Critical Hits

The Journal of Gamer Culture

Old School Geekeout: Of Hirelings, Doors and Long Corridors.

Last Sunday I invited some of my friends over for an afternoon of Geeking out.

This week’s Feature Game was going to be another Swords & Wizardry session, using Math Finch’s Tomb of the Iron God.  Last month we had a real blast with the Quick Start Rules so I was curious to see if we could touch the same awesomeness we had last time.

Given that we only had 3 players, I introduced the use of Hirelings: Men at Arms and Lantern Bearers.

The lineup was:

  • Franky’s returning fighter, now at level 2
  • PM’s newest lvl 1 Fighter, with a dark Chaotic heart
  • Mike’s lvl 1 Thief.
  • Bob, a Men-at-arm that coughed all the time
  • Bob’s men-at-arm friend
  • Thorn, a peasant’s boy, hired as a Lantern bearer.

I’ll give you a time-compressed recap of the game before I go into what worked really well and what didn’t:

Party enters dungeon underneath ruined Monastery of the the Iron God. They explore a few corridors, fall in a pit (killing lantern boy and wounding a PC).  Return to city, deal with lantern boy’s dad, rest , hire lantern boy’s cousin as new lantern-boy.

Return to dungeon, explore some more, get a geas from Iron God, get an Iron magic weapon… and fall in a pit!  Lantern boy dies (again).   Explore some more, get attacked and flanked by goblins, Men at Arms die, party breaks goblin assault, goblin rout, loot! Explore some more, find a bunch of skeleton, Thief dies, party retreats and goes back to city.

Party restocks, Deal with lantern-boys family lawyer,  hires 2 new Men-at-Arms (one holding the lantern),  sing the praise of dead comrades, hire cleric and return to tomb.  Party explores some more, dodge some vermin and find entrance to catacombs.

We stopped there, that was about 4 hours worth of play.

What Worked: Hirelings

I love Old School Hirelings, they take 2 seconds to create (HD: 1 AC 14, Hp: 4, Longsword: 1d8 plus a Saving Throw).  And if you inject just ONE personality trait, they make the whole party  more colorful. So I had Bob who couched like a 70 year old chain smoker and I had Brier (Lantern-Boy #2) always say ‘huh?’

I also liked how they add complications to the game that PCs need to deal with.  At the beginning of the game, when all the PCs were broke, the Hirelings were a resources they had to plan around to get help in the dungeons. They ended up being mostly trap springers and meatshields but what do you expect for 1 or 2 gp a day?

The best moments of the game all came down to hirelings.  When the party first came back to town so a PC could heal his 6 missing HPs, I had dead Lantern Boy’s father, a shy peasant that always looked down while nervously grasping his hat, come and ask about his son.  Seeing the players scramble to weave a yarn that made them look good (instead of ‘He cushioned my fall into a pit trap’) was freaking priceless.

Later in the game, while being attacked by a horde of goblins, one of the Men at Arms fell to 0 hp.  When PM’s chaotic fighter took his turn, he gently took the fallen hireling by the head and tenderly twisted it really really hard.  Because heaven forbid that he should get paid 2 gp!

So yeah, that part of the game, I really liked.

What didn’t work: Pretty much everything else

All right, I’ll come out and say it, we didn’t end up having nearly as much fun as the previous game.  Part of it was because we had less players so there were less social interaction and potential for chaos. Mostly though, it was because of the adventure.

As PM told me after the game:

It was just long corridors and doors, doors, doors!  Nothing to do.  Heck, the best parts was falling in the Pit Traps and killing the hirelings!

Ouch!

Tomb of the Iron God is meant as an introductory (but generic) D&D dungeon-based adventure.  However, where Chgowiz’s Quick-Start adventure was awesome because it packed so many different kinds of encounters in 20 rooms, Tomb of the Iron God features many many more rooms, most of which are either empty or filled with mundane gear or groups of monsters.

There are very precious few ‘WTF?’ rooms in there, like Chgowiz’s ‘Hall of the talking statues’ in the Quick-Start adventure.I had the feeling that things might be a bit dry, especially the second level, a catacomb that really is mostly monsters and treasure.

