Critical Hits

The Journal of Gamer Culture

Critical Bits for the week ending 2009-01-31

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DM Chronicles: Session 8, Hey! That's actually fun! Part 1

thunderspirePreviously in Chatty’s Game:

Our heroes successfully infiltrated the hideout of a local goblinoid slavers gang and cleaned it out with ease.  However,  the slaves they were looking for had just been delivered to a duergar clan.   Following a trail of (somewhat flimsy) clues, our heroes posed as slavers and got hired to escort a duergar food caravan in order to meet with the duergar leader

As I was reading deeper into Thunderspire Labyrinth, I couldn’t shake a feeling that my players would tire rapidly of wading through multiple combat encounters in this very linear quest to free some slaves that keep being shipped away before they get to their objective.

The next part of the adventure consists of the party raiding a duergar fortress made up of 8 combat encounters spread over about 30 rooms divided in 3 sub-dungeons.   I ended up deciding to go with one scene I created based on the developments of the last session.  Then I chose to go with the adventure as written.  Since we usually manage to have 2 combat encounters and some roleplaying/problem solving in one session, I wasn’t worried that anyone would get bored, yet.

Still, I was getting ready to hack the duergar dungeon if needed and remove some rooms and encounters.

All players were here this week, so we were back with 6 PCs.

I rapidly noticed how tired some of us were around the table.  It took us a bit longer than usual to dissipate the social energies so I waited out a bit longer than usual for all players to be ready to start.

When challenge fosters opportunity

When we did get around to start playing, all players agreed to go with the ‘let’s escort this food caravan to the duergar, knowing full well we’ll get screwed’ plan.  The PCs got a map from their ‘client’ showing how to, supposedly, go to the duergar’s hold. They were to drive 4 wagons accompanied by 2 duergar guards.

Of course, this was a setup, the so called client had decided to send the PCs to their death by sending the caravan into an ambush.

Interestingly enough, just before we decided to start the scene, Franky, who was perusing the Adventurer’s Vault manual, said “Hey, why don’t we get a battle standard?”

When the rest of the group agreed. I was faced with a challenge.  I mean the party is in a small ‘civilized’ area at the interface between the Underdark and the surface, there aren’t any ‘magic stores’ in there.  Saying “I’m sorry you don’t find any”  would have been the easy response.  I insted decided to apply the “Say Yes and…” rule.

Perusing the shops and NPCs found in the Seven-Pillared Hall (the home base of the adventure), I took the Drow merchant that bought and sold relics and curios recovered from the Labyrinth.  In the adventure, that NPC serves as a hook for a minor quest that can send the players to the Duergar hold… this gave me an idea…

Masaru (Eladrin Feypact Warlock): “Hi, we’re looking for some magical battle standards that you might have acquired from these ruins.”

Drow (Rummages in the store): “Sure I have a few.  Two are dedicated to the god of Minotaurs and the third one is an old relic from a forgotten empire”

Naquist ( Cleric of Bahamut and soon to be standard-bearer): “We take the 3rd one!”

Drow (Selling the standard at 120% base price): “So… I hear you guys are going to escort a food caravan for the duergar in the horned hold”

Masary: “Yeah we are. Gee that standard sure is expensive!”

Drow: “Well I could give you a rebate if you were willing to recover a McGuffin for me that those duergar stole from me”

Group: “Sure!”

Drow:”Do you know the way there?”

Masaru: “Sure we do, look we have a map”

Drow (looking at the map): “Ho ho ho!  That’s not where the hold is…” (He draws where it is on the map)

All players “HA! We knew it!”

Listen to your inner DM voice

They closed the deal and then the whole group went into planning mode.  I’ll spare you the details but here’s what happened.

The party left with the caravan as if they knew nothing of the duergar’s nefarious plans.  Rocco went ahead of the group along the ‘false’ path. Soon after Rocco left, the rest of the party decided to subdue the 2 durgars.

I was faced with my second DMing challenege of the night.

Should  I start a fight that will likely last at least 20-30 minutes and lead to an easy PC victory while making Rocco’s player wait it out?  Do I automatically say that PCs win and restrain the story outcomes?

Could I find something in between.

