direction. Is it your dreams? Is your character's reason treasure finding? To please your deity or compelled on a quest? Find experience? To level up? Improve a certain weapon or find a rare ingredient? Collect more magic items? Maybe to find a long lost relative? To help your people in a migration? To study the weather? To bring balance back? To protect a town, or region, or protect someone from one of your relationships in the game? To have a chance to become a hero? To achieve royalty and take a name and rank, or become a landowner or business-entrepreneur-inventor? To set the environment right? To defeat evil? To find yourself? To test your luck and skills? To learn the lore of the lands? It's different for every PC but we collaborate to make a PARTY all together as one team. Different goals, matching trajectory, so we can go adventuring together. &nbsp;Earlier it was a haunted house, and then a ship on the sea. Now it's the dreaded swamps, seeking the lizard colony. What adventure hooks could come next? There seems to be some talk of infiltrating the shark-men at their underwater fort. But yet there are also troubling rumors of orcs in other nearby regions. What do you guys think of that?
Gray F. said: Very interesting conversation guys. I've been thinking about these issues a bit, as I search around for a good system and approach for gaming with my kids. I've just been looking at Dungeon World, and in terms of Larry's last point, it's a system designed to keep you thinking "in the fiction," rather than lapsing into thinking in terms of the mechanics. And it also blends "game" aspects with "collaborative storytelling" aspects very nicely. Yet at the same time, it's very much a version of D&D rather than a story game. I think I'm going to try using Swords and Wizardry rules (retroclone of "original" D&D), but DM using a Dungeon World approach. I just bought Dungeon World this week! I first found out about it from watching Saga of the Icelanders on ItmeJP's channel, which is a Viking version of DW. Now I'm watching The West Marches on his YouTube channel which is straight DW. I love it! It really focuses on the roleplay and moving the adventure along. I really like the 7-9 roll "succeed but with compromises or costs" mechanics, and the relationship bonds.
1446864264
Gold
Forum Champion
D&D Monster A-Z (Inktober 2015) The DM is inspired by this! <a href="http://imgur.com/gallery/OhJm7" rel="nofollow">http://imgur.com/gallery/OhJm7</a> X is for Xorn