I realize that Finch was probably going for the ‘logical’ dungeon, where things make sense.  I’m however much more of the “put silly stuff in my dungeon, I’ll cope” school of gaming.

What I want in an old school adventure

After the disappointment of the game wore off, I pieced together what it was that was missing, something I will now make sure are present in all S&W adventures I play…

An Old School adventure that I would enjoy running would need to have plenty of things that players can’t necessarily explain but can interact freely with. For example, take the seminal old School adventure: Steading of the Hill Giant Chief, which I loved running.  In it you’ll find:

  • A large densely populated Dungeon going through an event (a party)
  • An overly difficult challenge (Crashing the party)
  • Hidden treasures
  • Sleeping Guards
  • Hundreds of Resentful slaves
  • Fake treasure
  • Weird tentacle temple
  • An hidden story to be pieced together by the party

The adventure, while dead simple, was overflowing with exploration and role playing opportunities.

That’s why I think a good exploration-based adventure needs lots of varied toys to play with.  Be they tricks, traps, puzzles and monstrous factions.

The same applies to 4e too.  While combat does provide lots of levers and knobs, a great adventure has lots of meaningful choices and unknowns to challenges both PCs and players.

So my next S&W adventure will likely be a work of my own, a Gygaxian dungeons where 2 factions fight over some strange resources while a third, big monster, stands on the verge of killing everyone off.  Add a few weird temples and Idols that may or may not protect something even more deadly than the big monster and I’m sure I’d have a blast DMing it.

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Making Your 5×5 Campaign Plan Into A Grid

450px-Grid_illusion.svgHello, my name is Viriatha from Bard of Valiant, and Dave was kind enough to let me talk to you about how his 5×5 Method inspired me to morph it for my own game.

Maybe it’s the gamer in me but when I first read the post title “The 5×5 Method” I immediately visualized a grid. When I read Dave’s post, I got that feeling but it seemed more like a tree than a grid with branches flowing from one another and even sometimes intersecting.

I tried plotting out our campaign that way but so many of our plot sources had no connection to each other that it felt forced. Dave’s idea is terrific if your campaign is new or your brainstorming the next one but what if you’re like me and already in the thick of the stories? Intersecting plot threads are terrific but can be difficult to write or plan so I came up with this variation on the method for my game.

First, I made a 6×6 grid. I used 6 because I used one column and row for titles. You can use graph paper, a spreadsheet, html tables – whatever works for you.

Then along the top and bottom, I labeled the major plot threads we currently have going. I only used one word. This table is a reminder to me, not a thesis. You just want to toss something in the slot that’s going to jog your memory.

Then in each intersection, I started brainstorming ideas for how these plots would interact. Start jotting down notes in each space. Again, I didn’t want to write a lot at this point, just put down some reminders for later.

Do this for each intersection and you’ve got 25 adventure ideas that pull all your threads together into related stories.

If you’re like me, and in the middle of an ongoing campaign, you can include some of the adventures you’ve run already and just cross them out. This let’s you fill in squares and see how things are working together.

You can see my example here:

The trick is coming up with 2 ideas for each intersection. In the grid, each plot intersects twice – once from each direction. I suggest looking at that from 2 different points of view.

For example, “Invasion” and “Sewers” were my hardest to brainstorm in this example. I just tried to keep the emphasis on “Sewers” for one intersection and on “Invasion” for the second one.

Don’t try to force the ideas. If they don’t flow, just leave a square blank. You can always come back and fill it in later and players are great at providing inspiration.

The real advantage here is that no matter what plot your players want to pursue, you’ve got some ideas to develop in that direction.

My next grid will be using Chatty’s idea and coming up with 25 rumors!

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YouTube Tuesday: Auto Tune Cosmos Edition

By popular request, and in the spirit of some old favorites, there’s this.

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Inq. of the Week: Tell Us Your Critical Hit Story

criticalhitLast week we asked about your age, and we’re going to continue to do so this week!

We’re coming up on our 4th anniversary this week (expect our usual yearly wrap-up this Thursday), and this year, we thought we’d do something fun. At gaming conventions this year, we asked our interview subjects about their favorite critical hit story (from any game.) We got some great responses, and will be typing those up this week, but we’d like to open the floor to you!

