Vanir’s New Year’s Gaming Resolutions (2012 Edition)
It’s that special time of year again. You know, the one where you run out of times of the year. This year was a significant improvement for me in a lot of ways. I got laid off from a horrible job, and almost immediately got a really good job. I got a gaming group together. I’ve had a lot of new, awesome experiences this year, and my gaming life is much improved. That being said, here’s what I plan to do this year.
Playing With My Boy!!!!!
My son is old enough to play board games now, and many of his Christmas presents this year are ones his parents get to play with him. I couldn’t be happier. I’m going to enjoy this for as many years as I can, this one included. With any luck, I won’t ever have to stop!!!!
It also doesn’t hurt that this is going to get my wife playing some games too. I’m certainly not going to pass that up. I always loved playing board games as a family when I was a kid. I suspect I will like it now also.
More Small Systems
Phil and Dave have been encouraging me to try out some non-D&D RPG systems for some time now, and this fall I got to do just that at DC Gameday. I tried out Microscope, Fiasco, and a couple variants on the Cortex+ system. 4e and I have had some issues for a while, so it was pretty reinvigorating to see some other approaches to both roleplay and combat.
This year, I have a hitlist of games to try, in no particular order:
- Lady Blackbird
- Pathfinder (I just wanna see if it really does feel like 3.75, because I loved 3.5 so)
- Leverage
- Dresden Files RPG
- Don’t Rest Your Head
- LOTS OF OTHERS
Prep Prep Preppity Prep Prep
I had more than a couple days this year where I asked the group if board games would be OK instead of D&D. Sometimes it was just that I was fried and didn’t feel like anybody was going to have a good time if I ran the game, but there was a lot of procrastination in the guise of “writer’s block” that found me the morning of game night (game morning?) without the vaguest idea of what to run the party through.
I realize it’s probably not a good idea to plan the story out too far in advance (as the players frequently have other ideas), but having some combat encounters prepared might not hurt. Having NPC’s with basic talking points, motivations, and other important info written down for when one of my players manages to catch me off guard is another place I intend to do some work. I’ve also seen some excellent suggestions from our readers on coming up with a battle plan for monsters so as to make better use of their powers, which will hopefully ease my “the players kill everything I throw at them with ease” problem.
Get More Experience Behind The DM Screen
I’ve had the good fortune to run a fairly regular game every other week for almost a year now, but I still frequently feel like a complete novice. Admittedly, I have a group packed to the brim with wildly creative players with an uncanny knack for finding something that causes me to rethink everything on the fly. I love playing with them this much, but I do occasionally feel like I’m DMing in 10x gravity. We’ve all been together long enough that they know how I run the game, and I am starting to get a sense for what form the Destructor will take (even if I can’t stop it). My players endured a lot of my strange experiments and indulgences over the past year. This year, I want to take these experiences and start making adventures that are fun for them to play and fun for me to run.
I’d also like to try my hand at running some convention games this year. I’ve been in karate since I was a teenager, and in my mind this feels like a tournament: nothing shows you where you need work the most like putting yourself in a situation where you need to use your skills against complete strangers. Hopefully, this time, failure doesn’t equal a boot to the head. There’s also that bit where I get to meet and have fun with new people and support the conventions I love to attend each year. Admittedly, I am pretty nervous about running con games. However, I think back to some of the really terrible ones I’ve had over the years, and I’m pretty sure I can’t possibly be that bad. I hope.
Surround Myself With Inspiration
One of the worst feelings as a blogger or a DM is to scan your internal database for ideas and find none. Usually all it takes is just to see a cool idea I can build upon or to talk to someone and I can go from there, but getting that initial spark going is painful sometimes.
Simply put, I’m going to read a ton of books. I’m going to catch up on all the movies and TV shows that I’ve been “meaning to get to”. I’m going to try to get more involved in the RPG bloggers’ community, and throw my hand into creating and building cool things. If it’s anything like writing, there’s a great deal of inertia involved. I’d like to move forward, and always have some ideas in the chamber.
Confidence!
Ultimately, I do have an ulterior motive behind wanting to do most of the above — I want to be able to relax and have fun behind the screen. I want to be able to sell my NPCs and hook my players into my story. I want to run combat and not worry about if I’m screwing something up. I want everybody at the table, including me, to be excited about what’s going on.
