Chatty's Question: Your duality as a DM/GM
As discussed last week, GMs are often really hard on themselves.
Yet we can’t all be doing a bad job now can’t we?
So I thought to myself, how about we talk some more about that.
I want to know that one thing you know you are good at as a GM. Tell us what comes easily to you and works well at the gaming table.
For instance, I’m very good at pacing. I make things move all evening long. When the group loses focus, I’m usually able to bring them back. When a fight drags on, I sometime let narrative imperative take over and opponents find better things to do than getting slowly killed by the PCs.
I’m also pretty good at description and mood setting. There’s nothing I like more than seeing a player’s stare go wide, when I evoke a scene or describe how a monster acts or a NPCs responds.
While, we’re at it, just so we can at least indulge in that GMing sport of self-torture, I also want to know in what area you would like to improve.
For instance, when I get tired, I tend to shed a lot of the flavor off the game and focus on the numbers rather than the story. During a fight I may end just counting squares of movement and declare points of damage. In that sense combat becomes a sub-game with only a fraction of the excitement that well-described fights can generate.
I also still get caught in the story’s logic and will prize what should happen in a story as I envisioned it over what would make the story more fun.
What about you? What are you good at when behind the screen and what would you like to improve?
For players only, what about your GM? Say one good thing about him/her and one thing you’d like to see get better.
If you notice that you could help one of us with one of our weaknesses, feel free to chime in with a tip!
On Fighting the Blues… and Winning!
No, honest to god, this is NOT yet another post about how miserable I feel! Quite the contrary.
I occasionally talk about my mental health here for 2 reasons. One, it is therapeutic to put it out there for others to see… it forces me to deal with it actively. Two, I know many other gamers have similar issues and I want them to know that there’s nothing wrong with it. Sadly, such symptoms of modern life syndrome are now more and more common…
As long time readers know, I’m prone to both Seasonal Depression and Stress Anxiety Disorder. I rationalize it by saying that I’m some sort of creative genius and that with it comes some form of insanity.
These last few weeks have been harder than most and I honestly feared a relapse into depression. My down periods are often triggered by discrete events like a stressful buisness trip (Switzerland), or the turning of a season (February and October are bad for me).
However, this time, instead of moping about it (well I did mope a bit), I decided to do something about it… and it freaking worked. So here’s my list of things to do to fight off a mental funk.
Don’t fall in love with your depressed state.
Being depressed/anxious becomes such a great excuse not to do anything and hibernate in our personal caves. Staying in bed all weekend long, ditching social events, quitting projects, stop exercising, playing online games instead of prepping your next D&D session are all things that I have done.
You must not become complacent of you mental state. You need to realize that you are depressed. While its okay to accept it (its far preferable than feeling guilty about it), you must not embrace it.
When the blues crashed on me a few weeks ago, I started planning to beat it. It took me a few days to get something done about it.
The first thing I did was realize that it was a temporary state and that I needed to rest a bit and plan my crawling out of that hole.
Let there be Light
The next thing my wife did to help me out (Thank you!!!) was to buy me a Luminotherapy lamp (10 000 lux within 16 inches). I set it up by my desktop computer at home and use it for 30-60 minutes every morning before the rest of the household wakes up.
Its only been a few days, but so far it seems to lighten my mood.
(Get it?)
Get out there and socialize
One thing I realized when I get the blues is that I don’t want to see people anymore. I tend to eat my lunch in my office (or go to the restaurant alone), I go to bed really early and I want to spend my weekends staying at home doing nothing.
In order to fight this, I’ve started forcing myself to socialize more. I run with office colleagues during my lunch break. I have lunch with them every weekday. I also call up friends to see them and I even organized a Halloween party (when the mere thought of one disgusted me. BTW We ended up having a ton of fun!)
During these forced socialization sessions, I refrain from complaining and being a bummer for others. I sat there and listened to others stories and pushed myself to participate through active listening and making a few jokes.
It worked, my mood improved tremendously.
Fish Oil!
Yup, I started eating more fatty fish and taking some Omega 3 gel capsules. While the mental health benefits of doing such might not be all that clearly established, its also a great supplement to prevent heart disease, a condition I’m genetically predisposed to suffer from (made worse by my periodic anxiety spikes).
