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Tuesday, October 31, 2023
I'm Not in it for the Friendship
Monday, October 30, 2023
The Wherefore and Whyfore of Sage Abilities
First and foremost, this was a thing the character knew — playing and non-player characters alike. If the character was familiar with "beasts," then it didn't matter what the player knew, and there was no need to roll a die. The character ought to be able to point at that great big mass of flesh and say, "Oh, I know what that is ... it's a manticore. Careful of the tail."
Next, because it was an "ability," and not a spell, then the character had to be free to use it as often as they could within a given time frame. I can talk about geography all day long. It's not like I'm only allowed to answer 4 geography questions in a 24-hr. period. Sage abilities had to work the same way.
Finally, if there was a limitation on the ability, it had to do with how much the character could conceivably know at a given level of experience. Some system had to be created that said, at 1st level the character might know a few things about architecture, but by 10th they would surely know everything about it ... especially when we consider that there was less architecture to know in the 15th century.
Amateur. A dedicated newcomer to the craft, whatever it is; a base structure of knowledge exists, a certain amount of practical experience is given, but for the most part this is a "thinking" level of sage ability. "That's a manticore," kind of thing, or knowing that yes, this is definitely a piece of gold ore in my hand.
Authority. Well-rated professional, steadily becoming even better at it. Has a complete familiarity of the base rational structure of the given study, can point to the right books, knows how the subject works and can speak with "authority" about it.
Expert. As this is D&D, the boundaries of the subject material are getting pushed at this point, even to where the hint of supernatural gains the merest foothold. This wine I've learned to brew can heal hit points, or I can make a +1 weapon, or gain a relationship with the animal I'm training that goes somewhat beyond the so-called "possible." This supernatural, however, isn't powerful, is usually cosmetic in some fashion and is often beneficial to multiple people rather than solely the character.
Sage. The bridle is off. Go nuts. Time travel? Sure, it's just you need an enormous amount of knowledge to understand how it works. Turn spontaneously invisible at will? It's a trick a lot of 16th level thieves learn. Build a working airship? Of course. Gravity is no problem.
Well, that's about it. Make a sage ability for all human knowledge and capability. Follow the baseline metrics. Be sure to provide limits that are built into the game's limitations and not a die roll.
Never, ever finish the project.
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Saturday, October 28, 2023
Saturday Q&A (oct 28)
It's a slow week. I haven't written so much as I should, except time I've spent on my wiki.
Maxwell writes, offering rules for characters managing their equipment inventories:
While these rules are written with respect to PCs, they apply to all characters.
When a character obtains a new possession, his player adds it to the inventory section of the character sheet. In addition to recording the name, unit weight, and number carried for the item, the player must also choose the location on the body where the item is being carried.
For instance, if a character chooses to wear an equipment belt at his waist, he would mark its location as "at waist." If the character attached a scabbard and a pouch to that belt, each would have the location "waist belt." In turn, a sword carried in the scabbard would have the location "waist scabbard."
Similarly, a scabbard must be attached to a belt, and given the location "waist belt" or "shoulder belt." A sword must be carried in the right kind of scabbard, and noted as "in scabbard." A ring might be "on left index finger" or "on gold chain" (which is in turn "around neck.") And so on.
Loose Items
If a player neglects to choose a specific location in which to carry an item, or if the character does not have the specific slot required for a particular kind of item, the character can still carry the desired items by choosing not to give them a specific location on the body. Items carried in no specific location are given the location "?", and are called loose items.
The most important downside of carrying loose items is that they may be lost while adventuring. The DM rolls a loss check at the end of every game day the characters spend traveling; like an initiative roll, one loss check applies to all characters in the party. A character is considered to be traveling on any day where none of the following are true:
- the character both began and ended the day within a settlement (not necessarily the same place both times)
- the character spent the day resting
- the character spent the day tending to personal affairs in one place, e.g. cleaning house, farming, or conducting training exercises
Dice: If traveling primarily in a type 8 hex, the loss check for that day is on a d6. In type 7 and 6 hexes, it's a d10. Above that, it's a d20.