I’ve noticed it’s hard to do any of these things when you’re self-conscious about everything you’re doing.I want to settle into this role so this sort of thing can live in the back of my mind instead of the front.
Remember The Point
It is awful easy to get embroiled in trying new games and organizing things and learning other things, completely forgetting why you do any of this. I want, this year, to remember why I play with others — I want to spend time with them. I want to bond with them and share awesome experiences with them. I want to have fun with them. This goes for my son, my wife, my gaming group, my Internets friends from the Bloggerlands — everyone.
This realization was one of the best parts of this year for me.
Hope everybody has a safe and happy new year, and I’ll see you all when the calendar looks different.
Photo Credit
Critical Bits for the week ending 2011-12-25
- GM As Sommelier: Pairing Settings and Systems by @DNAphil http://t.co/Cg07OLFW #
- Jeff Grubb breaks down how and why there are WotC layoffs near Christmas: http://t.co/M6lz2kLZ #
- RT @io9: Watch the first trailer for Peter Jackson's The Hobbit now! http://t.co/GBN1Ivvw #
- RT @DreadGazeebo: What's this? A #dnd #4e Christmas Krampus on @KoboldQuarterly, created by some Gazebo guy? http://t.co/XBedSIK1 #
- RT @richgreen01: Rich Baker's new blog Robot Dragon Battleship: My New Blog Site; Christmas 2011 Update http://t.co/LhEysgb9 #
- Happy D&D Holidays from Jeff Grubb: http://t.co/x5fa4eac #
Critical Hits Podcast #33: Erik Scott De Bie and Mike Shea on Sandbox Gaming
Mike Shea of Sly Flourish and Erik Scott De Bie, author of Gloomwrought, the Neverwinter Campaign Setting, Shadowbane, and more, discuss sandbox gaming, especially how it relates to Dungeons & Dragons. How to run your game in a way that gives plenty of options without driving yourself crazy, top tips for keeping a sandbox campaign running, incorporating character backgrounds into sandbox play, what level of preparation you need for running a sandbox game, the mix of roleplaying vs. combat in a sandbox game, and much more.
Sandbox Gaming (62 minutes, 57 MB)
The Pain of Publication: Revising and Cutting
My first installment detailed my past attempt to get published. This article is going to detail the last steps I am taking prior to preparing another deluge of query letters. First, here is an explanation of where my current project: it’s called Roland’s Legion and it could be described succinctly as Red Dawn meets Harry Potter. I could go into more detail, but this column is less about the plot of my novel and more about how you go about dealing with a novel. My novel is in the midst of revisions by third parties (friends that I begged to read it and they took pity on me). Two of my friends read, reviewed, revised, and critiqued the novel once. Then I did rewrites and revisions. At this point, 5-7 more people are going through that process again with version 2.0. I should have their notes in by the Christmas. At that point, I won’t have any more excuses for why I haven’t worked on my latest draft.
So now, with all the self-important preamble out of the way, its time to cut to the heart of this column: killing what you love. It’s easy, academically, to understand you need to tweak and change sentences to make a novel more readable. Over the course of thousands and thousands of words you are almost certain to put down some downright incomprehensible sentences. Maybe you fall in love with a few, but diction is not the issue I’m covering here today. No, instead we’re talking plot. Some readers questioned the purpose and execution of what I will call The Religion Subplot. At first, I rejected the notion it needed to be changed. I could fix it, tweak it, and make it better. I would show my friends what it was that I meant in my brilliant manuscript even if they were too stubborn to see it. In fact, my first revision did see me overhaul and improve the The Religion Subplot.
However, my friend Andy, who was insane enough to read my draft a second time, still had some rather well-reasoned criticism of the The Religion Subplot. I had thought that I had fixed it, but his renewed complaints planted the seeds of doubt. After overcoming my own wounded pride, I decided to look at The Religion Subplot with as much objectivity as I could muster and judge it based on the following criteria: [Read the rest of this article]
The Island Of Misfit Christmas Article Ideas
It was my intention to write a funny Christmas article this week. It didn’t turn out so well.
