Sly Flourish’s Dungeon Master Tips eBook
Full-on disclaimer time: Mike Shea, who runs the Sly Flourish blog, is a friend of mine. He’s written for Critical Hits. I’ve played in games that he’s run, and we’ve even been on panels together. He’s recently written a book that is a guide for 4e DMs. It features the distilled wisdom of not only his blog, but many others (including some of my own concepts.) Thus, it’s fair to say that there’s no way for me to be anything close to what passes for objective about the book.
However, here’s what I can tell you: I believe this is 73 pages of solid, grounded DMing advice from start to finish. As the book says up front, this isn’t a guide for the brand new DM. Nor is it an in-depth guide to higher level DMing/storytelling concepts like Robin Laws’s book: most topics range from several paragraphs to a single sentence. For DMs who have been playing 4e D&D for a bit and are looking to get a variety of tips to improve their game, this is the book to get. It’s a very practical guide, ranging from a checklist for planning your next adventure to keeping combat going at a good clip to what household materials you can use to track conditions at the table. [Read the rest of this article]
Critical Bits for the week ending 2010-07-11
- RT @mikemearls: Expedition to the Barrier Peaks made Wikipedia's front page! Big thanks to the D&D fans who contribute to Wikipedia. #dnd #
- New #dnd updates for July released: http://www.wizards.com/dnd/Article.aspx?x=dnd/updates Big changes to some core powers #
- RT @mudbunny74: MB and Compendium update pushed back 'till July 20th. #wotc #ddi #
- Interview over at Gamasutra about D&D on the Microsoft Surface http://is.gd/djgwr #
- RT @SlyFlourish: "Sly Flourish's Dungeon Master Tips" is now officially published in PDF!.Get it tonight! http://bit.ly/dmtipsbook #dnd #
- RT @Milambus: Fake ???#DnD Movie Trailer! http://is.gd/djq0s Danny Devito as Dungeon Master, perhaps? #
- RT @ENnies: Announcing the 2010 ENnie Awards nominees! Congratulations to all! http://bit.ly/c9WKUb #
- Congrats esp. to Best Blogs: @gnomestew, @KoboldQuarterly, @newbiedm, @jesshartley, and us! (with HM to @SarahDarkmagic) #
- RT @SlyFlourish: Very useful new damage tables from Jhaelien on Enworld: http://bit.ly/axxmoF here's the table: http://bit.ly/cYxGCK #
2010 Ennie Nominations Announced (with Recommendations)
It’s that time of year again, when the big RPG award nominees of the year are announced, after careful consideration and selection by a panel of judges voted on by the community. The full list of nominees for the year are available on their site. And of course, we’d like to call out our new favorite category:
Best Blog
- Critical Hits – Wooo, that’s us! Again! Thanks to the judges for this great honor.
- Gnome Stew – The best GM-focused site on the Internet. Need I say more?
- Kobold Quarterly – The online component of the great gaming magazine that provides all kinds of great game content for multiple systems. Silver Winner for Best Website in 2009.
- NewbieDM – Our friend Enrique (one of the Dungeon Master Guys) talks about his 4e games as well as providing all kinds of useful downloads like a Kobold Hall starter kit. Also congratulations on his nomination for the minicast.
- One Geek to Another – Jess Hartley, RPG author, lends her geeky wisdom to anyone who asks of it.
- Honorable Mention: Sarah Darkmagic – Our friend Tracy is a new player and a new DM with tons of interesting stuff to say about what’s fun in games. Plus, as a coding geek, she provides great tools like Downloadable Delves.
Clearly we’re a bit biased about who should win this category (and we’ll be reminding you all about voting when the time comes.) However, I would like to call out some nominated products in other categories. These are not necessarily the products I think will win (I’m guessing that Pathfinder products will pick up most awards). Nor are they even necessarily the “best” product in every category, as I haven’t seen every single thing on the list. These are ones I just recommend you take a look at for your informed voting pleasure. [Read the rest of this article]
Canon Fodder
Yeah, that was an easy pun, but it’s in stride with my opinions on this subject and has a deeper meaning in this essay. Based on discussions I’ve had with various colleagues and friends, I decide to put my viewpoint on display here. Hopefully, it’ll give you and me some clarity. First, though, we need to define terms.
