Mini-Prep: Just how little do you need to prep?
That title brings back memories of my Internship in a Molecular Biology lab, before DNA isolation became automated.
Anyway, yesterday’s post took more creative juice than originally planned. Today I’ll keep it shorter and turn the keyboard over to you earlier on (Andy, your new year’s recommendations are simmering in my noggin’ and will be heeded).
One of the things that blogging made me realize was that I sometimes spent too much energy prepping for a game, especially when I create a whole adventure from Scratch.
Those who follow my Adventure-Prep series might have noticed that I’ve tried to cut back on prepping by using more and more of pre-made stuff I already owned. What follows is a summary of the techniques I used and write about in that series:
- Using the pre-made classed critters (alliteration!) found in the Monster Manuals (especially the later ones)
- Using new monsters found in periodicals like Dragon, Dungeon and Pathfinder
- Using published adventures, throwing as little or as much away as I feel like.
- Use D&D mini stat card, tiles and battlemaps to create unique visually engaging encounters
But I still invest significant (but very well spent) amounts of time trying to awesome up a gaming session by:
- Shaping scenes or encounters to meet all player’s motivations at least once.
- Creating ties between adventure elements and setting (organizations, NPCs, etx) to fluff up the adventure.
- Making generous use of coincidences to glue it all up and hook the players
- Make treasures they find and info they uncover (journals, letters, rumours) point toward yet undecided plots and stories
That last one is a recent development to help me prevent the dreaded ‘painted into a corner’ syndrome when I use linear plot too much. Now I can use the player’s (not always) subtle comments on this or that plot device to fuel my creativity for later games.
That still amounts me to between 2 to 4 hours of prep time (i.e. close to 1:1 vs played time) per game session… (Although sometime I prepare more than I need and I only need about 1 hour to adjust it to later sessions)
But I feel that some people read what I do and scoff. Yax boasts that he spends less than 30 minutes on his prep
Trash Talking aside: Guess which one Yax is in the image above! You’re so going down bro!
Also, other DMs, who seem to be a lot more freeform than I, told me they don’t spend nearly as much time on this.
So I ask you all , DM readers and bloggers: What are your tricks that allow you to pull off a successful game with minimal prep time?
What was your last prepping session like? I’m really curious.
Mining Tropes for RPG Nuggets: I, Overlord!
This post is part of a series exploring Tropes (recurrent plot devices and expectations in fiction) as applied to RPGs, see the growing collection of posts on the subject here.
Now that Yax has fallen in my fiendish trap by accepting my Ennies challenge, I thought I’d start the ball rolling by finally tackling one of my favorite tropes, the one that got me a Nemesis and inspired such craziness as the All-out Crunch Assault…
(Don’t worry dear Yax, I’ll tackle your trope soon enough… he he he)
The archetypal Heroic Fantasy villain. Usually lurks in an intimidating fortress in a near-inhospitable landscape, plotting to Take Over The World (if he doesn’t already rule it), with a band of Faceless Goons (who are usually none too bright) and a sinister second-in-command at his beck and call. Additional options include a Quirky Miniboss Squad, a black wardrobe with lots of leather, and command over dark magic or some powerful but vulnerable Mac Guffin. They probably have a Zero Percent Approval Rating.
Often found at the end of the plot, sitting on his throne of (Good-aligned) Dragon Bones, surrounded by his most trusted fiendish guards, the Overlord awaits the timely arrival of the heroes for one last speech and a climatic, drawn-out confrontation …
That is, unless the heroes slay him during the speech with a timely critical hit…
(Sigh) I can sooooo relate…
I’d like to tackle this juiciest of tropes by looking at the RPG applications of a classic version of the trope and then a pair of subversions.
The Classic Evil Overlord
Countless fantasy campaigns have been played based on the model of the Sorting Algotithm of Evil where, as the heroes get better at fighting evil, so do the threats they face.
Whenever the Evil Boss of the week falls, a hint is found that reveals that he/she was only a pawn in the schemes of that other, bigger, badder Evil Boss.