If you have a favorite critical hit story, please share it here, and we’ll compile them into a page along with the responses we have already.

Here’s the first one that comes to mind for me: It was running “Book 2″ of my first real D&D campaign. Book 1 involved following a magic scroll to various bad guys and taking them out to finally confront the big bad guy (who, in no uncertain terms, was Darth Vader… keep in mind we were pretty young.) Book 2 was going from planet to planet (Spelljammer-style) finding pieces of a mysterious artifact to stop some other bad guys. During Book 2, there were also moving of players around (for various reasons I won’t get into here) and so we had new players we were meeting in High School pretty regularly. One of them was our friend Sion who told me he wanted to play a Wizard named “Splatt the Wonder Tribble.” (Remember, young.) I’m not sure I introduced him in any way beyond “this guy wants to join your party.”

Anyway, on the planet they landed on, they tracked down a powerful old wizard who had his hand practically grafted to the piece they needed and was drawing on it for power. The wizard had plenty of magic defenses up, and I expected a big old powerful magic-user versus the party fight. Spells prepped and everything.

Well, Sion had just started playing D&D, and I’m pretty sure didn’t know what his spells did, and the only items I had given him to start was a robe and a staff. But as everyone else prepared to fight, it came to his turn in the initiative, and Splatt opted for the direct route: “I use my staff to try to knock the item out of his hand.” I laughed, and let him roll the attack roll.

You know what it came up.

Piece went flying out of his hand, another PC scooped it up, mission accomplished. So much for that fight… but it was awesome and memorable, many years later.

That’s mine, though maybe I’ll remember another. What are yours?

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Creativity and the RPG Mind: Part 1, Introduction

WhackWith the recent completion of my series revisiting Robin Laws’ Rules of Good Game Mastering, I’ve been thinking about starting a new one.

Then it hit me.  What if I tackled creativity and it’s role in regards to RPG players and GMs .

You see, I’m well aware that I have a high level of creativity.  I really have a knack for coming with new ideas and crazy concepts.  I mean, I built a successful blog,  I’ve even become the de-facto DMing consultant of several of my DM friends and I have a blast inventing crazy RPG adventures, settings and rules.

In fact, while doing a personality test for one of my former jobs, the final assessment said that I can generate more ideas in a given day that most people could in a month.  That assessment was quite insightful because up to that point, it hadn’t really occur to me that other people might not have as many ideas.  I just thought that they had as many as mine but were either too shy or had trouble communicating what was in their minds.

Then, a few months ago, my good friend Eric Maziade, gave me a paperback book written by creativity consultant  Roger von Oech, called “A Whack on the Side of the Head”.

Creativity Consultant?  For real? Where do I freaking sign up?

Anyway, the book is a self-help book about increasing one’s creativity.   It does so by tackling the most common barriers to creativity and presents ways to break through them.   It’s very good… if a bit weird to the overly critical eye of this here geek.

So what I propose with this series is to explore creativity as I see it applied to RPG gamers through some of the themes of von Oech’s book.

This first post will lay down the base definition of creativity I’ll use and will present what I feel are the common challenges that RPG gamers have in regards to creativity.

What is Creativity?

Wikipedia defines it as :

Creativity is a mental and social process involving the generation of new ideas or concepts, or new associations of the creative mind between existing ideas or concepts. Creativity is fueled by the process of either conscious or unconscious insight.  An alternative conception of creativeness is that it is simply the act of making something new.

That’s a pretty straightforward definition.  You create something in your mind through a new idea or by combining together stuff that already exist (Spork!).  However, the part that seem really relevant to all RPG geeks is the last sentence.

The act of creating something, of seeing the new idea through to a final product, is paramount to the creative exercise. And in that, seeing ideas through the end, is something that many geeks have trouble with.

Hence this series.

Typical creative activities of RPG geeks

There’s a ton, probably more than people expect but I’ll try to list a few.