The Ed-In-A-Box
‘Twas the night before Christmas, and all through the Realms
Not a creature was stirring, not even Ed Helms*
…
The dicebags were hung by the chimney with care
In hopes that Ed Greenwood soon would be there.
…
On, Mystra! On, Pelor! On, Oghma! On, Tempus!
On, Telos! On, Orcus! On, Selûne! On,Vecna!
* yes, this was my first clue something was amiss
At some point, the magical Christmas safeties were triggered, and my hands refused to type any more for the good of all mankind. [Read the rest of this article]
Instant Dungeon Crawling, Trial by Dragon
Last week, I posted about a formula I devised at the New York Comic Con to play an improv randomly generated dungeon crawl.
At the time, I had no idea how successful the experience would be. As it turns out, things went quite well indeed. Read on for the “storified” highlights of this two hour game.
Puzzling it Out
In one room I rolled “puzzle” on my trusty chart. The map showed two pools, one silver coloured and one gold. So I devised the following “simple” puzzle. The players had to take a container made of silver to transfer water from the silver pool to the gold pool OR take a gold container to do the reverse. Doing either popped a secret latch in the wall and uncovered the treasure.
I let the players experiment for about 10 minutes, answering questions, helping them learn about skill checks to obtain hints and figure things out. They eventually caught on but no one had a silver or golden container.
Rogue: Hey wait (throws treasure token from a previous encounter my way), I have this magnificent silver liquor flask. I pour out the content and use it.
Chatty: What was in the flask?
Rogue (smiling evilly) Fine Dwarven spirits…
Dwarf: No!!!! [Read the rest of this article]
30 For 30
When the time came to figure out what I would be doing for my 30th birthday, I decided to give myself a quest. In the past, I’ve watched all of the Lords of the Rings movies (extended editions) back to back, and tried to drink 26 drinks in a single day each starting with a different letter of the alphabet (it didn’t go very well.)
Being The Game, the answer seemed obvious: 30 games in the course of one gaming party. After a bit of discussion with my fellow partygoers, we further clarified it had to be 30 different games. I succeeded, though with a little cheating. Here’s all what I played.
Game 0: Tetris with my Dishwasher
I didn’t count it, but fitting everything in my sink into the dishwasher with the added time pressure that people were arriving was one of the hardest challenges of the day.
Game 1: Toc Toc Woodman
This is a dexterity game that was recently brought to the US by Mayday Games. I enjoyed this one since the rules are very simple and clean while creating a pretty intense experience. You hit a plastic tree with an axe (two taps on your turns) and keep anything that hits the table. Bark on the edges is positive points, the cores in the center are negative points. A fun game that I’ll happily play once or twice occasionally but probably won’t become a permanent part of my gaming rotation.
Game 2: Fiasco “All The Damn Time”
I’ve wanted to pull this playtest playset out for a while, yet always rejected it since I rarely play Fiasco with a completely experienced group, and the playset heavily cautions against playing it with new people. While I agree it’s on the complex end of the Fiasco playset scale, and it certainly shouldn’t be a GROUP’S first playset, it worked fine with one new player.
This was without a doubt one of the funniest Fiasco games I’ve played in, while simultaneously being mind-bending and, of course, a Fiasco. You all play versions of the same person, unstuck through time and encountering each other. Each person as a result ends up bringing their own interpretation of the same character (as well as their own personality) which mixes quite well with the play. While the playset has the potential for a more introspective game, we went the other way bringing out the time travel tropes at rapid pace. Predestination paradoxes where the main character Sam convinced himself that he’s his own father because of a rumor he told himself, alternate timelines trying to scam each other, a temporal twin sister, a bag of heroin that gets dragged through time, and an aftermath involving Sam punching himself as a baby and eliminating all the others from existence were a few of the many highlights.
Game 3: Dominion, All Hinterlands Expansion
After the intense Fiasco session, I sat in on a game of Dominion using all Hinterlands, which I’ve only gotten to play with a few times. Due to some various action chaining, and some Noble Brigands making keeping high treasure cards difficult, this was a slow match.