Penalty: The longer a character spends traveling, the higher his chances of misplacing something. A loss check has a +X penalty, where X is either the number of days beyond 1 that the character has spent traveling, or the number of days since the last failed loss check, whichever is smaller. Therefore, the penalty resets to 0 every time a loss check fails.
A loss check fails if the result is equal or greater to the size of the die rolled.
For example, on the third day of traveling, if no loss checks have failed yet since beginning to travel, the penalty is +2. If the players spend the majority of that day in a type 8 hex, the die for the roll is d6. Thus, if a roll of d6+2 is 6 or greater, the loss check has failed.
On a failed loss check, each character currently traveling with the party, including NPCs and even pack animals, rolls a d20 for each loose item he is carrying. If the d20 comes up a 1, the associated item is lost. It may have been lost at any point in the last 24 hours, and unless the party uses magic or sage abilities to try locating it, it is lost for good.
As a sop to the players, if GP or other coinage is the item for which a 1 is rolled, only (d3+1)x10% of the total coinage will be lost.
No Protection from Saving Throws
The usual rules for item saving throws is that an item in a container only has to make an item save if the container fails its own save first. This provides clear mechanical justifications for putting spell books in protective containers, using scroll cases, and stowing loose goods in a backpack or pouch.
Though we may assume that loose items are crammed into bits of extra space on the character's person, because loose items aren't explicitly contained by or carried within something else, they are never considered sufficiently protected to avoid item saving throws in the above manner.
(Bonuses or penalties to item saves are unchanged for loose items. For instance, if one character's progenitor was a leatherworker, which grants the party's leather goods +2 on item saves, the party's loose items would get the bonus like anything else.)
Slow Retrieval
Loose items are harder to retrieve in combat. No matter how light they are, or how close at hand they ought to be, they always take 2 AP to retrieve if less than 5 pounds, or 3 AP otherwise. This rule overrides certain other rules governing speed of item retrieval, including character background results (e.g. "character requires no AP to draw a weapon 3 pounds or less") and attack bonuses (e.g. normally, a character with a class attack bonus of +1 or greater, who expends 1 or more AP on movement, can simultaneously draw a one-handed weapon for 0 AP.)
Other interactions between rules affecting item retrieval and the slow retrieval rule will be decided as they arise through play.
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Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons. I encourage you to initiate subject material of your own, and to address your comment to others writing in this space.
Sunday, October 22, 2023
Sage Studies
It's a horrible process, and no doubt many a reader has their doubts about mine, or anybody's ability to actually flesh out the impossible scale of the sage studies that I've taken on, but the truth is that sometimes it's a very gratifying process. Yesterday and Friday I faced up to two difficult pages, based on practically no information at all.
The first was the study of "cuisine," which as the history page shows, looked like this on Friday morning:
One sentence, which I transformed into this:
Have a look at the 12 proposed sage abilities through the link. I find them very interesting, especially "culinary familiar" and "temporal feast." It's all just an overview, of course, but should I get a character who wants to take up the study, I've at least created the street signs to be followed.
The study of "animal performance," which is distinct from the usual animal training as it originates with circus-performance, was as barren of content as the cuisine page until yesterday. Now it looks like this:
Again, there are 12 proposed sage abilities. I'm a bit less satisfied with the base material, perhaps because I have so little familiarity with the subject. Still, there'd be plenty of time to sort it out should I have a character that went in this direction. It does at last explain how characters can obtain bears, yaks and tigers as mounts, should they want them.
Each time I rework one of these pages, I find it drastically enhances and expands the possibilities of D&D and even fantasy fiction. I sense there's a novel about a young, talented cook who begins a series of adventures as a camp servant for a gang of adventurers, helps defend the camp from a humanoid attack and is given a gift of 20 g.p. for his trouble.