Players

Naming a PC, creating a PC (min/maxing is hyper-focused creativity), creating a backstory, roleplaying, figuring out a puzzle, getting out of a jam, planning, pulling something out of your butt before the dragon roasts everyone into negative HPs…

GMs

Creating worlds, NPCs, stories, campaign plots, adventure plots, twists, encounters, challenges,  draw maps, craft  descriptions, role playing NPCs,  playing monsters, opponents and improvise (instant applied creativity just there), etc

I’m sure I forgot a ton!  I’m in creative mode here, not analytical :)

The Barriers to RPG Creativity

As I said before, it turns out that some people have a really hard time coming up with an idea.  Several more have an even harder time making something tangible with an idea when it finally manifests itself.  The creative process has several mental blocks that get in the way between idea and final product.  I think this is effectively so in the geek mind…

  • That’s never going to work because the rules don’t support it
  • That can’t happen, it’s not canon
  • I never know what to write in a back story, I’m not good with such things.
  • I can’t be a DM, I have no imagination
  • I can’t mess with the rule, it’s going to break something.
  • Last game bombed, my story sucked, I don’t want to DM anymore.
  • House rule?  Who am I to change the way the game should be played?
  • Ack, I’ve been at it for days, I need one more scene and it needs to be Right!
  • That monster makes no sense.
  • This project bores me… ohhh Shiny!

All these sample blocks to creativity can more or less be attributed to the following barriers (as taken from von Oech’s book):

  • The Right Answer
  • That’s Not Logical
  • Follow the Rules
  • Being Practical
  • To Err is Wrong
  • I’m not Creative

In the next posts on the series, I’ll tackle one or two of those barriers, summarize what von Oech said about the subject.  I’ll then explore how this applies to RPGs and discuss it in some detail.

After that I’ll post about the 4 creative modes that bring makes an idea become a creation:

  • The Explorer
  • The Artist
  • The Judge
  • The Warrior

This last part is what I found the most critical of von Oech’s book and it has reshaped my approach to tackling RPG projects.

This is going to be a great series, I can feel it.

It won’t be posted back to back, this will be done over a long period of time, like my Robin Laws’ series.  Unless I have so much fun writing it that I can’t stop myself.

But for now, what about your personal barriers to creativity?  What prevents you from going from idea to final product?  What are your mechanism for coping?

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Critical Bits for the week ending 2009-09-26

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The 4th Power Project: Core Classes, Part 1

toughheroIf you’re just joining us, take a look at the Kickoff and Core Design Elements before proceeding.

Here’s some actual crunch: the core classes. Just as in d20 Modern, there’s one base class for each ability score. This setup is intuitive, and also allows for the different kind of teams you see in so many shows and movies. (I’ve been really enjoying Leverage recently for inspiration.)

So that was the easy first step: put the names of those classes down. I stole a few things from the way 4e classes are setup: class determines some bonuses to defense, hit points (mostly, as you’ll see), healing surges, trained skills, core class features, and multiple builds per class. We don’t need a role (they sort of overlap), and we definitely don’t need power sources.

The first thing I added was the bonuses to defense: they formed immediate symmetry. HP followed close behind, which was based on story of each of the classes, as did healing surges and trained skills. Core class features and builds were last, and the most in flux. I tried to make 2 builds for each class that represented a different enough concept within that class (with room for more, of course.)

So here’s what I have. Comments plenty welcome. [Read the rest of this article]

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Review: "Fantasy Craft"

fantasycraftFantasy Craft is a D&D 3.0 OGL full-service RPG that boasts a robust set of classes, innovative and interesting feats, and a refreshing skill-based system of spell casting. With systems for item crafting, downtime for players, acquisition of holdings, prestige, and reputation it fills a gap that many have criticized as absent from the current 4.0 rules set. Fantasy Craft is an excellent product, with great ideas, but realistically won’t manage to penetrate my busy gaming schedule.

Good

Whereas Pathfinder sought to ‘patch’ D&D 3.5, Fantasy Craft takes the core of the OGL 3.5 and uses it to build a game that could best be described as first cousin rather than a sibling. Frankly, I like it more than trying to salvage the most cumbersome aspects of 3.5, but even for those with affinity for the old stuff it’s close enough to warm the cockles of the nostalgic 3.5 gamer. There are plenty of classes, many of which are tooled for things OTHER than combat (gasp). The upshot is that Fantasy Craft spends ample time supporting things other than combat, so that these classes are viable.