That’s when my little “Trust the game” voice that was awoken at Gen Con by a certain Jim Wyatt said “hey Phil, why don’t make the fight into a Skill Challenge? You’ve been sitting on that idea since last August”

So I explained it to the players:

“Here’s what we’ll do.  Let’s make your plan of subduing the 2 duergars into an easy skill challenge: 4 successes against 3 failures.   You describe to me what you do with any of your skills or attack powers, we decide if that roll would apply to winning the challenge or helping one of your allies to achieve a success.  4 successes mean you have knocked the duergars out, 3 failures mean they run away.  Finally, each failure from a primary skill makes the player lose a healing surge, representing wounds he gets in the fight.”

Players agreed; here’s how it went:

Naquist: “It’s the time of the day where we must stop and offer a service to Bahamut.  Join us brother duergars!” Rolls diplomacy to distract the guards so that the next PC gets a bonus.  Success!  +2 bonus to next roll.

Masaru: Teleports beside a Duergar to suprise him and attack him.  Failure #1 . Duergar sees warlock coming and impales him with one of its poisoned Beard spikes (don’t ask).

Takeo (Dragoborn Warlord) : I tackle the Duerfar attacking Masaru to make it lose its balance and allow Bjerm to clobber it good. Rolls vs Athletics, succeeds, gives a +2 bonus to Bjerm’s next roll.

Bjerm (Elf Fighter): I time myself so that I strike the falling duergar for maximum effect. Rolls an attack vs an increased DC (to account for the increased bonus granted by the Weapon’s profeciency bonus). Success #1

Fizban (Eladrin Wizards): I aim an Icy Burst on both of them to freeze them in place and make them easier to hit. Success #2, gives a +2 to next attack.

Takeo: I attack one of the frozen durgar, straight up.  Success #3

Masaru: I invoke Witchfire on one.  Failure #2!  (Franky starts cursing his own dice and decries that failures in a Skill challenge are harder to take than missing an attack in a fight)

DM: Okay guys, you’re one success and one failure away from the end of the challenge, plan accordingly.

Naquist: I use my Divine Glow power to blind the duergars and give Bjerm all the help this prayer can muster.  A Success = a bonus to next role relative to degree of success. High Success!

Bjerm: Guided by Naquist’s prayer, I use my power (I forgot which) that lets me attack 2 targets to take both down!  Success #3, Challenge won!

Total time: 10 minutes, including creating and explaining the challenge.

I absolutely loved it! This is exactly how I perceived skill challenges before I read the Dungeon Master Guide (and got really confused) and it worked beautifully!

Oh yeah, what happened to the Rogue?

DM: Okay Rocco, you follow the false path on the map and you arrive in a lighted area.  A large cavern, showing signs of mining and burrowing opens up before you.  A huge chasm divides the cave in two and a stone bridge, flanked by numerous torches  spans it. Before you can enter very far into it, you feel the earth shake underneath you… It opens up and you fall into a swarm of chittering mandibles and claws…

Rocco: Oh Shi…!

End of Part 1

Anyone has other stories of improvised skill challenges to share?  How did it go?

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Dungeons & Dragons & Racism

Can't We All Just Get Along?

Can't We All Just Get Along?

Considering the Inquisition of the Week is ‘Races’ I thought I’d look at an issue that has personally caused me fair share of incredulous chuckles and uncomfortable examinations: race in Dungeons & Dragons. At first blush, D&D is a harmless fantasy game of heroes and villains, black & white. This article will examine the phenomena, offer some explanations as to its implications, and suggest how I have, anecdotally, approached the quandary of race in Dungeons & Dragons.

Orcs are just stand-ins for the hordes of mooks from action cinema, they just happen to look different than us. After all, every evil villain needs his flunkies, and the tradition of fantasy has those flunkies inevitably appear as inhuman beasts. But then, consider how D&D has evolved and how vastly different it is than the action movies I compare them to. In those movies, the protagonist can’t enter a bar, sense that an off-duty mook is there, and unceremoniously bash his face in. They are just normal guys that work for a bad guy (a fact that the Venture Brothers show loves to toy with). Now, let’s consider the scenario in D&D. The party walks into a bar in a normal town, sees an Orcish gathering, and a dwarf unlimbers his axe and goes to town on them. My point isn’t to argue whether or not that a ‘good guy’ would do that, but just that the Players, based on typical source material provided by Wizards of the Coast, would consider such an action reasonable, if not prudent. After all, Orcs are evil.