At the end of this chain, depending on how far the DM planned, sits the Evil Overlord, the Big Bad that’s the source of most of the heroes’ woes.
(And rapidly rising power level and wealth might I point out).
Often enough, the Evil Overlord never actually shows up in the campaign, and when he/she/it does, the encounter can come off as a meeting with a bloated pile of hard-to-kill stats.
Alternatively, when the PCs actually meet the Overlord, the players aren’t usually in the mood for a heartfelt, dramatic Hannibal Lecture.
As already established in action-oriented Role-Playing campaigns, NPCs, no matter how cool or interesting are made to be killed, Overlords are no exceptions.
However there are ways to make a classic evil Overlord’s presence felt in a campaign:
Create an evil looking symbol (a chaos symbol, a RNA pattern, an old Indian cross,etc ) and put it everywhere in your campaign:
- Tattooed on low level humanoids
- On the walls of lost tombs
- On the messages from yet undiscovered superiors
- On the Flag of the Warring nations threatening your campaign’s homebase
Have the Evil Overlord show up real early in the campaign, doing something really awful, but far enough from the PCs not to harm them (Capture is okay if you want to make it a prison break campaign arc).
Have the Overlord show up (and get killed) really early in the campaign. Then go full-blown Dr Doom on the PCs and bring him back again and again, always a little stronger. The reasons for coming back can be numerous:
- It’s a constructs and gets rebuilt.
- Worse: it rebuilds itself, because it’s a special Lich-like Golem
- It returns as an undead
- It wasn’t actually him, but a shaped changed, dominated copy
Don’t work on the Overlord’s direct personality so much, but sprinkle his insane fluff and power-crazed plot devices all over the campaign’s countryside. The overlord’s imprint on your game world is more important than the NPC itself.
Now let’s see how the trope can be subverted to spice up a campaign…
The Benevolent Overlord
Imagine warlike, violent and unruly tribal people sitting on the worlds most fertile land and/or nearby the world’s richess mineral deposits. These barbarians are surrounded by rapidly developing, more ‘civilized’ neighbors who are eyeing this land to gain the final advantage needed to conquer the continent.
The invasion plans are drawn, the various neighboring civilized populations are convinced of the barbarian threat and ready to go to war and several skirmishes among the other civilized states have already started.
Then, from the far kingdom of the south comes a powerful priestess of the god of Law and Protection. She sweeps through the fertile plains/rich mountains with her retinue of militant celestial allies, rallying (by force of personality or arms) all the chieftain to a common banner.
In order to stabilize the area and prevent invasion, she crowns herself Imperatix, imposes harshly but fairly applied laws on the barbarians and implements an accelerated program of ‘Civilization’.
We got ourselves a Benevolent Overlord (Concept taken from Gurps Wizards, an excellent book of archetypes).
Adventure seeds for a campaign around such a concept:
- PCs are minor divine agents of the Imperatix and must defeat the plots brewing against her benevolent but reviled rule
- PCs are mercenaries hired by the neighboring kingdoms who paint the Imperatix as Evil incarnate (and maybe believing it so) and request they infiltrate and sabotage her work.
- Double Subversion: The Impratix is actually an evil agent acting under the guise of a distant and recently slain/corrupted God of Good
Other Examples of Benevolent Overlords:
- A Kingdom run by a Good Dragon
- An empire with an Angelic Bureaucracy
- A forest protected by a semi-divine Forest Spirit
- A cloud city run by a trade-friendly, free-enterprise Genie
The Non-evil, Ruthlessly Efficient Overlord
By far my favorite version of this trope. A somewhat neutral Overlord that keeps power, not necessarily because he craves it, or needs it, but because he’s the only one that can do a decent job keeping things under control damn it!
The Patrician of Terry Pratchet’s Discworld is the a perfect example of this trope. Girl Genius’ Baron Wulfenback is also a preety awesome specimen.
That’s the type of Overlord that think that crime is bad… unless it’s organized and self-regulated. They have eyes and ears everywhere and rarely lose their nerves… unless the plot asks for it.
