Done with World of Warcraft Forever
I haven’t played World of Warcraft in several years, since a few months after the game was released. (I played for a while in the open beta before that.) At the time, I had a lot going on in my life, my internet connection wasn’t stable enough to play long term, and all my friends who were playing were rapidly outpacing me in leveling, making adventuring with them impossible. So, I quit. I had heard that even if you stop paying for the account, you can still return to your characters if you ever reactivate the account.
Off and on I’ve toyed with the idea of playing again, especially as friends of mine from college dived into the game hardcore, and talked about it often whenever I’d visit. The goal would be to hang out with them online on a regular basis, moreso than playing the game itself. [Read the rest of this article]
The Seven Habits of Great GMs
Inspired by the Stephen R. Covey’s seminal books.
After 25 years of GMing, you learn a few lessons about GMing. Some are easier to learn than others.
Here’s a list of what I’ve observed in good GMs and what I strive to develop. It’s in no particular order.
- Being Enthusiastic: A great GM exudes loves for the game you to play in. He relishes in your successes and convinces you not to quit when things are grim.
- Being Empathic: A great GM is directly connected to the emotional energy of the table. She actively looks out for the emotional states of each player (Boredom, Excitement, Frustration, Irritation, etc) and can use that knowledge to keep the fun level high.
- Being Open Minded: A great GM is willing to throw any part of his preparation out the window if something more fun comes up in the game, especially if this comes from the players.
- Being Humble: A great GM is perfectly willing to admit she made a mistake or misinterpreted something. She’ll be willing to compromise to bring the game state to the best possible outcome once the issue is resolved.
- Showing Leadership: A great GM will bring players together and give everyone (including him) all the necessary tools to have fun. He’ll wear the mantle of authority with fairness and concern for the fun of all.
- Being Organized: A Great GM will make sure that her material is arranged to suit her natural style and flow. She won’t lose precious time looking for things and break the game’s pacing.
- Being Self Aware: A great GM will know his strengths and limits during prepping and at the table. He’ll focus on his strengths and make efforts to push back his limits in order to outdo himself as a GM.
You want to share any more? Please do, I sure can afford to learn more.
Project Kobold Love: The Adventure Plan
Hello and welcome to the 1st official design essay of Project Kobold Love.
Here I’m going to reveal it to you, all 5 scenes of my adventure, including the very Tropa-licious ending I cooked up last week on my plane ride back from Gen Con.
The 5 scenes model
Kobold Love will follow a model similar to Johnn Four’s seminal 5 room dungeon model. It will consist of 5 self-contained scenes (or Encounters in D&D 4e speak) that are linked in a linear fashion by a story.
I chose that model because it makes for a short adventure (I want to tackle another project soon). I also chose it because a 5 scenes adventure can usually fit in a 4 hour gaming session, which is a common time slot in home games and conventions.
Kobold love is not designed for campaign play, although it could act as a springboard to one.
The Adventure Plan
When I prepare a homegrown adventure for my gaming buddies, the first thing I do is a plan of each scene I envision in the upcoming adventure. I don’t necessarily write it all, I’ve made and played 5 scenes adventures without notes, but it often helps me when I do.
While this yet unnamed adventure (Kobold Love is just a placeholder name) will be somewhat linear, I still like to have a high level idea of the possible encounters before I start building it.
The way I do it is to write a few paragraphs for the introduction and each scene of the adventure. That allows me to outline my main idea about each part. If inspiration hits while writing the plan, I pour it in, but I try real hard not to let details creep in too much (and take over my creative cycle), that’s for later.
So here’s Kobold Love’s plan:
Adventure Introduction
A party of big ugly kobolds have lived all their lives with an old Kobold crone that acts as the dungeon’s Oracle/Witch Doctor. What the ugly duckling kobolds lack in grace they more than make up with cunning and a very acute sense of survival. Since their infancy, they have been able to avoid the numerous adventurer raids of their home dungeon, pulling their adoptive mother to safety while most other dungeon denizens perished.
One day, the Oracle had a vision and shared a prophecy with the whole underground complex: Now was the time to break the cycle of raiding and killing in the realm of Darkness. A group of outcasts was to go to the Outside Dungeon, seek the “House with Dark Corners” and slay the Quest Giver!
As soon as the words were spoken, outrage and anger ignited the dungeon…
Chatty’s Comments:
That’s typical me, I start writing and it all pours out… this is basically the whole adventure background. I’ll just retouch later.