In a Dungeons & Dragons campaign setting context, canon can be defined as imagined world history up to just a moment ago. This can consist of an overarching metaplot, as with White Wolf’s 90s and early 00s World of Darkness games. It can also encompass dozens of smaller stories, as with the Forgotten Realms setting and its embracing of novels as canon. Game setting canon can also include differences from core assumptions, spelled out or not, in a game’s implied setting, as it is in the core 4e D&D game. For instance, Eberron has different deities and styles of magic than those assumed to exist in the D&D game’s implied setting.
Canon Aims
Defining differences can make a game world stand apart from its peers. The myriad gods of the Forgotten Realms help make the world seem different. Highly organized kingdoms, complex politics, and large areas of known territory also distinguish it from the core “points of light” assumption. Eberron is similar. It’s not as wild as one might assume the implied world of the central D&D game is. In Eberron, most deities have no physical manifestation in the known universe. Magic is used much like technology might be in a Wild West or Pulp Era setting. In the history of Dark Sun, the primordials defeated the gods, driving them into hiding, imprisonment, or death. Divine power is hard to come by in Dark Sun, to say the least. Misuse of arcane magic led to the ecological collapse of Athas, Dark Sun’s world. With unnatural devastation and the absence of divine power came significant changes to the cosmology.
Differences that really define a campaign setting are cool. They help shape the image of the setting in the minds of the game’s players (including the DM). Such broad strokes also help the players understand mechanical divergences that might be in the setting. For instance, a player in a Dark Sun campaign assumes he or she should play a divine character only if a compelling reason exists as to why the character has access to divine power at all. Most players probably presuppose the divine power source is off limits, but they shouldn’t.
You see, setting changes that mess around with default game elements, such as whole power sources, should avoid absolutism. At least, their creators should avoid absolutes. Rather than writing in a Dark Sun book that you cannot use the divine power source, a designer should teach you how to use the divine power source in out-of-the-box ways that make sense on Athas. (By the way, I’m not saying whether the upcoming Dark Sun campaign setting is absolutist in the use of divine power. This is just an example.) Any given DM can choose an absolute stance for his or her campaign, although even that is less than ideal.
Also less than ideal are trivial changes that fail to define the game world in a meaningful way. The worst among these are absolutes that some designer or novelist added without much thought. Dark Sun setting material from older editions read that kank meat is inedible. So what? Does that small fact help you tell a story set on Athas? Or does it make you, like I did, question why anyone would herd these beasts over the delicious, egg-laying erdlu? Sure, kanks produce an edible honey, but a herder can use everything an erdlu produces, down to beaks and bones. If I lived on Athas, I’d herd erdlus and hunt kanks, or at most, keep small herds of kanks for work and riding.
I’m waxing pedantic there, which is something trivial changes can almost force you to do. Requiring and encouraging detail-oriented attention, especially in a game’s official product line, is far from good for the game. In another instance of this, the older Dark Sun setting had Cleansing Wars in the past, wherein powerful arcanists attempted to wipe certain species from the face of the planet. Taken on its face, this fact is fine. A story of racist sorcerers slaughtering certain folks can make for good history and an excellent basis for current politics and superstitions. But when you start listing races the Cleansing Wars wiped out to the last individual, when that fact is not important to the design or story, you’ve gone too far. Why? Because DMs don’t need to be told they can’t use a particular monster, and players don’t need to be told they can’t play a certain race, just because a novelist or designer arbitrarily decided to wipe out a particular creature.
It’s better to create tension, saying the arcane pogrom targeted gnomes, than to create absence, saying the arcane pogrom wiped gnomes out. In the former case, those who want gnomes in their campaign can have bitter, furtive gnomes that dislike human arcanists. In the latter case, those who want gnomes have to break with the official position on the subject. In both cases, those who want no gnomes can use the historic massacre as an excuse. Which tack is more flexible? Isn’t more flexible better for the game?
Canon Damage
As hard as it might be for veteran game tinkerers to believe, it’s difficult for some players, especially new ones, to break free of the official position on a subject. The official position is “the rule,” after all. Taught by the example of those in lofty official positions, newer players might also start to think absolute positions are right and good. I’ve met players who believe these points, who believe that changing what you don’t like about a game is something one does not do. That’s breaking the rules.