However, Hinterlands has gone up to my top 3 Dominion expansions. Its effects that trigger in other times when playing them does make the decisions a bit more interesting than in other sets. There’s a lot to be said for just using my 3 favorite sets together (Hinterlands, Prosperity, and Seaside) along with the promos- especially since my custom box is too small to keep all the cards!
Game 4: La Strada!
My first cheat, especially because I am ALWAYS playing La Strada! And you should too.
Game 5: The Game
You just lost it too.
Game 6: Sorcerer (dice game)
As a third game played while also playing the Hinterlands game, I played this silly dice game with “the designer.” Here is the gist of Sorcerer:
- Start at level 1.
- Roll a d6.
- If you rolled anything but a 1, level up.
- If you roll a 1, you die at that level.
- If you get to level 20, you can roll to try and get into the pantheon of gods on a 4+.
- However, the pantheon is full, so that’s probably not an option anymore.
- If you’re playing competitively, you can stop rolling at any level.
- Did I mention it’s not much of a game?
Game 7: Legend of Drizzt
The latest in the D&D “adventure system” board games, and the only one I hadn’t played before. I played the allied version of Artemis Entrari because assassins are awesome. We kicked Shimmergloom’s draconic ass, even though Drizzt fell in a pit for a turn.
I didn’t realize this version of the game came with more playable characters than the others. We suspect the characters are better than the characters in previous versions of the game, too. There’s a few other cool twists in the cards without adding extra rules to the core engine of the game, which is good. On the other hand, I don’t know if the missions add enough for the game to make me excited about playing it a lot more.
I did ruminate with Sly Flourish (who had brought the game, painted minis and all) that it might be time to combine all three into one mega-game though, and customize it to only contain the most fun stuff. Now that’s tempting, and gives me a few ideas for other games.
Game 8: Rock, Paper, Scissors
I held off on playing this until my friend Mark showed up, who had called it in advance. I had to turn down at least 4 previous offers to play it. And then, I lost. Stupid rock.
Game 9: Hit A Dude
I hit a dude, and play passed to the left. I did not use the player’s guide, however.
Game 10: Get Bit!
A few folks there had never tried it and asked me to play, so we busted out my “primo” copy with all the extras from the Kickstarter campaign. We had 7 players interested, and because of the promo pink robot, 7 player sets. I didn’t want to jump into the Sharkspansion either with new players. I also couldn’t just sit it out, so we tried it with 7 players, which I have never tested before.
As expected, there’s lots and lots of ties early on, and goes longer than I’d like. However, it still works as a game if you don’t mind it being more chaotic and punishing. I wouldn’t recommend it officially for the published rules, though. The Sharkspansion is still the best way to add a 7th player, and in my oh-so-biased opinion, adds a lot to the game.
Game 11: Loopin’ Louie
A friend of ours brought this over, unaware of my tournament-level past. I taught him the tournament rules, and enlightenment was had. And then I won the mini-tournament, showing that my skills have not atrophied much over the years.
Game 12: Crappy Birthday
We had a crowd around, so I busted out this party game from Northstar Games. It was appropriate since it’s about recieving gifts on your birthday, and inappropriate since my party and gifts were not crappy at all.
This is a quick, Apples to Apples-ish party game about giving the worst gift to someone on their turn, from a deck of cards of gifts whose quality ranges wildly. I do enjoy playing this, yet I may try some of the optional rules about giving someone a gift you think they’d like and one you think they would hate, and go from there. Also, it usually ends far too quickly if someone gets a better hand of crappier gifts.
Game 13: Seven Dragons
I busted out this game to play with the “Rainbow Dragon!” guy from the promotional video.
I enjoy Seven Dragons more than its predecessor Aquarius, not just for the Larry Elmore dragons but also for the added gameplay improvements. This is one of those games that I’ll rarely suggest on my own but works well in a group of both gamers and non-gamers.
Game 14: Tic-Tac-Toe
The Main Event suggested this one and threw down a piece of paper and allowed me to have the first move. Somehow, I lost, in plain view of many partygoers. I suspect I’ll have to relinquish my title of “The Game” as a result, and you would not be wrong to take it from me.
Game 15: Hangman
I had my revenge on The Main Event in this game, who also screwed up the rules. Unfortunately, the message was “Y O U S U C K” so it indeed was a victory and great cost.
Game 16: Spot-It!