Not only are they evil, but they have a genetic predisposition to heightened strength and health. I guess that makes them good athletes too, right? And man, they sure can take a lot of punishment thanks to that Encounter power! And it’s not just Orcs, it is every race. Just consider the underlying assumptions PCs make every time they encounter a humanoid they are familiar with. The underlying implication, that you know something about a person based on their race, is anathema to the state ethos of our modern society, yet we play a game that not only enforces this notion, but thrives on it. There are a few plausible reactions to this kind of inherent racism.

First and foremost, some may choose to dismiss this line of thought because we are admittedly speaking about a fantasy game. Part of the game is succinctly describing to players what their characters are experiencing. Races, and their standard modus operandi, are valuable shorthand for the players and DM. What may be inappropriate for real life (hey there Jew, be my lawyer!) works well in a fantasy role playing context. Moreover, races that have different rules provide different play options and interesting decisions in character building, both of which are good things. On the other hand, it’s inescapable that race in D&D exists to justify the annihilation and pillaging from lesser beings. After all, how often are PCs challenged to consider the morality in plunging through a goblin warren, taking all valuables, and leaving cowering goblin children and infants with nothing? I suspect such things are infrequently considered. What’s more is this kind of chilling logic serves as an eerie mirror into classic justifications for expansion in modern human history (such as the American West or Hitler’s Third Reich).

As a DM I embrace D&D for what is, a game, but I refuse to allow the players lazy, albeit justified, racism act as an excuse for what would otherwise be poor behavior. Typically I use NPCs and occasions where races act “against the grain”, such as the peaceable goblins that find their homey warren invaded by overzealous dwarven miners. What’s more, I categorically reject the notion that monster types or races are unequivocally of a certain alignment. PCs learn rather quickly from this and find that although they can predict combat tactics and the like based on race they should be weary in assuming that they can ‘heroically’ attack the bugbears. All in all, I think that the D&D can promote a sort of racist laziness in players that I find both boring and disturbing. Rather than railing against its propensity for causing this I find that tailoring my style to be aware of this tendency acts as a sufficient curb on the greatest excesses D&D racism can cause.

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D&D XP 2009: No news is… no news

Maybe it’s just me being arrogant (it happens a lot), but I gotta say, the quality of journalism for coverage of this year’s D&D XP convention is way lower than last year. By this time last year, I had already written up the entire new products seminar, and others had been liveblogging, conducting interviews, etc. I’ve barely heard anything from the convention, despite my pleas.

The only solid info we have is about the miniatures- check out the product shots on Hordelings for pictures of the new, semi-random monster sets and examples of the new minis. Quick opinion is that they’re better looking than the last few sets have been but still not up to the higher standard of previous sets.

Anyway, if you’ve got any tips or scoops about the convention going on now, please let us know!

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Chatty's Mailbag: D&D 4e Tactical Help

r2d2Here’s another recent mail I got from a reader.  I’ve edited some because English isn’t his primary language (email comes from The Netherlands)… come to think of it, it’s not mine either :)

Dear DM of Chatyness,

A friend of mine said I should read this blog and now I spend most of my vacation on reading trough it all.

That was a great piece of advice you got there!  Also take some time to have a look at the RPG Bloggers’ Network.

We are beginners in the whole DnD and tabletop rpg concept, and we are running into issues with our  characters.  My friend is Gm-ing this.

All right so what we have here is a group of new players to the game.  Everyone in the group seems to have just gotten into RPGs and chose 4e to start with. Since no one has experience with it, expect to keep discovering rules and new ways to play long into your first campaign.

The first thing I should say is to keep things dead simple.  The group needs to focus on learning the rules and D&D 4e, while simple in design, can be complicated to master for some.

Focus on Core material for a few session, even if it means switching builds and PCs a few time during the campaing.  Try new powers and new feats as you learn how to play better.  Once you ‘get it’ the game becomes fairly intuitive and flows much better

(Fights will still take a long tome, but D&D 4e is a RPG built on a combat engine, it’s becoming a standard assumption that those who play it enjoy it for the fights)

Most of our problems come from forgetting we have action point, healing surges and other attacks than magic missile.  These we’ll have to sort out by regular playing, and remembering to move and use all our options.

Experience will indeed make this easier but I must say that using Power Cards for your powers and class features is a big help. I took mine from Grandpa’s Power Cards because they also feature all class abilities.  It also has things like Second Wind and cards for Items.