He promptly runs off to town and buys his way into a guild, whom he quickly impresses with his natural talents. Meanwhile, he gets involved in some other intrigue in the city, overhearing something in the kitchen where he works. His knife gets more handy as he improves his skills and through pluck and risk-taking he saves some high member of the council from a poisoning while winning over the heart of the council-member's daughter with his strawberry-pecan pie.
Next, this same cook uses the council-member's influence and some wealth to set up a very nice kitchen and public house, where upon the adventurers at the start reappear. They become regulars at the tavern, surviving their dungeon adventures on the cook's remarkable crabcakes. This sets off a third adventure in the book, while each of the sage abilities I've described get their play in the book, startling both the host of allies and enemies of the chef and the book's reader.
Anyway, I haven't the time for such things, but again it says to me that D&D is a game whose scope has been hardly examined. Shame that the masses cannot play anything more than the same scenes over and over again.
Saturday, October 21, 2023
Saturday Q&A (oct 21)
I think my generation (x generation) got started on AD&D rules back in the 80's, and so we are used to starting with relatively weak characters. In fact, I remember as a teen making characters based upon our real life scores as best as we could calculate (i.e. str 9, dex 10, etc) and having a go with that. It was great fun. The joy of developing a simple peasant into a great fighter/wizard/etc., is so rewarding. That concept doesn't seem to appeal to a lot of the younger generation.
Do you think there is something intrinsically different about the youngest generation that makes them yearn to start with highly developed, indestructible, super hero characters? Or do you think I am misremembering my youth? Or do you have other thoughts or observations about this?
Answer: I don't think there's anything odd or intrinsic about people who are taught to play a very different activity from that which existed in the '80s. We only know what we're taught.
You well know that the ground work for present-day players wanting good spells and items was first laid in those early books and magazine articles written in the 1980s. I've made the argument for ages that if you're in business, and you want that business to succeed, you don't say "no" to your customers. D&D never properly freed itself from the manufacturer. When players back then weren't getting what they wanted, they sought other games or they carped and moaned in letters to editors that finally pushed the manufacturer into making "more stuff" an official policy. And now here we are. Why shouldn't the present generation want highly developed, indestructible, super hero characters? The "rules" they read say this is how the game is played.
I'll remind you also that early D&D was a game that appealed to a very small number of players. My high school had 2100 students; there were less than 20 regular D&D players that came round to the cafeteria every Friday after school, when we'd get out of our last class at 2:20 pm and could use the gigantic cafeteria until 10 p.m., because there was always some sports event in the adjacent gymnasium. Usually, though, our games broke up at 6 because we were in our mid-teens and were expected home for dinner.
My point is that it was a select group. Our interest in RPGs grew from fascinations we had in wargames, fantasy and science fiction books, slashing and hacking and stealing treasure, and what not. RPGs didn't appeal to more people because they were work to run and work to play, work to design and work to prepare. D&D wasn't "popular" on any level. It's what nerds played ... because we could do math and we read history and books about fighting and equipment, because that's what interested us.
Those things still interest young people. The internet is full of that. The core group that today writes their own video games, draws their own maps, designs their own adventures and enjoys head-to-head games where characters get slaughtered are still here, still with us, still playing every weekend and very like in the exact same way we did in the 1980s.
The difference is, when we played in that cafeteria in 1980 and '81, there wasn't some other hundred people playing a shouty dinky kids game with everyone talking in funny voices while pretending to be superheroes. If there had been such people, we'd have despised them. We'd have called them "tourists." We'd have discussed what these people were like in class and what grades they were getting, and we'd know they weren't ready to play a game in which death, math, problem solving and intuition were dire necessities. We'd have tolerated them, sure ... but there'd be no question that they weren't playing OUR game.
These young people today that you speak of, that can't understand the simple pleasure of turning something humble into something great, were around then, and they're around now. Back then, as I remember, they were obsessed with school sports, bad television, concerts, talking on the phone, driving, dodging trains and whatever else they could do to fight back the incessant pounding BOREDOM that was the world before the internet happened. They were easy to avoid, especially as I remember they weren't ahead of me in line buying Magic The Gathering Cards and some garbage splatbook at the dark, dismal, badly stocked game stores I would visit sometimes, when I still believed someone would write something in a book that would make me want to buy it.