This real-time game, brilliant party game is easy to bust out for a short amount of time, choose your own preferred rules set with the same basic play (match the symbols on two cards, which is much harder than it sounds), play, and then be done in a few minutes while still feeling satisfying. Simple enough for kids to play, yet fun enough for adults as well (especially when you add swearing to everything), I’d say this is one of the hits of the year for me.
Game 17: Pit
As it was getting late into the evening, and some players were already leaving, I started to push for quick playing games to hit my quota. Pit is an old game, which I jokingly call a “shouting game.” It’s interesting because there are strategies there, and I have seen people (including those who have actually worked in the stock market) do consistently very well at the game. I know some basics and still haven’t figured out what the best way to play is. Still, for a game that goes that quickly and includes a bell, hard to go wrong with this one.
Game 18: Hey Waiter!
Another quick-playing game designed by my friend Anthony, you are given a stack of dishes (represented by poker chips) and try to serve them before your opponents do. We played partnership, which means you look for opportunities to help both yourself and your partner while blocking your opponents.
The design of the cards and the available actions gives it a bit of a learning curve for a pretty simple game, yet there’s some real decisions to make during it that make it fun. If you’re a fan of trick-taking games or similar, this one may appeal to you despite not being trick-taking at all.
This is also the point where I realized I was playing a lot of games with a “!” in the title.
Game 19: Falling
Another of my top 10 games of all time (alongside Loopin’ Louie and Dominion), Falling takes more time to teach the rules than it does to play, which means you can get in a few rounds of it very quickly, and each game still feels like a frantic rush… just like falling from the sky. This is a real time game where your only goal is to hit the ground last (which happens when the deck runs out). This game is hated by many but remains one of my favorites. I almost pulled out my other favorite real-time game (also from Cheapass) Brawl but didn’t make it happen.
Game 20: Jenga
This was one of the most intense games of Jenga I’ve ever seen, including a late game twist where one of the players developed a forceful strike to knock blocks away from the table where they would land with a violent fall. He ended up pulling this off three times, and was among one of the winners. The tower was very tall by the end, and went many rounds past where we thought it would. I also got to regale other players about playing Dread and getting really lucky with my pulls so that my complete bastard of a character got away in the end.
Game 21: No Merci (aka Geschenkt or No Thanks!)
This short yet brutal filler hasn’t seen much play lately, yet it’s still high up there. The rules are really simple: either place a chip (worth positive points) or take a card (worth many negative points.) Getting runs of cards means you lower the amount of negative points you have. That’s about it, except that random cards are removed from the deck, and are hidden, so you don’t know if the cards you need to connect are in the deck. There’s a combination of gambling on what will come up, as well as trying to milk points from other players at the right time and for the right amount.
Game 22: Mamma Mia!
Another great filler. Part memory game, part hand management, you play ingredient cards into a center pile along with pizzas recipes that have different requirements for the cards under it. When the deck runs out, you see if people were able to make their pizzas or not. You play for 3 rounds and see who has made the most pizzas.
I like this game because while there is a memory element, it’s is far secondary to smart card play. I managed to score all of my pizzas, easily winning.
Game 23: Magic: The Gathering Commander
Using two of my decks, we tossed down a quick one on one Commander duel: Kresh vs. my never before played Wrexial deck. I didn’t draw the right mana for most of the game, and Wrexial’s ability to pull instants from the graveyard didn’t end up helping that much. When Phage the Untouchable hit the table, it was over for me. I do have some tweaking to do with the Wrexial deck, yet I still like the idea and play of it a lot.
Game 24: Treehouse
One of the quickest playing Icehouse/Looney Pyramids games out there, I hadn’t played this in so long I forgot how all the different actions worked. Fortunately, I had a trained Looney Game Technician there to help me with it (and I won with a well-timed Aim.)
Game 25: Dots And Boxes
I managed to convince a few players that wanted to get to Risk Legacy (which I wanted as a closer) to help me hit my goal before we could play. Thus, this was the first of a few rapid-fire games.
I hadn’t played this since I was a kid. I won with some friendly assistance. I probably don’t need to play this again until I’m 40.
Game 26: Win, Lose, or Banana
I got a banana.