A great patron for those ‘grey-area’ campaigns where PCs explore the different shades between the poles of Good and Evil.
Some more Adventure Seeds:
- The Arch Druid of the Middle Kindgoms sends a party to broker peace between the Orcs and Dwarves,
- Only to reveal that the Dwarves are slaughtering the orcs badly
- The Druid then asks the PCs to intervene for the orcs!
- Recently impeached and imprisoned in his own dungeon, the Lord-Mayor of the city makes a deal with his PC cellmates, the very ones he imprisoned just before his downfall:
- He sends them through a secret door out of the prison (him staying, he has his reasons) to clear his name
- During that time the city rapidly falls into Chaos as nothing seem to work right anymore (Pure Pratchett)
It’s not easy being an overlord but the payoff can be satisfying when you finally manage to take over the world!
Game Review: Covert Action
If you’ve never played the party game Werewolf (read Dave’s account of a Werewolf game) or Mafia, then the card game Covert Action will be something entirely new to you. This may not be a good thing, because it is clearly inspired by these classics and players benefit from an understand of how this type of game can play out. In Werewolf a group of players (typically more then 8 ) gather in a circle, two players (usually) are secretly and randomly assigned as werewolves, another player the seer, and the remaining all as villagers. Play progresses through a series of days, with players closing their eyes and making noise at night-time as the werewolves decide on one player to kill, the seer then has a chance to discover if one player per night is a werewolf or not, and during the day all players are free to discuss as they decide on one person to lynch in hopes of catching the werewolves.
While Werewolf is a very fun party game, there are several glaring flaws that put some people off. First because one player is killed each night by the baddies, and another each day by the enraged mob, some players are commited for a half an hour while others are only in for a few minutes (or less). Second, villagers really have no power as an individual, meaning the majority of players can’t really do much except as a large group, and game after game of bad luck could mean playing a villager far too often. The game really only functions effectively with more then eight players, and every game requires one person to not play the entire time as they perform the tasks of moderator (making sure people close their eyes at night, informing the seer who is/is not a baddie).
Covert Action, designed by Jacob Davenport, attempts to fix all of these problems, and it succeeds rather well at all of them. Funagain Games describes the game as:
Two or three opposing teams of Covert Operatives are trying to steal the plans for a nuclear submarine. Each team must first eliminate the other team in order to steal the plans. Who will you trust? Has your team been infiltrated by a Mole working for the other side? Who should you shoot? Who will pull the trigger first? Act fast to get them… before they get you!
The game supports an impressive range of 4 to 14 players, working on either 2 or 3 seperate teams (Red vs. Blue vs. Green) to be the first team to shoot. One of the interesting mechanics comes into play as the role cards are shuffled and dealt out randomly each round, meaning players are on different teams quite often and rarely with the same people. [Read the rest of this article]
Chatty’s Review: Silvervine Chapter 1, First impressions
This post is part of a series that tackles the reading review of a yet unpublished RPG called Silvervine. The 1st post, explaining what the review project sets to accomplish can be found here. Please note that game is still in development and my feedback is part of the creators’ efforts to make this the best game they can.
I was going to tackle Chapter 1 to 3 but as I sat down to read it all, I noticed that Chapter 2 (Character Creation example) was barely written and Chapter 3 (Game mechanics) was over 25 pages long.
Since I don’t want to botch this up, and since Chapter 1 deals with the Introduction to the game and offers an example of play, I thought I’d focus this part of the review on what can make or break a game: the potential reader’s 1st impression.
In those measly 4 pages, the game’s writers have to catch the attention of the readers and make them want to play the game and read on what is shaping up to be a 500+ page document.
A word to the wise, while I know that the Dungeonmaster’s creed mentions only 1 rule book, Silvervine’s 500+ pages is a LOT (The last version I have sits at 432 pages and it’s incomplete).
Monte Cook pulled it off with his 700+ pages Ptolus because he managed to make this one of the most well-organized, and well written piece of gaming supplement. If Silvervine really needs that page count, I strongly suggest to make every word count toward a clearly defined goal:
- Giving vital information on game mechanics or Setting.