Spell casting is done entirely with skill based system and encounter-based skill points. Tons of feats help customize your spellcaster’s abilities within this system so that no two spellcasting PCs should come out the same. “Divine” magic works in a sort of modified 3.5 domain style system (called Alignments) that provide a satisfying set of rules and flavors to separate the divine from arcane casters (to use 4.0 parlance). If there’s one place that the system is different than 4.0 is that different character types FEEL very different. For some, this is a great draw, for others this smacks too much of the unbalanced older days of D&D. For me, it’s a neutral aspect, I miss the variety of old D&D, but I’m glad that I can finally play a rogue and not suck ass.

Fantasy Craft’s treatment of social stats, adventuring downtime, holdings, and more are one place I would say its definitively better than any other rival I’ve come into contact with. It’s quite possible to cannibalize these aspects to fit into any d20 type game. It’s not a perfect fit into all games, but the rules on Reputation, Prizes, Favors, Holdings, and Down Time are well thought out, balanced, and satisfying numeric solutions to the rather difficult task of fairly adjudicating these sorts of actions in most fantasy RPGs. For anyone that has thought about taking their campaign away from the adventuring-only archetype this provides tons of great ideas and guidance to make that process simple, satisfying, and ultimately rewarding for both DMs and Players.

Bad

The system has its prestige/paragon path equivalents (called expert classes), but these are woefully limited in the initial book. With eleven base classes and only six expert classes it seems like most players would be forced trying to fit a square peg in a round hole. Although the system freeing supports multi-classing akin to 3.5, this section is just very skimpy and unsatisfying. Moreover, Fantasy Craft dangles the existence of Master Classes (which I assume will be like epic destinies, but more ‘grounded’ in fantasy realism?) but provides no support for it. As someone that favors the paragon tier or equivalent thereof, the lack of content in this area is irksome.

Ugly

The biggest problem with Fantasy Craft for me, is the “buy in.” D&D 4.0 is a system that my gaming group adopted readily and enjoys. I enjoy it and I play in a number of ongoing 4.0 games currently. So, despite all my praise for Fantasy Craft, ultimately, I doubt I’ll put my money where my mouth is and start playing it. Moreover, although it takes the 3.0 engine to its limit, when you compare the very cool feats a lot of fighter/warrior/combat characters take and the ‘tricks’ they grant (AKA powers/maneuvers) these classes still end up seeming extremely confined to their 4.0 counterparts with a host of powers for every situation.

Make no mistake, Fantasy Craft is an awesome system with lots to offer, but for me, personally I don’t see it occupying a space in my gaming life. I fear that that very same concern is the system’s greatest hurdle to success as a stand-alone RPG alternative. That being said, this offering has me very interested in their upcoming Mistborn RPG as I am huge fan of the series.

Rating: B+. Hit!

Want to learn more about Fantasy Craft? Read on…

Drop by Crafty Games today!

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Chatty’s review: X-Treme Dungeon Mastery, Part 2

This is a review of Tracy and Curtis Hickman’s X-Treme Dungeon Mastery, done through the voice of 2 alter Egos of mine, Phil and Tony, see part 1 to learn more about it.

For part 2, let’s switch who gets to say what first.

The Theory of XDM

Tony:

All right, the section starts with a chapter about player types.  While an already heavily threaded territory, the book presents 3 archetypes: The Warrior (I Kill Stuff), the Socialite (I talk to stuff) and the Thinker (I wanna win to get to the new stuff).  It then explain how scenes should be designed to fit those types.

Having had Phil harping on an on and on about his mancrush on Robin Laws, I’m well acquainted with the theory. I agree that one of the surest way to fun is to get to know what players want.  XDM’s approach has the advantage of being dead simple and would be a great model to ease in DMs who’ve never realized that what players want in a game actually matters.  I just find that it might be too simple though. I’ll let Dr Nitpick go at it.

Moving on.

The next two chapters are, I think, the meatiest part of the whole book.  Both talk about Story and explain in detail why a good adventure is always based on a good story.

The first chapter starts as a dissertation of something called the Campbellian Monomyth, which seems to me to be English Litt Jargon for ‘Kid gets quest, Kid whines a bit, Kid beats obstacles and becomes a Man, Man becomes a Hero, Hero gets the Prize, Hero returns home and finds it destroyed/changed/boring/paved into a parking lot, Hero moves on to Tome 2″ or as I like to call it “The Trilogy formula”.

