Monday, November 15, 2021

Game Details

Recently I was asked some questions by a reader ... and now seems like a good time to answer them.  The question was about my gaming group (I have two of them), which admittedly I don't talk about much.  There's a reason for that:  I've no wish to parade them in front of my readers for the sake of views, given that they have private lives and their participation in my game is a private thing.  Still, there are some things I can say that I haven't related so far.

I'm going to answer these in the reversed order they were asked ... but only the asker and I know that, so I don't know why I'm bothering to say it.  Meh.  There it is.

Question: would I run my game differently if I could run only once a month?  How would I address finding the balance between wanting to run an immersive game vs. the players having to work hard to pull threads and find their own adventure?

In this country, Canada, we have a social system that has successfully passed laws that have been passed to control the spread of covid in order to protect the greater number of people.  This law-passing process occurs because there is only one Government body involved, which is not limited in its power by bullshit laws about phony filibusters, or even real ones.  One of these laws at the present, disallows private gatherings of any kind where more than two households are involved; period.  If such a thing occurs, the police can appear, demand the end of the private function and, if not complied with, can make arrests and end the meeting legally.  This actually occurs, despite the nutjobs in this country who make stupid videos ... because in Canada, the actual law is the law, and not what internet boobs pretend the law to be.  Therefore, for some time now, since the appearance of the Delta Strain, I haven't run D&D in person, at all.  Although, for a brief time in early 2021, I ran it a few times, about a month apart.

I ran the game exactly the way I always run the game.  After 40 years of play, I know of only one way to run; that is, with the expectation that I will run again, definitely.  When we pick up the game at some point in the future, the first session will begin with where the last session left off, even though that may be a year or more in time.

Keep in mind I have participants who have advanced as players for more than a decade, couched in the sort of game I run.  They also play in other games (though not lately), and tell me about distinct differences, but once they sit down with me they're ready to be immersive as soon as I'm ready to run.  It is a mindset that both DM and player possess, when they're adjusted to thinking of the game that way.  It's evidence of the "practice" I describe regularly.  There's no "hard work" involved.  While away from the game, the players consider and think about the things they'd like to do next, even calling me up and chatting about them out of game, whereupon I'll offer advice or angles they perhaps hadn't considered ... and when the game starts again, they'll say, "Oh, and there's that thing I wanted to do.  What are the numbers on that, or can I meet with the right people, or we get started on our way to pick up the thing we'll need.  Can we buy the land tonight?  How much is it?  That kind of thing.  They're as anxious to get started on their ideas when the game starts as I am to answer.

I've been experiencing this dynamic for virtually all the time I've been running, so it's weird for me to think that most players seem compelled to begin each game session utterly cold, with nothing to think about until the DM tells them what's in the next room.  Seems a very stale enterprise.  Yet until now, I don't think I've mentioned what goes on outside my games in just this manner.


Question: Can I tell a little bit about the dynamics of my in-person gaming group.

Okay, sticking to the character names and concealing some details.

The Smaller Party consists of one family member and two close friends.  This is variously called "Demifee's Party" or the "Airship Party," the latter because the players uncovered an ancient airship in Egypt and have been tooling around in it returning sacred objects to their origin in order to raise a member of their party who was in bondage on another plane of existence.  That member has been returned, those quests are over and the party has decided to use the airship  which is driven by force of will and not by currents of air  to venture to the Moon.  They were busy insulating the ship against the cold when last we played.  It has been almost two years before I've been able to get together with this party, though the four of us recently took a trip to B.C. together.  We hope to begin playing again in February.

The Larger Party consists of two direct family members, two in-laws, one member who was a cousin of my first wife Michelle and is therefore a cousin of my daughter, two lesbians  and "the lesbians" is how they expect to be called by everyone, all the time, with their expectation that we should do so  and one friend, for a total of eight people besides myself.  This game has been ongoing since 2004, though not everyone has played for that long.  It is typically thought of as "Falyn and Pikel's Party;" with the original "main" characters and their henchfolk, the total number of "party characters" available to the players equals somewhere around 35.  As some have reached name level, another 40 followers, whom the players are free to run, can be added to that number.  These are scattered in three groups, with the middle body in Transylvania, where the players possess land, a secondary group in Volhynia, in Poland, where they are attempting to seat one of their number, who drew royal blood as a background, on a throne of some kind, and the primary group which is off the coast of the Canary Islands, submerged below the sea, having transmuted themselves into waterbreathers in the hopes of finding one of two missing treasure ships of the Portuguese Crown that were stuffed full by Antonio, Prior of Cato; by the story the players discovered, these ships were driven south by Dutch pirates, only to fall prey to a Spanish patrol that sunk the ships somewhere immediately south of the island of Gran Canaria.  Either ship might contain as much as a million gold pieces in valuables, perhaps much more.