- Clarifying a harder to implement rule.
- Making the reader want to read more.
Chapter 1- Introduction
Silvervine’s introduction showcases the four core philosophies on which the game is built:
- Unlimited Character Creation
- Theme
- Narrative
- Cinematics.
Then follows a very brief summary of the game’s mechanics on which the three core ideas rests and a 2 page example of Play/fictionalized description.
Core Philosophy #1: Unlimited Character Development
Silvervine advertises itself as a ‘You think it, You play it’ RPG. In that regard, it’s not unlike Generic Systems like GURPS (Which I played for many years) and the Hero System.
It’s a point-buy system, so armour wearing mage, Samurai poet, animal-man Sniper… it’s all there.
It tells the reader that:
Players are not limited to classes or specialized lists of skills and powers. Instead, they are given equal access to every skill, ability, power and specialty without limits from arbitrary molds. Players are capable of putting together their unique vision in innumerable ways. The only limits are the world setting and the player’s vision of who the character is.
As an aside, while I don’t find it nearly as bad as Planescape’s original Setting, I am somewhat annoyed by the text’s multiple oblique references that ‘this is a better way to game than…’ which might be completely subjective on my part.
But do note that this passage and a few others puts me on the defensive, which might not necessarily bode well for a potential client with my particular tastes in RPGs.
Core Philosophy #2: Theme
Silvervine then sells itself as a game whose theme is also in the player’s control. By ‘theme’ I think they mean the actual fluff on which your character concept is built on.
This is a good idea, however at that point, the introduction still hasn’t told us about the game’s genre or implied setting.
Only basing myself on the images I’ve seen up to that point can I infer that the setting is some sort of Magic Steampunkish setting where animal-people co-exist with more classical RPG races. That should be addressed in a later revision.
The example given about the theme is armour. You read that players can buy their amour with character points (like BESM and GURPS Powers’ Damage Resistance). It then explain those armour points actually mean whatever you as a player want it to look and feel like.
This makes me think that significant possessions and equipment are going to be abstracted into character concepts (and points), an idea that works rather well in BESM and Mutant and Masterminds, the d20 Superheroes game.
This brings me to a point that just occurred to me, Silvervine has interesting ideas, but how different from BESM will it be to mark itself apart?
Core Philosophy #3: Narrative
Right off the bat, Silvervine sells itself as a shared-narrative game. While this nomenclature is still somewhat new to me, I take it to mean that description of actions and atmosphere is not the Game Master alone to bear. The players are expected to take an active part in shaping scenes and stories throughout a session.
We read that the GM’s role is to take charge of the game’s world and interact with the game’s mechanics to set difficulties and successes of challenges. If a GM establishes a success or (I assume) a failure, it is up to the player to describe to the GM and his fellow players how exactly, in-game, the character achieved that result.
I think this can be summarized by this excerpt from the rulebook:
Two important elements of achieving this rapport are in the questions: “How is your character going to do that?” and “You’ve succeeded on your roll, tell me how your character does that.”
I assume this is the bread and butter of storytelling games, but were I to ask these to most of my players on any given night (unless they are really ‘into’ it), I’d get a blank stare and a ‘Well, hummm, I hit him with my sword?’ or ‘I jumped over the pit’
At this point I’m wondering if the game can work and still be cool without the shared-narrative element. And if it is, I’m wondering if such a narrative must be part of the game’s core philosophy instead of one of numerous play-style that the game’s engine could support. But I’m giving is it the benefit of the doubt and I’ll make up my mind on this when I dig deeper in the game.
Core Philosophy #4: Cinematics
Silvervine wants to allow players to do outrageous maneuvers and allow throwing the rules of physics out the window if properly replaced by coolness (at least that’s what I get as a vibe). This is a very promising philosophy and I am looking forward to see how the rules tackle this.
Game Mechanics
I won’t actually discuss mechanics here as that’s what Chapter 3, the subject of the next post, will be all about. Suffice it to say that the core mechanics are crystal clear with only 3/4 of a page of text and look promising.