To use older Dark Sun material as a reference point again, some of the adventures and the second edition of the setting were less than popular among fans. This was with good reason. At least a couple adventures place novel characters in the central roles they had in the novel. They do the cool stuff while the players and player characters watch or take up secondary roles. Fun, eh? The whole second edition of the setting assumes the Prism Pentad novels have happened—have become part of the canon—and that the world has changed. A number of defining elements from the original setting are gone, because the novel protagonists removed them, usually bloodily. Allowing the novels to interfere with the game material did the fans no favors.
This is one reason why it’s insane to use novels as canon for any game setting. Another is that a roleplaying game is about interacting with an imaginary world as a potentially important imaginary person or as one who directs events set in that world. The game is not about merely consuming someone else’s narration or spectating at historic events. Further, as the number of novels increase, the canon becomes increasingly unwieldy until it’s overwhelming for normal players. Most people avoid playing cumbersome games. Enforcing novels as canon from an official position also, eventually, makes it a nightmare to design game material and write shared-world fiction for that setting.
This was a very real problem that faced the Forgotten Realms setting when the 4e D&D game came on the scene. Keepers of the Forgotten Realms went even further in the past, actually. Just about everything with an official seal on it is canon for the Realms—games, video games, novels, and so on. Now that’s crazy and limiting. However, it could have all been solved by hitting the reset button on the Realms the way Wizards did with Eberron and Dark Sun. Back to 1357 DR, anyone?
Some novels or other non-game setting materials do more or less harm to games that exist alongside them or follow them. The Forgotten Realms setting is indeed a place where thousands of stories can happen. It is more tolerant to canon because of this. On the other hand, Middle Earth really has one ultimate task that needs accomplishing. If you ain’t a member of the Fellowship of the Ring, pal, you’re nobody.
A rich media environment is still good for a game. Novel and such serve the game and their own purpose when they tell what could be or might happen in a game world without enforcing that reality, as canon, on the game. Such stories then become great territory for DM looting, for adventures and NPCs, and player looting, for character concepts and backgrounds. They retain their value as entertainment, as well. No one can stop one DM or another from making a novel’s story canon for his or her game. That’s fine.
Canon Misfires
The point is, as my friend Stephen Radney-MacFarland liked to point out when I got too serious in some meetings at Wizards of the Coast, we all just make this stuff up. I’m just saying that what the official source makes up and peddles as canon needs to be defining and flexible rather than trivial and absolute. Trivial absolutes are the worst. They’re hard to remember, and often not worth remembering. (Oh, yeah, I can’t use trolls here because the trolls were wiped out in the Cleansing Wars. There goes my adventure idea. Bleh.) They also give those who can remember such trivialities a way to choose against being immersed in the distinctive world an individual DM wants to portray. Sure, that’s jerky, and we should avoid playing with jerks, but it happens. Put simply, trivial canon and absolutes, especially arbitrary ones without guidance on how to make exceptions, just make the game harder to play.
For the record, a lot of game material contains arbitrary absolutes that make the material harder to use. Take any monster that doesn’t play well with others, a prime reason why 4e monster entries try to give you reasons to mix and match. Look for any statement with a never or an always in it. When I edit, I kill such absolutes with wild abandon. I want to avoid making the game harder.
Final Volley
Game world canon can and should make the game better and easier to play. It should be defining rather than trivial. Setting material should teach you how to make a game of your own, instructing you on how to make fitting exceptions even to defining canon. What I’m really saying is that you can portray a unique and interesting game setting, and at the same time, make that setting easy to play. You have to be careful with your canon.
Just don’t point it at me.
Illustration for Art Crash 2010, by Jared von Hindman of Head Injury Theater.
Magic 2011 Core Set Preview
The new core set for Magic: The Gathering (M11) is set to release in just over a week, and we’ve received a few preview cards just like we did with the previous set Rise of the Eldrazi. I am currently an extremely casual M:tG player and seeing the new sets that come out usually means two things for me, the first is that my friends and I will most likely try to plan a booster draft in the coming weeks and the second is that I absolutely love seeing how the game has changed since I started playing it. I got into the game right at the release of 4th Edition, which is not all that early to most M:tG players but to me it was when the game hit the mainstream and flew directly onto my nerd-radar.