But damn I hate burping fish oil! Gah!
The Best anti-depressant ever
Depression in me is a vicious cycle. When it does strikes, the first thing I stop doing is exercising. I usually exercise to keep my weight in check (I have high cholesterol) and to better deal with stress.
Thing is, a psychiatrist once told me that exercising 30 minutes a day actually is more effective than most pharmacological antidepressants. And he’s right as I attribute much of my recovery from my Acute Depression 3 years ago to daily exercises.
That’s why I started running at least 2 times a week during lunch and I started going back to the gym.
I often feel like ditching it.. When that happens, I grit my teeth and suit up. It’s always worth it as the runner’s high makes the rest of the day so much easier to bear!
Relax, it will pass
A drop in energy is also an occasion to slow down and look at your life and what’s filling it up. While you should act to fight it off, do take that time to rest a bit and review the things that stress you and those that make you happy.
Periods of blues, if tackled actively, will surely pass momentarily. Its not useful nor constructive to lose more energy being angry about your emotional state, or worse, feel guilty about it. Its not your fault you feel like that…
…it becomes your fault if you wallow in the feeling and don’t act on it.
Push through and accomplish things
Even if your energy levels are low, try to push through and indulge in work that usually motivates you, regardless if you don’t perform well in said work. For instance, I wrote my Feedback to GMs, my Supers Trope post and my Kobold Love Playtest report while not feeling like writing at all.
It was not my best work. So what? It sure helped me get my mind off my darker thoughts and I could see it get better as the week progressed and it culminated in my Inter-review post which I’m really proud of!
So did it work?
I wrote this on Monday morning, it was the first one in weeks that I didn’t feel like crawling under a bed and wait for Fall to end.
So yes, it sure worked. Now I just have to stay the course.
You are not alone, many of us are like that. If you want to share your ways of dealing with it, feel free to do it in the comments.
Review: The Witcher – Enhanced Edition
I’d heard about The Witcher over the last couple of years, but never really paid much attention to it until I got my hands on a review copy of the Enhanced Edition. What happened is that the polish company game company CD Projekt spent a lot of money developing the game, and when it was finally released in October of 2007 it was received quite well but plagued by various technical issues. What the company decided to do, which is rare these days, is to fully re-release the game in an “Enhanced” form in a hope to fix many of the issues with the original. By and large they succeeded quite well, and The Witcher: Enhanced Edition is one of the better medieval-gothic mature rated roleplaying games to come out for the computer in the last couple of years.
The Witcher takes place in a world filled with ruined castles, werewolves, vampires, evil wizards, and all of the sorts of creepy supernatural stuff you love to find lurking about at night in a moonlit European setting. The game starts with a very well done, but a little lengthy, cinematic that depicts the main character of the game Geralt entering a village and solving a mystery involving a noble’s daughter and a vicious monster. You eventually play as Geralt after some unknown events leave him in the wilderness with partial amnesia. He is still a specialized occult monster hunter (known as Witchers), but he’s lost a lot of the cool skills and items he had in the introduction. The entire game consists of an appropriately short but eventful prologue, followed by five chapters.
One of the first things that surprised me is that the game is much more of a roleplaying game then I’d ever expected: there are a lot of dialogue choices and decisions to be made along the way. At least in the prologue, it makes great use of a choose-your-own-adventure style gameplay by presenting the player with the choice of where you go, while the NPC’s take care of the other path and the outcome is different based on who you decide to help.
The writing and dialogue itself is good, but sometimes cheesey and I wouldn’t call it one of the highlights of the game. There are quite a few scene transitions that are abrupt and surprising, sometimes taking you right to a loading screen before you even know what’s happening. The environments are really well thought out, and add to the atmosphere of the game in excellent ways, while the character models are also good but they are often re-used for NPC’s as well as the same voice actors pop up for many of the NPC’s. The game’s combat system feels very repetitive at first, but as the game progresses the combat takes more of a back seat, so this becomes less of a problem. The Witcher utilizes three combat systems, one for fighting against large/tough opponents, one for fighting against small/agile opponents, and one for fighting against large numbers of weaker opponents. This spices up the combat to a little more than just pointing a clicking, and if you attack in timed progressions you create combos that are more effective.