I’m a Microbiology major who reads fantasy novels by the truckload, I don’t know the theory!

Then the book goes into the importance of surprise (i.e. lying), from a storytelling point of view, to maintain the illusion of mystery and keep players on their toes.  Then it segues (not really, the change of subject is actually pretty brutal) into a random story generator.

Yeah.. what’s that about?

The next chapter describe 3 adventure structures (Linear, Open Matrix and Closed Matrix) and goes on to say how the Closed Matrix is the model of choice and gives an example of it.  In fact, having played and then DMed the first 4 Dragonlance adventures, I recognize the structure (PCs are free to go where they please until they hit a boundary that pushes them back into the adventure matrix… like an advancing army).

Yeah, that’s cool, I guess.

The next chapter is about Riddles, including a good number of them for DMs to use… Yawn… I don’t  like  those and so do my player. Pass!

After that you get to the prepping the game. They mention the importance of a map, including drawing cross section of buildings (what am I, Picasso?)  and how they must be internally consistent. Then follows some pretty cool tricks to writing your adventure notes (if you are the type to write the description of rooms and such).

All in all, I’d say that this section present a certain adventure design philosophy. That philosophy is, to my eyes, as valid as any, but I can’t help to think “Dude, we’re talking about DMing for a group of friends, not writing for the industry”

I’m just saying.  You’re turn Nerd!

Phil

I see that you went to town and, as usual, took the wrong train, no wonder Ron Edwards calls your kind brain damaged.

This section of the book actually ended being my favorite, even though it didn’t actually follow up on the awesome bulleted lists at the end of the previous chapters .  Not only did I get to see first hand the thinking that was behind some of the most entertaining A D&D modules I played/ran, but there’s useful stuff in there!

I’ll grant my special needs colleague that the player types aren’t up to par with those published in the later Dungeon Master Guides but the Story Cycle dissertation brings an interesting perspective to story design.  Having never studied anything other than science, I didn’t know that the familiar pattern of Epic Fantasy tales were based on this.

Then the discussion about the importance of playing with facts, places and time gave me insights about the fact that the mystery of exploration and the emotional response to cognitive dissonance or genuine surprise are all important tools for the DM.

In fact, I found that the subject of playing with the truth to be sufficiently developed to satisfy my expectations.  Sadly, the same can’t be said for much of the rest of the book.

The Random Story Generator is a good idea but it’s implementation is a bit too complicated… I wonder if there’s an automated version on their website.

The chapter about adventure design introduced me to the Open Matrix structure.  While I had seen it in the first Dragonlance adventure, seeing it stripped to it’s bare component made me slap my forehead.  It’s really an elegant way of doing a contained sandbox.  Sadly, as with much of this book, the model gets barely 1 1/2 page of treatment, most of it describing the ‘Pushed by an army’ example .

The section on riddle was of limited interest to me.  As a DM as well as a player, puzzles annoy me to no end.  But I’m honest enough to say that people who like them (or have players who are problem solvers) will like that 12 riddles are not so common knowledge that players can solve them without sneaking off the table and google  it while the DM is distracted by another player.

The Section also mentions how to turn a dungeon into a puzzle, taking the excellent “fake straight passages” example from the Pharaoh module. Finally, there’s a very short, but insightful discussions about traps.

Finally, the prepping section basically boils down to ‘Find an internally consistent way for everything in the story’   Once again, while most of what is discussed is interesting, it’s not integrated as a whole.  There’s a bit about world building, a bit about maps, a bit about not taking easy shortcuts, another bit about Time and Space of an adventure and a series of short writing tips.

I expected something more focused, more organized.  But by the time I had reached that point, my hopes weren’t really that high.

Being the XDM

Tony:

Man, I don’t know how come your mom didn’t drown you at birth.  Well thank god for the good grace of our host, I get to say a few words about the next section.

Being the XDM is the section of the book that talks about what happens at the table. Like the previous section, this section is all business, no funny stuff (well some, but that’s not the focus).