Game 27: High Card
I wrecked this game by pulling the Ace of Spades immediately. I have mad High Card skills.
Game 28: Texas Hold ‘Em
We dealt out two cards to everybody sitting there. Several people called. I folded my hand in this no stakes, no consequences game, then cashed out with as much money as I started with.
Game 29: Blackjack
Yes, my penultimate game of the evening was Blackjack, a game I’ve never played in a casino. After one hit, my 20 was enough to defeat the dealer. Good enough for me.
Game 30: Risk Legacy
This has been a frequent centerpiece at our Thursday game nights lately. If you’re not familiar with it, it’s a game that could potentially define a whole new category of games.
Essentially, the game evolves, and is never the same from game to game. You make permanent changes to the board, the rules, the available resources, the other components: it all permanently changes with each game you play. As a result, a meta-storyline develops. You write on the board to name cities and immortalize the winners of conflicts. When certain events happen, you open envelopes.
In the game prior to this one, we opened two envelopes in the same game, and each was a mind-blowingly awesome twist that forever shaped how later games will be played. I’m trying very hard not to spoil anything just because of how cool it was to experience those.
The game we played was our first chance with the new stuff we unlocked in the previous game, and as expected, it made a big impact on how the game was played, and even had much more subtle repercussions in the strategy of the game I couldn’t predict. When people have asked me about the game, I’ve responded that it’s a really cool idea, but the game play is still Risk, so judge that carefully. I’m not a big Risk fan and didn’t play it much growing up, so I’m at a bit of a disadvantage when I play. Still, despite the fact that I’ve never won, I still look forward to every time I play just to experience more of the story we’re creating with the game.
In short, other than losing again (when so very close), it was a very satisfying close to 30 games in a single party.
Final exclamation point game title count: 6
Critical Bits for the week ending 2011-12-18
- RUMOR: Rich Baker laid off at Wizards of the Coast. (source: @PhilAthans) #
- We were sorry to hear that Rich Baker and @StvWinter were let go from WotC yesterday, and thank them for their contributions to D&D. #
- RT @MargaretWeisPro: Want a sneak peek at #MarvelRPG Check out the Basic Game promo and cover on our site! http://t.co/yUuNGqrx #
The Pain of Publication: How I Got to Where I Am
For those of you who don’t me, I was one of the original group that started writing for Critical-Hits, but as my life changed, my time as a DM/GM dwindled. As such, my status as a regular columnist shrunk to that of a mere guest columnist. I grew up with TheGame and Bartoneus and can even be seen grinning foolishly in a few Ennie Award pictures. My column, the Pain of Campaigning has languished and faded into obscurity, but from the ashes of that experience I would like to introduce my new column: The Pain of Publication.
If you want advice from guys that have actually been published in the gaming world, frankly, there are plenty on this site. None of my work has seen publication. My efforts are focused more on fiction writing. However, even in that regard, I have also struck out. I never tried to get the first novel I wrote published. I realized it was deeply flawed and I lacked the dedication to fix it. My second novel was better, and after a major overhaul I even had agent representation, but my agent never did get it published. Now, years later, I am nearing the completion (read: temporary stoppage in editing) of my third completed novel and seeking once again to find an agent and get published.
The Pain of Publication is a journey through this process. I emphasize, again, that this is a process. I can offer no advice on what works, because nothing has for me, but what I can do, is discuss my regular activity related to this subject. This column’s focus will range from the obvious (getting an agent), to related (how do I make my novel worth publishing), and all the way through tangential subject matters (I have not yet fathomed what those might be).This first installment is going to focus on how I found an agent. There are literally books written on this, and agents out there with information on how they find and evaluate talent. Those books and resources are more qualified to speak on things as an expert, but its my hope that my own anecdotal experiences and lessons learned will be useful to some people out there. [Read the rest of this article]
Instant Dungeon Crawling, The Formula and the Setup
Earlier last fall I was at the New York Comic Con as a volunteer DM for Wizards of the Coast. I asked to be assigned to the “Learn D&D” activity. The organizers asked me to provide an improvised adventure using the material available in the D&D Red Box (the 2010 version) rather than play the adventure found in the box.
I played 3 such games and they each were incredibly entertaining. I recounted one of them here.