Once you get to the point of leveling up your character, the wealth of options available become apparent. You can specialize in normal combat techniques, silvered weapon techniques that are used against supernatural creatures, magic, and each of your stats/abilities can be leveled up to gain special benefits as well. The multitude of character options, combined with the overall storyline, side quests, and dialogue options all contribute to make The Witcher feel like a very full and fleshed out RPG.
If you enjoyed games like the Vampire branded games, Undying, or the more occult quests in fantasy games like Oblivion, then The Witcher is the game for you. It presents a fairly unique mix of medival occult lore with a dash of high fantasy and quite a bit of mature elements that I think give it a unique feel from many of the other games that have come out in the last two years.
The Enhanced Edition comes with a lot of extra content including two bonus adventures, a complete game guide, a bonus behind-the-scenes DVD, the soundtrack to the game, and a CD of music inspired by the game. With the amount of actual content that the game comes with, in addition to the amount of gameplay available compared to most other games, makes The Witcher a really good value for the lower pricetag.
YouTube Tuesday: Vote for Lando Edition
Currently only available at Funny or Die, some campaign ads you need to see before voting. And remember, if the Emperor doesn’t win, he might have to get another job.
Supers Carnival Roundup!
Hello, I’m Chatty DM, your host for last month’s RPG Blog Carnival. It was quite a month for Super Heroic RPG blog goodness let me tell you.
So here’s my digest!
Things started out with my good friend Greywulf where he picked some Supers Tropes (Alternate Origins, Costumes, Group names, Base of Operations, etc) and saw how to apply them to D&D.:
Greywulf then made a few Super Renders:
- The most common Super Powers (Boobies!)
- The Grey Gauntlet (Fantasy Superhero)
He later returned to visiting Super Fantasy with a post on Secret IDs
Stargazer also explored Super Fantasy tropes (a recurring theme this month BTW) in
I did something in the same vein:
And so did A Butterfly Dreaming:
Chris of 6d6 fireball discussed animal-based superheroes as covered by Palladium’s Teenaged Mutant Ninja Turtle RPG:
Donny the DM chimed in by discussing how some of House of Blooded’s game mechanics could be used in D&D to simulate Superpowers:
The Fistful of Comics Podcast proposed a series called ‘Superhero Summit’ about Supers in RPGs:
The Geek Emporium gave us 3 super servings:
- Supers of the Apocalypse: The Templars (What if the Templars survived the Apocalypse and were Heroes?)
- Supervillains of the Apocalypse (Introducing 2-Rock, Leader of the Viper Street Gang)
- Pulp Hero of the Apocalypse (With Jason Cole, Survivalist Hunter!)
Critical Hits Posted about the paradox of having Tank PCs in a group with Squishy Psions.
They also posted musing about applying the Watchmen/Dark Knight Returns/The Incredibles tropes (i.e. Superheroes are forcefully retired) to D&D (All adventurers have been retired by society):
The Book of Rev chimed with 6 (yes 6!) posts :
- Superheroes? Bah, The Villains Are Where it’s At! (the Top 7 reasons why Villains rule)
- Everybody Loves Deadpool(A demotivational Poster)
- The World Must Be Destroyed…But How? (A Supervillain post about bringing the Apocalypse)
- He’s the Goddammed Batman! (Another demotivational poster about Ice Cream)
- For the Carnival! For America! (Demotivational Poster about Captain Avandra, the Paladin!)