I don’t have much to say here except to mention 2 parts that stood out for me.  At the beginning of the section, it is suggested to find ways to avoid dumping too much info on players in order to prevent having the action grind to a halt.  That’s capital. The book proposes to sprinkle such Info Dumps into props or by having the players play a Cutscene (to which you provide bits of info).  Those are good starting points.

The other good bit is when they describe how a (X)DM is like an actor and should adopt acting skills (Clear Speech, and Reacting to events and players).

(High Screeching sound… like a record being scratched)

Chatty DM:

Sigh… sometime a joke stops being funny way before we expect it to.  I now feel that I’m unfairly beating up on a Flawed book.  So much so that I’m putting a stop to this before I get accused of being a prick. (I may be but I can live with that).

Writing this stopped being fun about one hour ago when I realized that there really was precious little I liked about the book apart the sections I discussed today.

For sake of completeness, the rest of the book discussed illusions you could use in your games to make people appear, disappear or create Ghostly apparitions.  There was a whole section on mastering a few magician tricks like Juggling a big Glass Ball and card tricks. I really have no use for that… even in Tony mode.

Then  there was a chapter where various instructions for playing with fire at the table and creating flash bombs (I kid you not) were actually censored so you can’t actually know what the trick is.  Humorous (or not) footnotes about the FBI and the Department of Homeland Security doing some editing are peppered through the book.

Then you get a description of the Killer Breakfast, which seemed to be more a story about the actual event than clear instruction on running one.  Again, no use for the average DM… even XDM ones.

Another chapter that is completely unrelated to everything else is the one about being an Xtreme player (and how to blow up ‘boring’ games). It relates a well known story about Tracy playing an instigator barbarian in an overly cautious party.  That’s the story that had Monte Cook and Tracy fighting about in the Letters to Dragon (or Dungeon) magazine.

The core message basically is that an adventure game should be about adventure not about risk analysis.  I’m glad I got to read Traci’s side of the story, and there some useful tips to help wake up a gaming group. I’m just not much of a fan of unbridled instigation.

Finally, the book ends with a XD20 roleplaying game, a minimalist 20 pages RPG.  Again, something I also had no interest for.

So out of 158 pages, I found no more than 40 that met with my expectations.

Bottom line, the first half of the book has many gems of wisdom that scream to be expanded upon but usually aren’t.   There’s some very important stuff in there.   Given the second half’s content, I strongly believe that this book has limited appeal to anyone other than fans of the XDM phenomenon and new DMs looking to get better at their craft.

Maybe, just maybe, I just don’t get.  But I somehow doubt it.

Tracy, I know you’ll eventually read this.  Know that I could not in clear conscience review it otherwise and I apologize if the initial humorous approach turned sour.

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Chatty's review: X-Treme Dungeon Mastery, Part 1

XDM-Cover-sampleThere’s a Method to my Madness

Shortly before Gen Con and after completing the very long series of blog posts about Robin Laws’ Rules of Good Game Mastering, I contacted Tracy Hickman and asked if he could send me a review copy of his newest book, X-treme Dungeon Mastery.  He was gracious enough to do so and so I set out to read it, planning to do a similar series of reviews.

However, I ended up being bothered by many aspects of the book.  The thing is, while I found that the book failed to meet many of my expectations as a GM, I had an uneasy feeling that maybe I just didn’t get what the book was supposed to be about.

In fact, when I left my expectation by the curb, I found that I could enjoy the book, there are some very insightful and funny parts.

Thus, after much hesitation, I came to the conclusion that given the book’s apparent schizophrenic nature, I needed to dig deep in my own insanity, fracture my writing persona into 2 different entities and tackle the review with both!

(Trust me on this, given the book in question, it makes perfect sense!)

So meet Musings of the Chatty DM’s newest reviewers: Phil and Tony!  Tell us about yourselves guys.

Phil: Greetings.  I’ve been a GM for 26 years now and my lifelong goal has always been to achieve GMing Nirvana by acquiring the best practice and methods of the hobby.  My free time is very precious and GMing is very serious business. Thus, my expectations when reading a Gming guide are high and my patience is very low.  I need instant relevance that I can use at my table tonight, anything else is a waste of my time!