Each player prints out the cards for their PCs and keep their powers well in view beside their character sheet. When planning your turn, you can scan your cards and see your options more clearly than checking in the Players Handbook to check what’s the difference between Cleave and Tide of Iron.  Whenever you use a daily or encounter power, you just flip the card so you can’t read the text on it anymore.

(As for the cleric’s Healing Word, that can be used twice per encounter, just ‘tap’ the card by turning it sideways when first used and flip it once used the second time).

However there is one bigger issue involved. We are a party of 3 PC + 1 DM and we don’t know how to really be useful to the other party members.  That is,  other then killing mobs before they kill us.
Could you possibly give us some tips on how our party could function better?

One of the first tactical lessons I learned while watching my friends play the first few sessions was that players must do everything to prevent the DM from separating PCs and taking control of their fight.  Once PCs learn to stick together and prevent being separated in subunits, they become much harder to defeat.

(And by sticking together I don’t mean leaving the minis touching each other, it means that all players are aware of what the other players are planning and can react when any plan fails)

With only 3 PCs this is kinda hard.  If you GM is fair, he’ll usually give you encounters with 2-4 monsters so you don’t get swamped to easily. Let’s look at your party’s setup:

Our party consist of a Human Fighter (lvl 1), a Dwarven Cleric (lvl 1) and a Eladrin wizard (lvl 1).

The fighter uses a reach weapon (Spiked chain) And has sweeping strike as an encounter power and Villains menace as an Daily. (I’m willing to chance these to be better disposed to help out the party [except for the weapon])

Our Dwarf cleric is the basic PHB devoted cleric.  Right down to the feat.

Our wizard has Magic Missiles.  He also has  Scourging Burst and Chill Strike as encounter powers  and Acid Arrow as a daily.

Okay, I see that the Fighter has already dipped in the Martial Powers book, before you guys even tackled the basics of the game.  It can work but it makes things a bit more complicated (and you’ll need to create the Power cards yourselves).

The way I see it, your party needs to function as a 3 piece assault team.  The Cleric should be a Battle Cleric to help the fighter control the battlefield.  With Cleric and Fighter ‘tanking’ the wizard stays behind and can focus on either slowing the opposition or focus its firepower on the same creatures the melee characters are tackling.  Concentrating damage on key adversaries will make them fall very fast.

By the way, do realize that the wizard should have another Daily power to choose from… While he can only use one a day, he knows 2 of them.

Also, I’d ask the DM if it would be okay to have a NPC rogue with the party, controlled by the players during combat.  Thus, with the cleric and the Fighter, you can create what I call melee Triangles where monsters are caught in a triangle made up of the 3 fighting PCs and suffer major damage.

So if you guys are struggling now its mostly because you are all in the ‘forming’ stage of your gaming group.  The rules are unfamiliar, no one thinks about bonuses such as Flanking, and bonuses from Powers and such.

If you discuss between players during combat, asking others what they think of the move you are contemplating or asking them what would be most useful, chances are the group will end up functioning as a team and will see a very noticeable surge in performance.

At least that’s what I’ve seen in my group.

Anyone else has tricks and tips for my Dutch reader?  I’m a DM, so player tactics are not necessarily my forte.

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Great News! Chatty's D&D 4e adventure to be published

I got some news from Goodman Games today.

My short D&D 4e adventure will get published!  I can’t say anything about it but be certain that I will keep you updated! It should see the light of day next summer.

I’m so happy and have been geeking out most of the day!

For those who are wondering, this isin’t Kobold Love,  that one’s still on the ice for the time being, but another adventure I got contracted to do based on a short pitch I sent out.

Yay!

Now I need to start thinking about the next project.

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YouTube Tuesday: The Shadow of Dr. Manhattan Edition

One of many “viral” pieces created for the upcoming Watchmen movie. Even if I’m not 100% the film will be all that great, I gotta say they’re going all out to incorporate everything they can from the book and make it feel real.

Also check out the Watchmen Movie YouTube channel, featuring the winners of a contest to make commercials for Veidt Industries.