Example of Play
Follows a short example of play, presented like a discussion between GM and Player, written side by side to a Fiction-like description of what the example of play is about.
This, I must say, annoyed me a lot. At that point I already know that as the potential GM, I will have 450 odd more pages to read if I want to show this game to my pals and I get the same information in 2 ways… I somehow fail to see the added value of re-telling what the GM and player already described in what I take it to be shared-narrative mode.
If I go back to my earlier comment of making every word count, I would consider cutting this out unless that fictionalized text is a core story of the game’s setting (which I doubt since it’s mostly a Perception check, followed by a physical challenge not to fall from an airship). At the very least, I suggest to fluff-up the GM/player exchange to convey the same info if it must be maintained.
So after writing 2 pages of review for a 2 page introduction (don’t worry, that ratio will not be kept), I conclude that:
- The game’s mechanics and most core philosophies look promising enough to read more.
- I’m not yet convinced that storytelling/shared narrative is essential to the game (but that’s my Crunch Overlord talking)
- I don’t know what the game is about yet, setting wise, except that it will allow my pals and I to share stories about the exact characters we want play.
- I’ll base my further comparison to BESM and Gurps… 2 systems I’m familiar enough and seem more closely related to Silvervine than, say, the d20 games I’ve read/played.
My New Year's goals
I don’t do resolutions. Personally, resolutions always imply that I need to change something. The “need to change” expression seems to be guilt-laden (yeah, I was raised a catholic) and implies that the resolution will be hard to implement and/or unpleasant.
What I do set for myself are goals. For me, a goal implies that I want to reach something.
The difference between “need” and “want ” can sound rhetorical to the extreme, but believe me they are worlds apart. The key word is ‘want’ and the willingness to do what you set out to do behind it.
Now I won’t go into the current semi-spiritual claptrap that is ‘The Secret” or “Ask and you shall receive”, but I do believe that wanting something is the 1st step to actually do what is needed to achieve something.
So with no further philosophical ramblings here are my yearly goals for 2008:
Online Presence:
- I want to post at least 5 articles per week until next November (That’s about 220 posts) while continuing to have fun doing so. That will bring me to about 400 posts.
- In November, I want to seriously consider taking a month off blogging and tackling NaNoWriMo or write a serious plan for a home-based RPG imprint business.
- I want to build up my critical sense by reviewing RPG games like Silvervine and other games/supplements I get requests for (or buy myself).
- I want to attend Gen Con 2008 and participate as a player, DM and Speaker in a few events (Thanks to DNAPhil and The Iron League guys!). If you plan to showcase your new game there, give me a holler!
- I want to build something cool and awesome on the Web with the community that gravitates around here.
- I want to be nominated for a Ennies award in the fan-site category (I’m not saying I want to win… I aim at a nomination). I’m sending the paperwork later this week.
In fact for that last point, I want to challenge Yax of Dungeonmastering.com , the very 1st RPG blogger to post here, to a friendly duel for that nomination. Some healthy competition is a great motivator to create quality content.
Personal goal:
- I want to lose 10 lbs. I can afford to lose a lot more, but I want to go at it slower than before (I’ve lost 20-30 lbs a few times in the past) so it keeps off. I’m focusing at being healthier (mentally and physically) this year, not slimmer.
DMing and RPGs
- I want to create a memorable campaign that marries the awesome fluffiness of Planescape and Ptolus where my players feel like heroes!
- I want to explore elements of the Storytelling RPG style to see what it can bring me to create a more satisfying experience for my players (this is not going to be the easiest goal, but easy goals are not satisfying).
- I want to learn to be a more patient RPG player so I can finally enjoy letting go of the control and power I yielded as DM/GM for a quarter of a Century.
What are your goals or resolutions?
Happy New year one and all.
YouTube of the Week: Han Shots First Edition
Happy New Year’s! Hope your partying last night didn’t go like this. There are just some things you shouldn’t bring to a party…