Tony: Yo! While I’ve been GMing for about as long as Mr Asshat above, I know that RPGs are really about fun and laughter in a pleasant social environment.  GMs need to learn what fun means in the context of their groups and they needs to make sure that there’s plenty of it going around in their game.  Everything else is pedantic nitpicking and pretentious noise.

This is going to be good! And so we start…

XDM: The Book

Before I unleash my 2 alter egos, here’s the breakdown of what the book is.

XDM or X-treme Dungeon Mastery is a 158 page Hardcover by Dragonlance/Ravenloft author Tracy Hickman and his son, world renowned magician Curtis Hickman.  The black & white book, printed on rough paper very reminiscent of the 1st edition A D&D books, is illustrated by webcomic artist and publisher Howard Tayler.

The layout of the book is a classical 2 columns of sans serif font with illustrations (mostly cartoon) on almost every page.  It reminds me strongly of Gygax’s Dungeon Master Guide… except with much less flowery prose. Hickman father and son are good writers and they chose to go with a simple, straight to the point style that makes reading the book breezy.

The Book has 18 chapters divided in the following grand themes:

  • The History of XDM and getting started
  • The Theory of XDM
  • Being the XDM
  • Ultimate XDM
  • Killer Breakfast
  • XDM: Player Section
  • XD20 Role Playing System

The review will cover these sections, although not necessarily at the same level of detail.

The History of the XDM

Phil’s Take

All right, I had the book of a legendary Game designer in my hands.  A guy that wrote the modules I learned to play  D&D with when I was 10!   I couldn’t wait to start reading it.  Except, what did I get?  Disclaimers about dangerous play and a completely bogus history about X-treme DMing coming down from “La société de l’Utlime Maitres” (which is incorrect French) and that explains how it originated in 24 BC, being handed down through the ages like some sort of secret knowledge.

And this goes on for 7 pages… that’s already 5% of the book gone without giving me anything tangible.

But it gets worse!  After  a short GMing quiz (that I mostly aced, soit-dit-en passant), we get a another 4 pages of secret signs, initiation rituals and level of XDMs, complete with ridiculous titles.

What’s this?  A boy’s club?  Are girls even allowed?

My plummeting hopes were however saved with the section’s last page, a pair of text boxes containing 2 lists of things that a XDM should and should not do.  THAT is stuff I could use!  I hoped that the rest of the book would visit each statement (Like ‘Never Cheat the players”) and expand on each with examples!

Tony’s Take

All right windbag!  We’re on a word count budget here!

A thing that becomes apparent after reading the book is that it doesn’t take itself seriously.  Even reading the boasts on the back cover hint that there’s something fishy about the whole thing. It seems likely that it should be played for laughs. Role playing games have often taken themselves too seriously and this section is a refreshing ‘clin d’oeil‘ to the whole thing.

While I’ve not been a fan of the Hickmans’ Convention antics, I suspect that the whole XDM phenomenon is a social one, built around Hickman Senior’s personality cult and his preferred style of playing RPGs.  I know that they have a loyal (and growing) following and I think that the book is actually as much a ‘Membership’ Manual as it is a book about GMing.

So in that light, it gives the whole fake story of the ‘Ultimes Maitres’ a concrete meaning.  It builds a common background “world” for all those XDMs that meet at Cons and interact with Tracy in his events.  It is a secret club, and accepting that the whole thing is silly is part of being an XDM.

In fact, the “secret XDM Ceremonial Dance” is so ludicrous (A cheerleading routine where one cries XDM and mimes the letters over one’s chest)  that a DM with the guts to perform it in front of players will have shattered one of the highest barriers to great GMing: Self-consciousness.

This is not Robin Laws or the Dungeon Master Guide.  Loosen up, unbutton that top button and take that stick out your butt, XDM is both a work of comedy and a Self-improvement guide

Phil: Philistine!

Tony: Dweeb!

Up Next?

That was cooler to write than expected.  Part 2 will focus on the Theory and the Skills of being a XDM.  Finally Part 3 will cover the Ultimate XDM, Killer Breakfast and Player Section of the Book.

I hope you liked the crazy approach.  Know that while it is all tongue in cheek, both point of views represent what I feel about the content depending on what I’m looking for in it.  Let me know how it works for you.

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