- Because its Awesome (Yet another poster about Supervillains)
The Call of the Dungeon posted 3 articles on the subject:
- Marvel Phile: Go Team Venture: Venture Bros. done with the Marvel Super Hero Game
- Nothing Fancy, just Kill’em: How not to run a superhero campaign
- Tweaking a Classic: Discussing a Net-based Marvel RPG tweak
Zach Houghton reposted his review of the Truth & Justice RPG:
Stargazer posted a second article about playing a Superhero campaign without using some of the most common tropes:
Gomez over at Paper & Plastic posted about his Supers campaign he GMed:
NiTessine posted about Godlike, his favorite Supers game ever:
Ravyn over at Exchange of Realities tackled the subject with her take on the Secret Identity trope:
A Butterfly Dreaming posts another article that muses about the elements that come in the making of a hero:
Followed by a funny post on some Strange Superpowers by the same author:
The Dice Bag reminisces about a game where some players wanted Sci-Fi and the GM wanted Supers… the group settled on Cyberpunk:
The innimitable Berin Kinsman invited his readers to submit Superhero Haikus:
He followed this post with A campaign idea about retired Heroes being asked by a former Nemesis to check on his kid’s bad frequentation:
He finishes his trio of article with an article about Prcedural Crime investigation in Gotham City. The PCs are not Superheroes, but thier investigation are affected by the existance of suprahumans:
And finally, Joshua from Tales of the Rambling Bumblers closes off this voluminous Carnival with an article where he reminisces about past Supers campaigns:
Edit: I forgot to add one, Szilard’s article on using Super Hero tropes in other genres:
This has been quite a month! (And this is a lot more work than I expected!)
November’s Blog Carnival is about Religion, find out more here.
Inq. of the Week: Presidential Election
Last week, we wanted to find out which of the wonderful pile of games that have just come out you’re planning on buying. The big winner, and I have to agree that it’s a must-buy, is Fallout 3 with 65% of the voters. Second place is Fable 2, recently reviewed here. In third, since our WoW crowd seems to be diminishing, is Wrath of the Lich King. I personally haven’t bought any of the new games on the list because my Xbox 360 started refusing to read disks, and I prefer to play the games I buy instead of just smelling them. So hopefully I’ll replace that soon, and get to enjoy some of these great titles around Xmas-time.
It’s everywhere this week: the Presidential election. While not all of our readers are US citizens, I’m sure the election coverage spills out over the world. So in that spirit, we thought we’d conduct our own informal presidential poll:
In case you’re somehow unfamiliar with the candidates, full descriptions after the break:
Chatty's Finds: Kids, Castle and Caves
During my daily luminotherapy sessions, I travel the net for some blog goodies.
Through Jeff’s Gameblog and through James’s Lamentation of the Flame Princess, I found a link to an outfit called Brave Halfling Production that currently supports some of the Retro-Clone games out there (i.e. New RPGs inspired by the rulesets of the Original late 70′s RPGs like O D&D and Gamma World).
Last week, the company announced a new game called Kids, Castle & Caves, an apparently simple Fantasy RPG that’s easy to pick up and play with pre-literate children.
You can find it at RPGNow here.
Seeing that I have a vested interest in Roleplaying with Children, I plan to have a look at the product in the coming weeks and do a review.
In the meantime, I started playing an Indiana Jones-inspired story game with Nico, he’s enjoying it immensely, especially the parts where I make his airplane crash whenever he goes somewhere. I may post one of his stories soon.
Have a Great Week.
Chatty's Inter-Review: Yan on Forgotten Heroes
I decided a few weeks ago that weekend posts would be experimental in nature. This is where I would test out new concepts or potential series, a writing workbench so to speak.
This week, I’m posting a review of a product a friend of mine read and I interviewed him on it. I’m calling this an Inter-review!
The Capsule Review
Forgotten Heroes: Famg, Fist and Song by Goodman Games is a D&D 4e companion book that features 4 Core classes that were not in Wizards of the Coast’s Players Handbook: The Barbarian, the Bard, The Druid and the Monk.
All presented in a thoroughly professional, high quality manner in a 90 page PDF.
Those who have bought the new principles of simplified mechanics of D&D 4e class designs may feel that the classes are overly complicated by charts, too numerous options and voluminous prose of the product.
On the other hand, fan of the previous edition who feel uncomfortable/unimpressed with the way things are done in the newest edition and/or that decry the loss of favorite character classes will likely find what they are looking for in this product.
The classes are very well written and organized in a style reminiscent of D&D 3.X. The apparent depth of treatment of class options and description can definitively meet the needs of those who want/have to play D&D 4e but are still on the fence about the new design paradigm.