When they sit around my table, using their main characters, Arne the ranger sits on my immediate left; Arne is very much the "enthusiastic" player I described in my book, How to Run.  Falcon the mage sits on Arne's left; Falcon is an intense bookkeeper, keeping track of names, where things happen, how much everyone has and so on, without my expecting it.  Sebastien the cleric sits to the left of Falcon.  Sebastien is a talker; he gets bored more easily than the others and he has to be shut down by me regularly if he's not directly involved in play.  Hof the thief sits to the left of Sebastien; Hof is a jovial, Santa-like figure, clever and very innovative.  If there's a strange, excellent way to do something, Hof will think of it.   However, he's self-sacrificing and fiery in combat, making him a lot of fun to battle with.  Garalzapan the wizard sits next to Hof; he's much more powerful than Falcon and one of the first two participants in the game, along with Falyn.  Unfortunately, Garalzapan cannot tell the difference between an eight-sided and a ten-sided at a glance; so Pikel the druid sits next to Garalzapan and gently sorts out some of the game's details.  Pikel is my power player, my munchkin.  He's stoic, patient, a die roller of mysterious and devastating luck (which occasionally runs out) and decidedly the brains of the outfit where it comes to tactics, organisation and problem solving.  He talks very little with NPCs.  Next to Pikel is Fayln the other ranger; Falyn is the role-player, the scrounger, the one who remembers to buy everything that anyone ever needs on the equipment page.  Falyn started with Garalzapan, Pikel joined to make it three ... and all three remember clearly when they were brittle, fragile neophyte adventurers.  They've come a long way and been joined by smart people.

There's one missing; an in-law.  Very eager to play, very anxious, but has recently joined our number and hasn't had a chance to roll a first character.  Once again, we hope to start running again in February, but it will depend on what the restrictions are after Christmas.


Question:  How long is a session?

Sessions for either party start between 6 and 7 PM, depending on when everyone can arrive.  By 7:15 we're usually in full swing.  There's often a 15 minute break between 9:30 and 10, which often involves a run to the local convenience store.  This last summer I moved to a place that's literally 150 yards from a 7/11 (do they have those in the States?), so it will get visited a lot.  Games then run until midnight, usually, even if people have to work the next day.  Now that the grandson is 13 months old, I don't know about that end point; we'll have to see.  In former times, if a good battle was still in swing, it wasn't impossible to keep playing until 1 or 2 AM; but none of us are as young as we used to be.

 

Well, if anyone else has a question, I'd be happy to answer.

13 comments:

  1. 7/11s dot the US, although I want to say not as much as they used to. Other mini-marts proliferate, often associated with the task of pumping gas. The 7/11 in my town is special to me because it lay immediately next to the school I attended when I was 10. Oh, the candy.

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  2. Since you allow it, just a few questions to complete the picture :

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  3. Since you allow it, just a few questions to complete the picture :
    - Have you ever run several simultaneous games with the same players in different characters?
    - How do you handle the prolonged (and truly unvoluntary) absence of one or several players from the table?
    - Do you allow players to split the party for a significant amount of time? Do you split it yourself sometimes?
    - Do you also play boardgames with your D&D players? If so, do you observe a continuity in behaviours and social dynamics from the D&D game? What are your favourite boardgames?

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  4. I'll answer the board game question in a new post.

    One question, one comment:

    Have I run several simultaneous games with the same players?

    This is the purpose of the henchfolk system. Garalzapan's hench is Neema the paladin; Pikel's hench is Ivan the thief; Fayln's hench is Penn the illusionist. While Garalzapan, Pikel and Fayln are looking for a sunken ship, Neema, Ivan and Penn are protecting King Carol, the ancient king of the Avars, raised from the dead with a host of slavs, and threatening to reinstate his kingdom in the Carpathian mountains. Same players, different characters ... but characters that are subordinates of the "main" party.