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Inq. of the Week: PHB2 Races!

gnomeLast week, when asked what class from PHB2 you were most looking forward to playing, the answer was resoundingly sung out: BARD! Almost exactly a year ago, we had asked what class people most wanted to see kept around in 4e, and the answer was Bard then too. So it sounds like we have a bard-loving crowd out there. I personally wasn’t too excited until I actually got to read the class, and discovered that it was going to be a really awesome leader (and master of multiclassing). However, now that the Sorcerer (Wild Mage) is out, I’d definitely change my vote to that.

In second place in our poll was the mighty Druid, and interestingly enough, the brand new Warden class comes in third. The two classes that we know very little about, the Shaman and Avenger, came in the last two spots.

As an easy followup, and because I’ve been dealing with D&D races between my Book of Races review and Races feature, I’m asking:

Which of these PHB2 races do you most want to play?

View Results

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While this list is mostly speculative, here’s the hints that we have so far towards what they are.

Devas: Believed to be the successors to the Aasimar with a less obnoxious sounding name, the Forgotten Realms Player’s Guide makes reference to them having lived multiple lifetimes. They may also be known for their singing voice and temper.

Gnome: Rarr, not just for monsters anymore. James Wyatt told us that his draft included reference to their friendship with burrowing creatures, and we already know from the Monster Manual that they are stealthy, predator-like critters. The Manual of the Planes also contains more information about their government and society in the Feywild. Maybe they will finally shed their reputation as being crappy Dwarves.

Goliaths: Originally introduced in Races of Stone, these guys were known for living in the mountains and being big. The information provided in the Forgotten Realms Player’s Guide seems to jive up with that, and probably is a bit easier to manage now that large size doesn’t have as many rules as it once did.

Half-Orcs: Removed from the PHB due to the “backstory implications” (I once had a DM tell me I couldn’t play one because even in those cases, the village kills the child immediately), these light-green-skinned outcasts might be making a comeback with some sort of solution to the backstory issue. Count on them being strong at the very least, and possibly getting a warrior’s surge like their orcish ancestors.

Shades: Again, all we know is speculative from the Forgotten Realms Player’s Guide, but these are Shadowfell-touched humanoids but aren’t Shadar-Kai. If that information holds true, I’d bet on them being smart and sneaky in some way, and gaining some kind of limited use insubstantiality power.

Shifters: Coming to us from the original Eberron Campaign Setting, Shifters (aka Weretouched) have some lycanthropy in their blood, and the only prescription is more shifting. The Monster Manual brings us two of the flavors: Razorclaw and Longtooth, while we may see the remainder of the aspects show up in PHB2.

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D&D Character Builder is Live

You can now generate characters of all 30 levels using the newly updated Character Builder if you’re a D&DI subscriber. Otherwise, you can still download the level 1-3 trial version. I’m still figuring out the details of how many computers I can install it on from the announcement thread on the WotC forums.

The interface hasn’t changed much since I previewed it a few months ago, and I have already found a bug or two when inputting the 4th level version of my Eladrin Wizard/Warlock. Still, I think this will be a big help to the two groups I play with.

(Thanks to Questing GM for the tip).

ADDENDUM:  It looks as though the unreleased Bard, Druid, and Invoker classes are there, though I just tried to make a 10th level Druid and was restricted to picking from the first 3 levels of powers. More investigation will have to be done to see how much new material is there.

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Chatty DM Presents: RPG Blog II

zachs-crestHi there.  I know I haven’t been around much lately.  I probably will maintain  a lower profile for weeks to come.  Please bear with me.  I’ll be less chatty for some time, but I’m still around.

One of the things I found myself having a knack for as a blogger is to get people together, to create links (both Web and otherwise) with people and grow networks of like-minded individuals.  When I started out, I would spend hours every week reading other people’s blogs, linking to some of their content and adding my new voice to what they were saying.

The response I got was amazing and it started me on a path that brought me to what I’ve achieved here.

I don’t do this anymore and I  miss it sometime.  With real life barging in on my blogging, I progressively lost track of other blogs and what others were talking about.

Thing is, with the RPG Blogger’s Network exploding like it did in these last few months, there are now many, many great RPG themed blogs out there that you might not know all that much about.

That’s why I’d like to try out something new.  I’d like to present to you, on a semi regular basis, one or 2 RPG blogs that I find worth perusing.  I’ll then post annotated links to 3 or 4 articles they have published.

Please note that I do not ask anything from the blogs I link to, consider this a community service I give while I’m looking to find my muses again.