But now the game stores are huge and well-lit and full of absolute idiots, while the players like us, Hutchins, avoid them like the plague. And a plague they are, gabbing about their silly version of the game on Reddit and social media, where they create groups to talk about the most pandering garbage imaginable.
The D&D players that are young and just like us, Hutchins, won't be found on Reddit. They don't watch Youtube videos about D&D. They don't buy company books. They don't go to company-sponsored game events. Instead, they sit at home, on their computers, working on their worlds, running their quiet games every weekend, their back firmly turned to the "game culture" internet, which offers only vapid things. But the young players in those games love them, just as we loved ours, and for the same reasons. And just like us in the 1980s, they have no one with which they can talk about it.
Chris C. writes:
I was wondering if you had a list of hexes and their contents in a table. That could be used as a "data model" for checking inconsistencies. From your other posts, I know you've done DBA stuff. It's probably crossed your mind. How would you reconcile them? Or maybe they could overlap as boundaries of a sort.Answer: Having tried many times to build hex content into a simple table, I decided that a more thorough, complex formula was needed. Mostly, this came about from a desire to fold the hex contents into the map-making itself, and progressively into the infrastructure-generation process I've developed. The short answer is that you can find "hex contents" on three pages on the wiki:
These pages are incomplete regarding the descriptions of the contents named, but the existing presence of such things are there. It's a forever-task I've undertaken to finish any complete rendering of the material. Nonetheless, any reader can do their own work to expand on what's named there.
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Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons. I encourage you to initiate subject material of your own, and to address your comment to others writing in this space.
Thursday, October 19, 2023
Limpin' Along
Tuesday, October 17, 2023
Let's Play
Saturday, October 14, 2023
Saturday Q&A (oct 14)
Chris C. writes:
I helped my son roll up a character last night: Str 14, Dex 10, Con 14, Int 4, Wis 14, Cha 6. With such low Int, I think the only class is fighter. I think human for race. (He may swap it elsewhere.)The key thing is he wants fighting claws. So that gives me a chance to look at how it could be made, who are the masters of such an exotic weapon, and so on.
Answer: Forgive me, as this is your son and I understand the desire to make the experience something that he'll find interesting and enjoy. Nonetheless, I urge you not to give him what he wants in this instance.
It's easy for the uninitiated to fall into the trap of thinking D&D is about living out escapist fantasies, where it's about getting "cool" but utterly impractical fanciful things like fighting claws. It's essential that early on children first understand what the game's actually about ... the core mechanics, the group dynamics, learning how to be successful with tools and abilities according to a set framework, in the sense of mastering a game. Let him first fall in love with the game's essence. And yes, that means having to say, "No, you can't have fighting claws," and watching the hurt look on his face, and risking his walking away from the table saying that he doesn't want to play your "stupid game."
But he will, just the same. When he's ready to play the game rather than fantasise.
Maxwell in California writes:
I have an unfamiliar situation on my hands: a player asked me to retcon (part of) a session.They [the party] have warmed up to the logistical aspects of the game and seemed to be enjoying the problem-solving. Darcy's thief had a nasty fall while climbing down and bled to -9 before a follower arrived with bandages; all three conducted themselves exceedingly well during this.
That was where we had to end for the night. Theo took it HARD. I tried to explain that death is part of the game — that other characters have come perilously close to death, including the thief that very session. Didn’t work. When I went to pat him on the shoulder as they were leaving, he dodged my hand.
At absolute minimum, if I wanted to have a pudding near a party of three greenhorns, it should have telegraphed the FUCK out of it — had it overwhelm and consume an animal or other creature some ways away, to impress upon them its danger and teach them the value of observation. Instead I practically dropped the thing in their laps.
Answer: I'll grant that the black pudding was a bad idea. For the record, there are simpler, cinematic ways for expressing how nasty the things are to new players: having it smell really, really bad, or having it visibly eat something into nothingness in a single round. Filmmakers are very good at visually sending these kind of messages and it's generally a shorthand that a party can understand.