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  5. How do I handle prolonged absences?

    I don't have them, not the sort that run into months. I handle any absence, however, as if the player character is "following the party," a few hours or a day behind; therefore, not actually present, but nearby. When the player returns, that character "catches up." If it's a dungeon, then the character returned to the surface for a rest or supplies, then perhaps changed their mind if the party only moved an hour ahead in real time. If returning to the surface is technically impossible, because the party is trapped, then the character is in the next room, "at the back," or some other believable thing. If there's a TPK, and the player character had no place to run or escape, then he's "spared" by the enemy because he or she didn't take up arms. If the enemy isn't the sort to spare anyone, such as the undead, then the player's character is dead like the rest of the party.

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  6. Do I allow players to split the party for significant amounts of time? Do I split it?

    Here, I assume you mean the players go off and do their own thing separate from other players. I used to intentionally do this more, for the sake of intrigue, putting one group of players out of the room while I ran others. Then I realised that good players are perfectly willing to accept that they can't act on knowledge they don't technically have. When I did that trick, I kept the separation time down to five minute increments; so I'd run this group for five minutes or less, go and run the other party in a room for five minutes, and keep this going for an hour or so, until the party reunited. I knew from experience how boring it is to sit and wait for half the party to meander through some problem we couldn't engage.

    Technically, I can't stop a players from splitting off from one another. I have made a single player who selfishly tried to go it alone, so he could be a shitheel thief, sit and wait two hours for the main party to run through a combat; but he was a first-timer in my world, tried to rob from the party and made no friends that night. He didn't come back.

    But if players want to split, it's not my business as a DM to tell them they can't. Only they don't ever want to. It's not a good strategy, there's always something wanted that's with the other party and it doesn't save time.

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  7. "Sebastien is a talker; he gets bored more easily than the others and he has to be shut down by me regularly if he's not directly involved in play."



    When you have to shut someone down, is that just putting your hand up to halt the behavior, or is there more talk from you, more of an interruption in the action?

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  8. This is a useful post. Envisioning your players helps me better understand the GM-ing ideas you present.

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  9. Depends on how stressed I am, or, how many details I'm handling at one time. It varies from firmly saying Sebastien's name (scale 1 of 10), a sharp "Hey!" (3 of 10), an annoyed "What the hell, man!" (5 of 10) ... and upwards from there. It's like any teacher managing a classroom of 40 children. No doubt, my pattern of keeping order was learned from my teachers when I was young boy.

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  10. This is about your trade system, I'm trying to build one based off of your old tutorials, but I'm getting really really high prices for everything (a pound of copper costing four hundred thousand cp, for instance.) Do the prices tend to normalize once you get more references in the system?

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  11. Thanks for this post, Alexis. As Andrew stated in his comment above, this glimpse into your gaming group provides some added perspective regarding the topics you teach and write about. I am envious of both the caliber of players you have and the deep, immersive nature of your game.

    While my players are fun and respectful gamers, they definitely look to me as DM to serve up plot hooks to get them to the action more quickly (especially given that we only play about once per month, for about 5 hours per session). They are like vacationers who, given only a limited amount of time off work, prefer to fly and spend as much time as possible at the destination rather than driving cross-country and making the journey part of the experience. I can't say I blame them, but I wish I could convince them otherwise.

    I do feel rewarded and energized by running games that my players enjoy, but at the same time I lament the fact that the nature of my players and the infrequency of our gaming sessions do not allow me to elevate my game to the level I want to to, and that I believe I'm capable of.

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  12. You need to have good numbers per reference. If you have 10 references in your system for copper, but only 10 tons of copper overall, that's going to seriously vault the price of your copper. The total world supply needs to make sense; my base world supply was provided by the International Commodities Year Book. You can find those numbers on this post:

    When Trade Tables Go Bad

    I have 188 references for copper, about 31 tons worldwide per reference. I suggest you start with a mythical town in your game world and suppose that it controls 5% of every kind of world reference. They muck with your numbers until the totals for each commodity for that mythical town are the LOWEST approximate price you'd like to have. That should help you stabilize your world supplies.

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  13. Thank you! That was very helpful.

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