The core sets have changed quite a bit over the years, but I was quite happy in the more recent sets to see some of the old classics being brought back. My very first constructed deck was a green elf & big monster deck, and seeing cards like Birds of Paradise and Llanowar Elves still in print generates a specific kind of nostalgia that is hard to get in other places. With that in mind, I’m very excited to see what will be in M11 and what the set as a whole looks like.
Here is some of the basic information about the M11 set:
Set Name Magic 2011
Abbreviation M11
Number of Cards 249
Prerelease Date July 10-11, 2010
Release Date July 16, 2010
Launch Party July 16-18, 2010
Game Day August 14, 2010
Here are the preview cards:
The Final Stage of a RPG Group: Dissolution
I thought I was done with this series when I wrote the last part about RPG group Stagnation, but recent event in my gaming group lead me to a painful decision and I thought that tackling it as an addendum to the series would be a good idea.
When I discussed a RPG group’s decline, I quoted from Kyle Aaron’s Cheetoism philosophy website where he tackled the decline of a gaming group. His solution was to get the ball rolling again by sending the group back into the storming stage through one (or several) of the following solutions:
- Change game system
- Change GM
- Change players
Aaron says that a group storming anew should either get over its stagnation issues and return into the 5 stage cycle or eventually collapse upon itself.
Mine fell somewhere in between… and I chose to put it down.
My RPG DNA, Last Chapter
When my group showed signs of stagnation way back in the Spring of 2008, we introduced a few changes, mainly switching to D&D 4e and adding a new player (up to 6, to make sure we’d always be at least 4 at every game). It worked well for a time, we went through the various “stages” and even hit the performing stage for a short while with the City Within campaign, this in spite of me going through a severe depression in the winter of 2009.
Not bad at all.
However, as we progressed through the game, hitting Paragon level (level 10+) numerous fun-dampening issues started creeping up. While none were critical, as a group we were unable to address individually nor resolve them, leading to more game sessions where the fun levels of old were harder to come by.
Some of the issues :
- The group’s 3rd wave of babies creating scheduling issues and game interruptions
- Length and complexity (in terms of choices) of higher level 4e combat
- High number of players making the above more pronounced
- Shorter periods of gaming on Friday nights with no possibility of playing on weekends
- Some players’ preference for playing previous editions of D&D
- Slight personality frictions between players seen in increased razing and occasional flareups
The further we went, I felt the various threads that were these minor irritants evolve into open irritation and frustration throughout the participants. This became more evident to me when we resumed our campaign after the self-imposed 2 month hiatus while I was working on preparing seminars.
To be sure, I started asking some of the players and my intuitions were confirmed, the group was fraying. Hell, when I half-jokingly asked one of them if I should nuke the current group before it imploded, he told me he was seriously considering quitting it! He informed me that he found the inefficiencies of our game sessions, coupled with the increased tensions made for too stressful an environment for him to spend his free time on.
Ouch.
Moving in with Very Sharp Shears!
This surprising declaration not only echoed my thoughts but made me realize that I had something more important on my hands than mere “group fatigue” or “DM Burnout”. I surmised that the “issues” themselves were likely symptoms of something deeper and I eventually came up with the conclusion that as a gaming group, the motivations that had brought us together every two weeks for the last decade weren’t the tightly wound bundles they once were.
While no individual gamer shares the same motivations, a functional group has a core that shares a significant subset of those and play games (or gaming styles) that cater to these motivations and preferences. In our case, it appeared to me that our interests, priorities and motivations had drifted over time without us ever truly addressing (or realizing) it .
Some players became more casual, staying around to hang out, without fully buying in the game system we played. Some longed for the olden days of slaying monsters, 3.5 style leveling up and getting randomized magical loot . Others, myself included, were more invested in the current system and wanted to squeeze the most out of it in the small amount of time we allowed ourselves. Yet another subset preferred not to be bothered with the added pressure of self-imposed efficiency and were openly vocal about it. Finally, some players longed for simpler a social structure like those of our earlier groups.