That said, the responsibility still falls on the party. If it knocks a character unconscious with one blow, that's a clear indication that it's dangerous. There's no real reason for Theo to "hold it off" — that's plainly showboating. Puddings don't move that fast and all three could have gotten away easily without the need to play hero. This is just the sort of lesson that early game play exists to teach.
The deeper issue is the player trying to circumvent the game by playing you as a person. It's a game. Sometimes you lose. Asking for a do-over is a child's approach to disappointment. And if, as a child, it's granted too often, the adult the child grows into never quite accepts that you can't always get what you want.
As adults, you ought to admit your mistakes as you see them, and your player ought to admit his mistakes. He plainly doesn't feel he's made any. Otherwise, he'd accept the loss of a 2nd session character, roll a new one and move on. He's not losing that much. Consider how much push-back he's going to give when he really loses something valuable.
And consider, too, your own tendency to go down the path of criticising your own play. Beware of that habit. DMing is a skill that has to be practiced with a sort of restrained arrogance, respecting that you're going to make mistakes, but not letting those mistakes mess with your thinking like a dog's tail wagging a dog.
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Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons. I encourage you to initiate subject material of your own, and to address your comment to others writing in this space.
Friday, October 13, 2023
Disappointment
Monday, October 9, 2023
Skipped Over
Sometimes when I'm in my bed half-asleep, I see blocks of text before my eyes, and errors in the sentences of those texts. And I automatically set forward to fix the errors, and have to remind myself, "no editing in bed." Then I realise I can't edit the errors anyway, because I'm not in front of my computer. And it doesn't matter, because the text isn't real.
It's important to remember that the brain isn't a perfectly functioning apparatus. In fact, it deduces lots of ridiculous things, it plays hell with memory, it gets regularly flooded with chemicals from the hormonal system that goofs up the machinery. Often, we hold our brains in too high an esteem. It isn't reliable. It lies. It experiences system fails. We put up with them, and often ignore the fails, because that's how our brain works. It covers up its own mistakes.
At the same time, as I say often, the brain is a muscle. If we add more weight to the metaphorical mental barbell the brain is lifting, the organ rises to the challenge. It can be taught to handle more and more information, if we go at it patiently and don't throw so much weight on that we get stressed and cognitively injured. The brain isn't strengthened in a day or a year. It takes a long, long time.
On the other hand, if we lighten the load ... if we remove all the weights ... if we exchange the iron bar for a light pine rod, our brain will increasingly grow slack. It doesn't mind not working; and if given the opportunity, it's capacity to push will diminish until it fails to get the body out of the way of a bus. Obvously it helps if we further drown the brain in chemicals and such, but this really isn't the point here.
All this goes to discussing a lot of things we might do in our lives. Being an engineer, a surgeon, a lawyer or an electrician, a researcher, an accountant or an architect, requires a great deal of focus in order to perform at our best. Meticulous attention is needed, which if not given may result in the deaths or injury of people, or in the decimation of their hopes and dreams.
The same rule applies to D&D, though as a DM I haven't killed a real person since the 90s (and it was just that one time), and I rarely cause people to surrender their will to go on living. Still, there's a lot of focus involved, especially as I run a rather more complex system than the usual. I hold myself to a high standard. I expect more from myself and from my players.
However ... mistakes get made. I forget rules. However hard I might try, my brain let's me down occasionally. So it was with Friday's game night.
The session went very, very well. For myself, I felt like my old DM self — plenty of energy, easily handling the group of people, experiencing the flow that makes three hours go by in a finger snap — and when it was done, I was pleased to have found that I could still run a game like that. It's been quite a while.
The players continued to search the huge wrought cavern they'd discovered. Hearing a sound in the distance, the fighter/mage Frederick sent his weasel off across the floor to find a wingless gargoyle wandering the floor hundreds of feet away, who then moved away from the party. The weasel followed, and the party itself moved cautiously after the weasel. It was at that point they discovered the purpose of the forges and the strange apparati lying around, in the form of an unreal magical glowing broadsword, not made of mithril or adamantium, but apparently of gemstone. This proved too cold to pick up, even using a leather gauntlet.