If you are interested in getting your blog featured here, send me an email as chattydm@chattydm.net with the following:

  • The name and URL of your blog
  • A 1 paragraph description of what your blog is about and/or what it means to you
  • Give me titles and links to 3 of your best articles (or those you are most proud of)

If I select your blog in a future “Chatty DM Presents” post, I’ll read each post provided and write a a short editorial paragraph about each.

Okay, let’s start shall we?

I asked my buddy Zachary Hougthon of RPG Blog II to be the headliner for this.   (BTW: He’s just released a self published campaign setting, have a look).

Here’s what Zach has to say about his blog:

RPG Blog II is my second foray into running a gaming blog.  My first, rpgblog.org, did really well, but I hit the blogging wall pretty hard, and that was it for that.  Since then, I’ve come back with this effort, which is a low-key, welcoming, sustainable effort.  I blog about everything in gaming I find interesting; from old school to small press, from the silliness of the Edition War front lines to little snippets of our hobby’s history.  At heart I’m not a hardcore idealogue, a One-True-Wayer, or vaunted gaming seer–I’m an average Midwestern gamer who loves this hobby, and that’s how I blog.

Zach’s philosophy of blogging in a relaxed, at my own pace,  style is apparent in his blog.  (I should definitively be taking notes).  I especially appreciate how he makes fun of the D&D Edition Wars by going the satire way about it.  He’s not afraid to stir up controversy and he’s an active forum goer on most of the big RPG forums.

Here’s a Sample of Zach’s work:

Is D&D A Product of the Midwest?

In which Zach writes an essay on how much the American MidWest mindset may have influenced the origins of tabletop RPGs.  He argues, along other authors, that the midwestern ethos of hard work for incremental gains left thier fingerprints in the game.  He mentions that had the hobby been born elsewhere, there likely would heve been fundamental differences in style and genre that would still prevail in the original game that would come out of it.

Not being American and not knowing much about the Midwest, I can’t really appreciate the veracity of this thesis.   It does have a slight whiff of the ethnocentric.  Although I’m sure he’s got a valid point.

It’s however clear to me that the D&D’s genesis was heavily influenced by what the first players read and defined as Fantasy at the time, in fact if you look at the 1ed Dungeon Master Guide’s reading list, there’s a chance that many players  playing 4e have never heard of some of the books on that list… Yet they shaped much of the game that we love, regardless of the edition.

On the 4e Edition Wars, Blogging, and Levels

In which Zach explores the subject of Edition Wars (something he often observes and comments on) and how he chose to not go the 4e way because his gaming group relishes some of the elements that were removed from the game (the whole Zero to hero concept).  He deplores that so many people chose ‘sides’ and are launching attacks at the other side.

In his own colorful way he presents a system that represents  levels of attack intensity so to classify the various debates seen on blogs and forums.

I have long ago tired of the Edition Wars.  I get the some people are annoyed that Wizards of the Coast stopped supporting a version of the game they prefer.   Really I want you to enjoy your game, whatever it happens to be.  Heck, invite me and I’ll gladly play it at least once… (Except 2e… just kidding).  But people who’ve been here for some time know this.

I’m happy that companies like Paizo are stepping  in to fill the gaps left by D&D moving on to other.  I’m even more amazed to see some things like the Old School Rennaissance publishing group gathering momentum and getting people to start producing material for older editions of the game.  That’s the way to go!

Is The GM A Dying Breed?

Zach does a poll of many of his friend  (many from his time in the military) and notices trends that shows how many have stopped playing altogether. He muses that with the availability of GM tools and resources online, we should see more GM not less.

Zach makes no attempt to generalize his observations to the rest of the world.  He does however seem to forget a key point:  He’s growing older and so are his GMing buddies.   As time moves on many people, faced with the factors Zach mentions (Unhappy with state of Hobby, too hard to find players, scheduling issues, etc), just put RPGs progressively lower in their life priorities.

I believe there are more GMs out there than we think.   There’s probably a good chance that it just happens to be younger players that oldsters like myself and Zach don’t hang out with (except digitally).

Based on the discussions I’ve had with readers, there are a lot of new or aspiring GMs out there and the Internet does indeed bring many of them closer together.

Maybe I should have a ‘New GM’ feature…

All right that was my attempt at starting a new tradition.  Tell me if you like it and send me your info if you want me to look at your blog.

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