All these motivations were valid… they just weren’t as compatible as those we shared in earlier times. I discussed with the players, in groups and individually and my impressions were confirmed, we didn’t want the same things and I didn’t see how we’d pull things back together. If we all liked to hang out together in a more casual way, we could all save energy and play board games, hang around a swimming pool or play online games.
Finally, I acknowledged that RPGs will likely remain my preferred form of tabletop entertainment. Thus, I was going to keep playing them as the GM, a role that I still prefer to being a player. I therefore allowed myself to take all necessary steps to find my groove again and, by default, foster a groovy RPG group, including applying the potentially painful power to choose (and exclude) players.
I settled on dissolving the gaming group as it was and take a summer-long break from D&D, preemptively ending my Gears of Ruin campaign.
Now what?
I informed all my players, explaining my reasoning. More importantly, I informed that they would not be all called back when I started my next gaming group/campaign. I’m painfully aware that there will be a social cost attached to this decision and I take full responsibility for it. I remain convinced that I did the right thing to shut the group down before it frayed into further friction among friends down the line.
When we get the next (smaller, more focused) group together, we’ll agree on common reasons to play and we’ll build our sessions on these common values. We’ll chose a game that fits our combined needs (likely D&D 4e again, at a lower level) and rebuild our social contract accordingly. For example, we’ll probably agree to play less often when we’re missing players and call back our friends for bigger, board game, beer & pizza nights.
Have you ever actively put an end to a gaming group, or at least dissolved it for some time to restart later, possibly with some of its original members? How did it go?
The Chatty Pilgrim
It would be way too easy to blame this on D&D 4e not being the RPG for us/me. It’s clear that if I DM any version/variation of this game, 4e will remain my main choice for the time being. However, the people I’ve met over the last year and the games’ I’ve played have reminded me again just how large and diverse the field really is.
I’d like the following year to be some sort of game pilgrimage for me. While I’ll likely have a new regular gaming group (with familiar and new faces), I’ll also likely do periodic “geek nights” exploring what the hobby can offer beyond the big ones (D&D/d20, WoD, Savage Worlds, Gurps/Hero,etc). While I feel a current pull toward Burning Wheel, I plan to push beyond that and see what there is out there.
Rest assured that you will read all about it here.
P.S. : This means I will not post my last Gears of Ruin session, I’m sorry. But stay tuned for my Mouse Guard character generation and first adventure session we played last weekend.
Pre-Order your print copy of the 2009 Deluxe One Page Dungeon Codex through Kickstarter
What started as a humble contest became a hugely successful one which morphed into a humble PDF, then a much better looking one that was downloaded more than 4000 times!
As a follow up to this, my friends at Tabletop Adventure shared my wish to see this great GM resource be available in print form but financing a color print run is expensive.
You haven’t heard about the One Page Dungeon Codex yet? It was my first major RPG project:
The Deluxe 2009 One Page Dungeon Codex is an anthology of the best entries of the 2009 One Page Dungeon contest, coupled with essays by the creators of the One-Page template and myself on its creation and use in role playing games. The 21 dungeons found therein cover a wide creative range, from the classic retro-80′s look of D&D modules (and video games!) to lavishly decorated manors and awesomely hand-drawn dungeons that redefined the definition of “one-page dungeons”. It also features 4 exclusive pieces of artworks representing the contest winning entries.
In order to bring you this product in physical form, we settled on the Kickstarter program and started a 2 week campaign to raise the money to get the book in the hands of people. We tweaked the program to allow people to get their hands on their copy (copies) for as close to the actual cost of printing and shipping as kickstarter allowed us. In essence, we’re using the program to allow us to take pre-orders of the book and raise the capital for color printing up front.
We need to raise 550$ to get the project rolling and at the moment of writing this, we already have had 4 backers (in the interest of full disclosure, I will say that my mother is one of them and I’m not ashamed) backing a total of 155$. The options are:
- Supporter(3$): Don’t need the book, for whatever reason? You can still support getting this print product out to the RPG community. Your name will appear in the list of acknowledgments in the book. Also, if you come to the Tabletop Adventures booth at GenCon and make yourself known to us, we will thank you in person.