There'd also been some kind of a blast that had killed two dozen drow elves, who were laying about in a state of half-decay, yet bound within envelopes of magic. The party deduced in a meta-game fashion that the oxygen and other chemicals in their bodies were able to bring about some decomposition, but when that had been used up, the degradation had stopped. They were puzzling over this, still concerned about the gargoyle that was out there somewhere (but they'd decided to keep the weasel close), when they found the second gemstone weapon.
This was in the hands of a 7th level drow elf fighter, who had gathered together three gargoyles. And that began a fight that finished the rest of the night, which the players very nearly lost.
The weapon turned out to be a prismatic blade, the light of which destroyed the mithril armour of two characters, in the case of Hof, +1 banded armour. The gargoyles came forward to fight; the 10th level thief Ivan made a dead run into the darkness ... and more than half the party did not have the magic weapons needed to fight the gargoyles.
My gargoyles are quite a lot nastier than those of the original Monster Manual. They have nearly twice as many hit points as the old D&D standard, and cause an average of 30 damage if they hit with all four attacks, compared to the MM's 10. When the battle was over, the gargoyles and drow elf had dealt out more than 200 points of damage to the 8 player characters and 3 henchfolk. In return, they dealt 159. One character, the cleric Makar, died.
Through it all, I forgot to account for the gargoyle's incidental damage. Gargoyles are incredibly heavy weighing up to 4800 lbs., and cause 1-4 or 1-5 damage to adjacent character from the sheer amount of mass that's bootling around. These didn't cause that. If I had remembered the rule, I probably would have killed more than one character.
And with Makar, I goofed to. Makar is a 5th level fighter/cleric, and the party also has Widda, a 7th level cleric. Both have the spell death's door, and often use the presence of the spell as a balm to ease the possibility of a party member dying. However, Makar took a lightning blast from the prismatic blade for 29 damage, then unfortunately got caught in the mage Lovi's fireball, for another 21, which reduced the cleric to -8 hit points, another rule I run. Finally, one last blast as the drow self-immolated himself (he had 2 hit points left out of 56) caused 30 damage in a wide area, which also included Makar ... who died.
And the party used Widda's death's door to revive her and I thought nothing of it.
Except that the minimum damage that Makar could have taken was 15, which would have put her at -23 ... out of the reach of death's door to restore. I failed to notice. Not because I realised it and put it aside, but because my brain was tired, it was midnight, and I just overlooked the rule.
Because the brain is not a perfect machine.
As a DM, it's important to be practical in the standard to which we hold ourselves. We can't remember everything, we can't succeed at everything we try, we can't make every situation work out for the players, whether or not we go at things hard. Sometimes, the details slip away.
This is not our fault. We're human. We're dealing with a lot of stuff here. And when it happens, don't try to fix it. Retconning is never a good idea. Talk about it with the players, make sure they understand which rules were forgotten, so they're not shocked when the rule is imposed properly the next time. Make sure they understand that they were "lucky" and that the gods, however fickle they are, shone upon the party this one time by making the DM stupid.
Then get on with running the game as well as it can be. It's just a game, after all. Sometimes it goes against the party, and sometimes the party catches a break.
I'm going to write other posts about my last running, because there are other things worth talking about. It's going to fill up a lot of my week. Each is going to cover a different aspect of DMing, as I found myself thinking in game time about how I needed to write a post about that thing, when I was able.
Sunday, October 8, 2023
Water Elemental
It's frustrating when a game book won't give proper rules regarding a monster's attack, which is the case with AD&D and every edition since. Telling me that a monster can "create whirlpools" is useless if I don't know what the whirlpool does. And saying that it can capsize boats up to one ton is great, but what if it weighs more than one ton? Does that mean the creature is helpless?
So, here's a rewrite of the water elemental built today. Enjoy using it.