Where you can find the Book:
The Inter-review
A few weeks ago, I got a copy of Goodman Game’s Forgotten Heroes from Tavis Allison, one of the authors (and one of the RPG writers that sneaked in one of my Gen Con Pathfinder games). While I was initially supposed to write a full fledged review of it, I realized that being a D&D 4e Dungeonmaster almost exclusively, I was not all that qualified to evaluate Character Classes.
That why I turned to my good friend and 4e Scholar Yan. He’s a software engineer and he’s quite the amateur game designer, I value his input in my games a lot! He accepted to go over the book and answer a series of questions.
Let’s start shall we?
The Book Overall
If you were asked to choose a character class to play in an upcoming D&D 4e game, would you play one from this book?
When compared to the Player’s Handbook, this book is not all that innovative. It mostly stayed within the confines of the PHB’s design space. The most innovative class is the Bard at the level of the songs the player can choose. The monk also shows some interesting originality. The other two can basically be mapped to existing classes.
Based on that, and since I have not yet played all PHB classes yet, I would not play one from Forgotten Heroes in my next game. Maybe later, I’d try the druid since there are few controller PCs.
The Barbarian
What struck you the most about the class? What’s your gut feeling about it?
The barbarian is a fighter that uses animal totems, either Eagle, Wolf or Bear.
Each totem shapes how the barbarian’s powers function, although I have had trouble seeing the differences between the Wolf and Bear totem paths. Both seem to do the same thing, but based on a different abilities. This seemed to be an unnecessary complexity.
As for powers, mechanically speaking, most of them were reminiscent of the fighter.
What did you like about the class?
This class is the first one to allow a character built on Constitution. For example, one ability allows you to switch your Dex/Int bonus to defenses with your Con bonus and several attacks allow to use the Con Bonus to Damage. That makes it an interesting concept for people who want to play high HP characters and not lose on the STR vs Con trade of a melee character.
What did you dislike about the class?
Some powers are written so that game mechanics are used only to portray the power’s flavor with no significant game effect. For example, one power allows you to push an opponent 2 squares then making the barbarian charge the target. This creates apparently necessary intermediate manipulation of miniatures just to provide a +1 bonus to attack.
Interviewer’s Aside: I pointed out that such a power is actually versatile, allowing both pushing an opponent, possibly into a battlefield hazard, and then allowing an attack with a bonus. He agreed, saying that you can hunt for subtleties he initially missed in the powers, but the way they were worded felt to be too complicated to him… He mentioned that clear templating of powers seemed to be missing.
Another such power allows a Barbarian to chuck his melee weapon at a target and then charge it, drawing another weapon. The power also allows the barbarian to pick up the thrown weapon as a free action. The thing is, a barbarian will either have a two-handed weapon in hands at that point, or have a Shield and Melee weapon.
Huh, which hand takes the thrown weapon again?
Hmmm…
The Bard
What struck you the most about the class? What’s your gut feeling about it?
It’s a character that uses musical instrument to accomplish various feats of power. The use of instrument augments powers with added effects. It is an interesting and innovative take on the 4e class model, however it comes at the price of numerous tables that must be during play, which is a clean break with current 4e thinking of using power cards and not having to open the books while playing.
Interesting class, too complex is Yan’s take on it. (It bears mentioning that Yan prizes simplicity of design over breadth of features, making him a less than ideal customer for the product)
What did you like about the class?
The innovation brought by the different effects each song bring to a power or to allies. They are all built on the same model of affecting people within 5 squares of the Bard, like giving an ally a buff, allowing a save roll or allow to move an ally.
They are all relatively minor effects that combine with attacks to increase flexibility of all bardic powers. It’s a fresh take on the power and makes it very interesting.
What did you dislike about the class?
The complexity of using tables and multiple cross-referencing to link an instrument’s effect to a power. This causes a lot of page flipping and slows down the game’s pace. The decision tree approach to fitting a number of songs to a given power precludes the use of power cards (or would make them more complex).
The Druid
What struck you the most about the class? What’s your gut feeling about it?