- Dungeon Fan (30$): Receive a color copy of the book, personally inscribed by me, and mailed to you in the US. Your name will also appear in the list of acknowledgments in the book
- Tech Savvy package (35$): Same as Dungeon Fan, PLUS a CD which includes “The One Page Dungeon Codex 2009″ and all 112 of the original entries to the One Page Dungeon Contest.
- Far, Far Away (40$): Same as Dungeon Fan, mailed anywhere in the world.
- Tech Savvy package 2 (45$): Same as Tech Savvy package, mailed anywhere in the world.
- Local enthusiast (110$): You may choose to receive 4 color copies of the book, or we can customize a package of books and CDs just for you. The books may be inscribed or not as you prefer, and we will mail them to you in the US. In addition, your name will be featured prominently in the list of acknowledgments in the book.
- Global Enthusiast (150$): Same as local enthusiast, mailed anywhere in the world.
- And others…
As an incentive to get you to join and support the first serious endeavor in RPG publishing I was a main part of, I decided to throw in an extra little bonuses. All participants (including the 3$ supporters) will get an electronic copy of the revised version of the one page Font of Sorrows that inspired this contest.
Please note that this is strictly a non-profit endeavor, funds will be used to print copies and ship for the kickstart supporters and any extra funds will go to print extra copies to give away to the community (charity auctions, gifts, prizes, etc).
I wish to thank, on top of the original contest team, my friends Micheal Wolf of Stargazer’s World as well as Vicki and her crew from Tabletop Adventures for having spent so much post-contest time and effort on this project.
You want to get your hands on this piece of RPG community history? Click here. Hurry up, it ends on July 19th so we can have them printed by August.
I thank you all for your generous support.
Cover artwork: Mark Allen
Post Publication Edit: Over at The Alexandrian.net, our approach to financing the project is being questioned. I hope that people know me enough to understand how straight I like things to be. When I say that we’re aiming to get you the book as close to cost as possible it involves the credit card charges and kickstarter “slice” that I don’t want Tabletop Adventure to foot since they’re all doing this as volunteer work (they could do other things with their time) .
Any money that comes from people donating more than the asked for price or those going for the 3$ option will go toward printing more books that will be given to charity auctions or as prizes in contests. I also plan to ride the first print run and purchase about a dozen books so that we can sell some at the cons I will be over the summer.
I hope this clarifies things and I’m more than happy to answer questions if you have them.
Oh and in better news, we’re just 100$ away from our goal! That’s so cool! Please help us make this project a reality!
Thanks.
Critical Bits for the week ending 2010-07-04
- Dixit wins Spiel Des Jahres (via @boardgamenews) http://bit.ly/aNpKlM #
- Check out @JaredvonHindman's Playing Evil Races D&D Outsider article about monstrous races http://bit.ly/aw9HTA #
- One Cool Thing I Saw at Origins 2010 http://youtu.be/A7yDNjdiXgo #
- Updated the Origins Awards post with links to some of the products nominated (mainly with our affiliate links) http://is.gd/d8dmQ #
- RT @thekiko: The Elemental Chaos is a pretty interesting place #dnd http://twitpic.com/20uugb http://twitpic.com/20uvl0 #
- Our old friend The Foodist donated to Mario Marathon – we hope you will too. Donate money to Child's Play, watch Mario http://is.gd/d8S4K #
- July's DDI content calendar is up: http://is.gd/d8Uhe Will Airship Battle on the 15th be anything like our Air War SC? http://is.gd/d8Ulk #
- GAMA announces a 5% increase in attendance, for a total of 10,669 attendees total this year. #
- RT @cwgabriel: First part of my series on how I made the Elemental Chaos encounter is up now. http://bit.ly/bEbeXd #
- RT @joystiq: Hulu Plus launching on PS3 'soon,' Xbox 360 in 'early 2011' http://bit.ly/dlMJX2 #
- RT @rjschwalb: New podcast @Wizards_DnD includes interview with yours truly: http://www.wizards.com/DnD/Article.aspx?x=dnd/4pod/20100630 #
- RT @cwgabriel: Part 2 of my article about the Elemental Chaos encounter now up. see the actual mechanics of the fight. http://bit.ly/b81HsX #
- RT @DMSamuel: Want to hear a great #dnd conversation? New DM Roundtable podcast: http://www.dm-roundtable.com/?p=1 now with updated links!! #
- RT @rdonoghue: Second day of screenwriting inspired posts. Today I propose breaking the 4E campaign model – http://bit.ly/9rY5kV #
- RT @fredhicks: New on Deadly Fredly: One Quarter Worth of Dresden Files Sales http://bit.ly/b4x28R #
- RT @mudbunny74: Watch out for a phishing scam involving eamil from #WotC Details here: http://bit.ly/aBqSiM #
Roludothon 1 Report: The Sea patrol.