In the last game I played, I wanted to create a dungeon crawling experience with absolute minimal prepping in advance. More importantly however, I wanted to be able to play without floundering for ideas whilst in the middle of running the game. As I pondered my options, I came up with a formula for running a quick 2 hour game. I’m sharing this with you because I think you might find it useful.
I started with the Red Box , including the dungeon battlemap packaged with the game. I then took a fistfull of glass beads (which I dubbed “treasure tokens”) and wrote the following table:
Roll a d10
1-2 Empty Room, Treasure out in open
3-4 Trap
5-6 Puzzle
7-0 Monster
The idea was to have the treasure beads distributed in various rooms of the dungeon and roll on the table whenever the party entered one such room. I’d make up an encounter based on the result using nothing but the list of monsters in the Red Box’s DM’s booklet and the mini-Rule 42 found on the booklet’s last page (the DC for level 1 adventurers and a damage chart for hazards). If I rolled “monster” I’d make a level 1 encounter on the spot based on what made most sense or was cool.
With only a 40% chance to face monsters (combat not being the only outcome even then), I thought this distribution to be ideal for fostering exploration and creating the classic “poke with a stick” experimentation that I fondly remembered of my early D&D games as a tweenager.
Turns out I was right…
Armed with these, I got a group of 4 players and we created the setting for the game by having them answer these questions:
You are adventurers that banded together recently. Tell me what your last adventure was about. More specifically, tell me one good thing that happened to you and one bad thing that requires you to return adventuring in dungeons.
The wizard player (sensing an exploit) said “I found a very powerful staff”
I answered “Ha! Sure, no problem… But since this is a one shot level 1 game, please work in your ‘bad’ stuff how you lost that staff… even if only temporarily.”

The Dwarven Slayer piped in: “I know! I spent all of the party’s loot from our last adventure on ale and whores… I even pawned the wizard’s staff! I’m so sorry guys, I’ll make it up to you!”
Everybody was laughing their heads off, the game was already a great success.
Chatty: Okay then, well the dwarf knows this Goblin “Bookie” called Groo that specializes in booking high risk, high paying, no-questions-asked forays into vaults, catacombs and other subterranean locales in exchange for a very fair share of the spoils.
Dwarf: Oh yeah, he’s the one who spotted me the money for the staff.
Drow Ranger: You are so not leaving our eyesight, ever again!
Dwarf: Oh come on, I told you I’d waive my part of the treasure until I paid you all off!
(The guy was so funny…)
Chatty: Okay so Groo tells you that the thieve’s guild has had one of its minor vaults run over by monsters from the Underdark and were ready to sign off the valuables stored as a “business loss”. Groo bought back the “content” of the vault at 1 silver piece to the gold crown and wants you to recover as much from it as you can… he promises to let you keep 50% of whatever you recover.
I pulled out the Red Box’s Dungeon map and handed out a pair of glass beads to every player.
Chatty: Okay each of these beads represents a small generic treasure pile whose worth you’ll evaluate once you leave the dungeon. You’ll alternate turns placing these tokens onto the dungeon map, representing in what room treasure can be found. Whenever you enter a room with one of those beads, I’ll play on my little table here to see what you meet, it won’t necessarily be monsters.
The players started placing the beads commenting on some of the features appearing on the map, like braziers, pools and ominous runes on the floor. It reminded me that these were all new players or players who hadn’t played in decades. It dawned on me that I had a very important job here: present one of my favourite games to these players so they could taste how awesome playing D&D is.
Chatty: Okay, before we start, here’s one last thing about the beads. Since they are generic treasure, it’s possible that they could be useful for you in a given situation. So at anytime that you need a particular tool or object, you can “spend” a token and tell me “Oh but I have this doohickey that’s great for disarming traps” or “Oh look, here’s the key to that locked door” or better yet “Hey guys, what does a “healing potion” do?”
They loved it.
In hindsight, they mostly used them as healing potions as things got HARD, but I love this mechanic and will use it for all the “unattributed treasure parcel” I keep struggling with to this day.
The game was a huge success, Up next, I’ll share the highlights of the game. It turned out to be among my great D&D games and certainly one of my most successful convention games ever.