The Druid is a controller like the wizard. In fact it’s a wizard whose powers have been re-fluffed to be based on nature themes. It’s an interesting alternative to the wizard since there’s only one controller class available in the Player’s Handbook.
It also has an animal companion, that plays out much like the wizard’s flaming sphere spell, which is also an innovation at this point of the game’s life cycle.
What did you like about the class?
It’s a nature-themed controller that sufficiently different from the wizard to be worth playing. The powers, while similar are still rather varied.
The character has 2 main builds, Control or Damage. The control elements are mostly plant-based while the damage-dealing powers tend to be, predictably, elemental in nature.
What did you dislike about the class?
The wild-shape element added to the class does not, mechanically speaking, feel like wild shape and is somewhat disappointing. It remains unclear how transformation works, if you took the night vision transformation, that’s what you get without clearly defining if just your eyes change or if you are now shaped like a night predator.
This vagueness permeates the application of the Wild Shape ability. Does the druid lose his ability to use weapons? What happens to his equipment?
The Monk
What struck you the most about the class? What’s your gut feeling about it?
(Yan Sighs) It is an interesting class but there’s a barrier to entry in regards to it that prevents full appreciation of its possibilities. While it aimed at trying to emulate all forms of Western/Eastern martial artists, there’s a lot (and he meant a LOT) of complexities in that class to achieve that.
For instance, the list of weapon allowed to the monk is a hodgepodge of specific weapon in order to build a custom weapon list that hits the Martial Artist concept square on. Instead of making a straight list of weapons (like A D&D 1e), the class description lists each category of weapons and brings out what weapons from each category is allowed.
(At that point Yan starts to Rant a bit) It’s like they took everything from the Players handbook and created a series of Powers and Feats all over the spectrum to allow the possibility of creating any marital artist that a player would want! While a good idea, the execution makes this class the furthest one from 4e’s philosophy of straightforward roles and builds and is headache inducing .
It’s a ninja, Samurai, Kung-fu monk! You name it, it can do it!
Aside: Again, I see this not so much as a problem. Yan, who’s a fan of black box design, hates this kind of heavy, all encompassing way of creating a class. He’d rather just play Gurps. Players who dislike 4e’s blackbox design could very well be enchanted by the way the class allows such flexibility of character builds.
What did you like about the class?
There are a lot of excellent ideas in the class. Had the authors decided to focus on one or 2 builds of a martial arts monastery order and develop them fully, the class would have been more appealing from a 4e design standpoint.
There’s enough material in there to make it in two different classes.
Still, there’s a lot of cool stuff you can do with weapons, the presentation of different styles is rich and engaging. In fact the fluff is so well written that to creates an incentive to play the class…
What did you dislike about the class?
…However, the rules to bring about a character as described in the fluff is convoluted and complex beyond belief. In order to understand the class to build a character, you need to study the class features, the powers and the feat since they are all intimately related. You need to make an extra effort and choose carefully to make the character as playable/effective as the other 4e classes (Chatty: again, more in line with D&D 3.x).
The fluff promises, but the crunch does not deliver.
Yan: It’s just too (bleep)ing much!
Chatty: Mwa HA HA HA! I’m so quoting you on this, the only English part of the interview!!
Chatty’s Conclusion
After having spoken with Yan and Tavis, I got the feeling that the authors were restrained by the design space established by the Core rules at the time of writing this supplement. They decided not to invent a Primal power source or push the boundaries of design to let their product live regardless of future WotC products.
Thus, the book has definitive appeal for players who miss these classes and don’t want to wait for WotC to give out their own version. It also is a good choice for people who long for some of 3.5′s feel and breadth of choices while still being able to play 4e and follow the same Class feature/powers/feat path of the new game.
Post Scriptum:
If you like this type of review, let me know!
You are a D&D 4e-compatible publisher that would like to have their product reviewed like this? Feel free to contact me and send me a PDF copy at chattydm@chattydm.net. I don’t guarantee I’ll pick it up, but I will choose my review out of the material that was sent to me.
Special thanks for Yan who had to wade through a book in less than one week so I could interview him.