At least it gives you all the context of where I plan to go with this.
Scene 1, Dungeons and Diplomacy
Shortly after the Oracle pronounced the prophecy, angry (and muscled) representatives of the dungeons’s strongest factions show up in the Crone’s Cave Lair and demand that she retracts such heresy. They are ready to argue their position with weapons, teeth and claws.
Monsters don’ t just leave dungeons! Therein lies madness!
There the kobold PCs, who have been identified as the obvious “Outcasts” by all factions, must debate with the factions leaders to convince them of the validity of their quest. With a skill challenge based on social skills (and role playing), the PCs can reduce the number of hostile enemies they have to face.
The number of successes and failures determines the number of factions the PCs will have to fight simultaneously as each success returns a faction to its lair.
Scene 2, On the Road…Again
As the Kobolds make their way to the nearest Human city, they have to rest near a road. During their rest, a generic adventuring party is passing by to raid their dungeon. If the PCs are spotted, the party of adventurers cries ‘Kobold Ambush!’ and attacks.
Chances are PCs will attack if unspotted, turning this into a real ambush!
Chatty’s Comments:
This scene is a tribute to Keep on the Shadowfell and countless other In Media Res adventures. I just had to put it in!
Scene 3, Skill Challenged in the City.
Kobolds have to get into the city. Various ways are made available, including climbing the outside wall at night, Bluffing the City guards (Skill challenge: Disguise, Bluff, Diplomacy) and sneaking into the sewers
Chatty’s Comments:
This is the least developed (and least linear) scene in my mind currently. Therein lies the danger of over writing it. For example, in the sewers, I have possible trap-like encounters with monsters or another roleplaying skill challenge to convince sewer denizen of righteousness of quest in mind.
Actually I think I’ll give DMs playing the adventure the option of making their own 5 room dungeon just for the Sewer part of the adventure, possibly adding treasures to help the PCs later.
Scene 4, Trope Showdown in the Tavern of Clichés.
PCs make it to the Tavern where they meet a roomfull of the some of the most known D&D archetypes/clichés characters. Among others, they’ll meet a dual-scimitar Drow Ranger, a Naive Fighter and his sickly Wizard brother. a wisecracking halfling rogue and, of course, the Stranger in the Corner.
An epic, very hard fight ensues… with a possible Roleplaying “out” See Scene 5.
Chatty’s Comment:
Yup, a subverted barfight against tired clichés! Choosing the right archetypes for maximum effect is going to be important here. Crunch wise, the encounter must be at the near maximum of the party’s capacity. The Tavern must also be a dynamic environment ripe with props and cool terrain exploits to give bold/creative PCs a slight edge.
Scene 5, You wouldn’t dare!
Edit: This Scene as be marked for possible rework. See comments.
As the stranger in the corner dies, he drops 2 scrolls. The first, written in common, says “Go forth in the nearby Caves of Doom and find an old Kobold Crone living with a small band of kobolds and give her this scroll. Kill everything else!”
The second scroll, written in a secret language the Crone taught the PCs says “My love, I miss you so! I’m ready to be a good father now, if you’ll still have me”
Roll Credits.
Chatty’s Comments:
Did I forget to mention that all PCs were half-kobolds? I did? My bad. =)
If the DM feels especially evil he can let the PCs bring back the scroll without reading it and witness ‘mom’ cry herself to death upon reading the note.
However, I really want to allow the adventure to finish in a different way… Maybe the stranger will be willing to surrender and parlay if bloodied and that might be an occasion to have a ‘Sith Lord Daddy’ moment that’s just as strong.
Possibilities…Endless!
Your Turn!
So any thoughts on this in general? Anyone wants to take this in another direction?
Sound off in the comments, on our Forum or on your own web site (don’t forget to link!)
Up Next: Adventure Background and Summary (and maybe a bit more)
Credits: Wizards of the Coast (Image)
The Sound of Gnomes
In case you haven’t already, head over to Gnome Stew (which you should be reading anyway) and leave a comment on this post to be entered into a contest for one of the coolest prizes I’ve ever seen for RPGs: custom sound effects for your game! The sound effects are made by the professional sound engineer that runs World of Twilights Studio so it’s not just some bum in a basement hitting bottles… it’s real quality work (and check out the samples if you don’t believe me.)
Be sure to enter by Labor Day this Monday for your chance to win!