See part 1 of my convention report here.
The afternoon of this con saw me join a new group for a game of Mouse Guard. I had not been a player (instead of a game master) for some time and I was approaching the experience with a mix of excitement and worry. Excitement to finally see someone else run Mouse Guard, worry that he’d be bad at it, or that I’d hog the spotlight from other players and annoy the hell out of others like I know I can do.
Then I gently told my numerous neuroses to go outside and play in traffic while I settled in my chair to have some actual fun. This post relates the 1st of 2 missions we played that afternoon. While both were very enjoyable, the 1st one bests showcased how the game plays.
Dramatis Persona
I was soon joined by a group of awesome players: Florian, Cedric, Harold and our GM, Dominique.
Dominique is one of those Burningheads you hear about in gaming conventions. You know what I’m talking about right? I mean those who wear Luke Crane’s Burning Wheel t-shirts all the time and get the game’s logo tattooed behind their necks to show their undying support for his games!
I kid. Dominique was a very enthusiastic GM whose quest for finding the RPG that met his needs led him to Burning Wheel and Mouse Guard. He’s told me he played several successful campaigns with both. My initial worries were rapidly put to rest.
Our GM presented us with our Mouse Guard patrol, made of various pre-generated characters. I decided to go for a Tendepaw apprentice called Sloan whose beliefs and traits screamed “evil git” but who I morphed into something closer to my own playstyle which was “impulsive troublemaker”.
Harold, with whom I developed a quick friendly report, picked up Thom, our “I’m too old for this crap” Patrol Leader. Florian (who later joined my 4e game) played the role of “I need to listen to my heart and follow my head” Sadie. Finally, Cedric played Baron, our beefy halberd-yielding tough mouse.
The Mission
The mission, as is mostly the case in this game, was very straightforward. Sadie’s enemy, a merchant called Shane came to us, all battered and wounded, telling us he had been waylaid by pirate mice on the Northern “Sea”. He begged Sadie to help escort his ship and cargo from Darkwater to Port Sumac (2 coastal cities on that “sea”, scale is pretty screwed up in that game) and find any info about the pirates hideout to recover his lost wife.
I’m having a bit of a fridge logic moment here… wouldn’t Shane ask us to find his wife first? I guess there’s a reason why Sadie didn’t like the guy. After a bit of hesitation, Florian decided to have Sadie accept helping his adversary and we set out on his boat.
GM’s Turn: Disaster Strikes!
As our party of guard mice set out on the open water, I knew trouble was coming (the game thrives on obstacles and conflicts) and I also knew that trouble was even more fun when we failed a challenge! So when the DM hinted that the weather might be changing and that he wanted to know how we were going to deal about that, I let go my inner instigator. I knew full well that the first player to step on the plate had to go for it and could not weasel out.
Except that Sloan was not, by far, the best mice for the job.
So using my low mid-range weather watching skills, accepting the guidance from my mentor, but pushing away the help of Sadie (my belief was “I’m superior to all other mice in the territory”). Thus, I only managed to tie the opposed check vs weather. When given the choice for a tie-breaker by Dominique, I promptly chose to use my “Cunning” trait in favor of my opponent (i.e. the weather) arguing that I secretly wanted to fail to get a better occasion to shine later.
The weather turned, much to Sadie’s displeasure and the boat started collapsing. Sadie took the lead to prevent it from breaking up and, as can be expected, refused my help! (The tension was rising!) All other guards chipped in but the roll failed and the boat collapsed and we managed to save most of the cargo onto a makeshift raft slowly drifting toward Port Sumac… right into a nest of Geese!
The GM called for a fight and we split in 2 teams, each choosing our conflict goals. A pair of geese males would try to teach us mice a lesson by capsizing our raft, Harold and I settled on “Striking terror in the heart of those birds so they leave all mice alone” and the other team chose “Prevent the loss of all cargo”.
What a fight that turned out to be! My character had no direct fighting skills (my weapon was a shield) so our team alternated between attacks, defences and manoeuvres (and generous use of my poison-lore) while the other team focused on attacks and manoeuvres. The geese made a few passes at the boat and destabilized our position quite strongly yet with a few well played strokes of Thom’s sword, Sadie’s sling and, especially Baron’s Halberd we also dropped the geese’s disposition (the game’s hit point).
Fortunately, both of our teams managed successful Defence rounds (which “heals” our disposition) and my character went all out, climbing the rafts mast, jumping in the air and landing a very solid “Death from Above” hit on one of the 2 aggressive birds, making them flee in abject terror, all cargo safe. Sadie’s enemy was pushed overboard, but Sadie, after visibly hesitating, threw Shane a rope to bring him back on the raft.
Tired, hungry and thirsty, we made it into port, sought out Sadie’s friend who owned a Tavern and eventually convinced her to share with us that some thugs over at the docks had contacts with the pirates who careened at an island near Port Sumac.
Player’s Turn: Sloan’s revenge!
The player’s turn is that very peculiar mechanic where players obtain, through using character traits against themselves during the GM’s turn, a number of turn tokens to use to redirect the story’s narrative and recover from the tribulation of the GM’s turn (i.e. the adventure).
Now the game rewards players who use their character’s beliefs, instincts and traits, so I decided to go for gold. My instinct was “Always seek revenge” and I had a target!
I used my token to approach Sadie’s enemy who was painfully recovering from this whole ordeal. I suggested that Sadie could use a good lesson in humility and proposed that I play a prank on her, provided that Shane supplied a very specific chemical compound that I was sure he had in his cargo of dies we had just saved. He happily obliged and I, in front of a disbelieving GM, explained how I planned to concoct a bleaching solution to drop in Sadie’s washbasin during the night. I made a sneaky skill roll and succeeded!
Now what was really cool was that Sadie’s player, Florian, totally played with me on that one and described how Sadie cluelessly went about washing her furry face, failing to notice all the bizarre looks she got from everyone.
We managed to track down the pirate’s most likely hideout (with the help of Sadie and myself acting as distractions) with the help of Baron infiltrating a dock gang and got to see Thom try to armtwist a governor into helping the patrol and then fight a dock thug to secure his commitment.
A great mission. Dominique showed all the elements I look for in a great GM, enthusiasm, flexibility and a willingness to let players suggest events and consequences whenever he has to make a choice. The other 3 players were also great to play with.
I truly love this game and I can’t wait to play it with my friends tomorrow. I’ll keep you all posted!
The Dungeon Master Guys, Episode 3

"My sword detects Orcs nearby!"
Welcome to the third episode of the Dungeon Master Guys podcast! We have a big show this time around, with all kinds of special guests. So listen in to Chatty DM, Newbie DM, and Dave the Game as they fire off some more DM tips to help you improve your games.
In this episode:
- Dave the Game talks to Quinn of At-Will and Danny of Critical-Hits about improvising games
- Chatty DM talks about the “what if” method of campaign design
- Newbie DM talks to Randall Walker of Initiative Or What? about using props to make your game more immersive
- Chatty DM and Newbie DM talk to Chris Sims, freelance game designer and writer for Critical Hits, about using cursed items in your game
- Plus we answer an email and voicemail
Things mentioned in the show:
- Ultimate Toolbox
- Minting the Coin of the Realm at Initiative or What?
- Necklace of Strangulation Cursed Item at At-Will
- Kobold Hall Starter Kit at Newbie DM
Music:
- “What you Want” (ver. 2) by Kevin MacLeod
Sponsored by:
The Dungeon Master Guys, Episode 3 (39 mins, 19 MB)
[Download MP3 | Podcast Feed | iTunes Link]
We are always on the lookout for questions (about being a D&D 4e DM or about GMing in general), comments and suggestions. You can leave them here in the comments, email us, or leave us a message at 305-349-3026, and we’ll be more than happy to feature them in a future show.