Saturday, October 7, 2023
Saturday Q&A (oct 7)
Mechanical Design: The vehicle industry is a great analogy, and I think is made stronger by the observation that the modern game is much more like vehicle consumers and vehicle *salesmen* than it is consumers and developers. I've worked a bit in that industry and I can confirm that an engine "developer" is at least at some level concerned with creating a good product that will be better (by any number of metrics) for the end consumer. These metrics are well-defined, measurable, and can be manipulated by applying well-understood engineering principles. The salesman just wants to sell more vehicles (and as we're all aware, sales has its own metrics and processes). Even the somewhat subjective idea of the consumer "enjoying" the vehicle is combed over with surveys, feedback, and market research. As you point out, even this process has been ignored, so there is no actual mechanism to make the game "better," besides promising that the next edition will fix all the nebulous problems - thus generating sales by addicts chasing the dragon.
James H. of New York writes:
I have been thinking for awhile about your post regarding Consent and D&D from mid-September, mostly because one of the analogies you chose (do I need consent before giving monsters a surprise round) hit home as that very same week, I killed my wife's character she had played for ten years in my campaign during a surprise round.
I agree it ultimately comes down to trust. If the players don't trust the DM, it causes the obvious issues you are now seeing, where there are discussions of whether DMs can do anything to player characters without consent. But I wonder if this shitty environment was actually created by DMs initially not trusting players to provide interesting games without fudging. We often talk about what players want ("fun" being the easiest and most useless answer), and you have touched upon in previous posts about the query of "what do DMs want," but it often becomes reliant upon the players (I want the players to have fun, etc.). I would argue DMs want to provide an experience, which, in theory, requires interesting things to happen.
I think this desire to provide interesting experiences is what led to DMs hiding their dice rolls (I roll openly, so my wife saw that I rolled a 15, 16 and 20 on the three attacks that killed her character), so they could maintain the power to fudge dice rolls to ensure an interesting experience was provided. Because DMs didn't trust players to create interesting experiences on their own.
Answer: I think that's dead on, James. Hiding things from people, like a bad die roll, makes it progressively difficult for a DM to be open and honest about other things. Consider what it means when we know the party won the combat because we cheated with a die, but the party thinks, and says so repeatedly, that they won the fight on their own (because they believe they have). We can't tell them the truth, so each time that battle comes up, we have to continue our LIE. And here we are caught. We can't express the lie without there being consequences leading to future distrust; and we can't keep our lie because of what it says about us, a liar. Steadily, this erodes the genuine emotional connection between us and the players in dozens of little ways. It encourages us as DMs to lie again, to support the original lie; and when the players are again on the edge of death, we must lie again, or else the first lie was all for nothing, because eventually they are want to die in spite of it.
This process separates the DM from the players in a progressive, unsustainable manner. Despite every DM that shrugs and says, "well what of it?", there's a steady drip-drip-drip of doubt, as it's realised that the players would certainly feel frustrated and resentful that they discover that things have been hidden from them. We know this, and knowing this affects our DMing, and how we view the players, and how we view ourselves ... and that slowly contributes to no longer wanting to run, or not getting as much out of it, or our actively feeling resentful of running.
To promote trust, open communication and genuine, mutual respect is absolutely necessary. Instead of trying to control or hide things from a person, "for their own good," it's better to have honest and supportive conversation about the player's concerns, expectations and desires. It's better to see the player accept the loss, deal with it, grow strength from having dealt with it, so that they may be a better player. This leads to healthier, more fulfilling connections, where more can be done, more can be risked, the DM can share honestly in the player's successes and both party and DM can enjoy themselves and grow together.
The fact that people don't do this, and that authorities attached to the game don't shout this from the rooftops, coming straight out and condemning fudging and other such actions, even going so far as to PROMOTE fudging, demonstrates the underlying toxicity of the entire game's culture that pervades thousands of tables because people, especially children, who have very little experience with building trust. For the sake of business, the company, and hundreds of misled pundits, continue to promote bad behaviour that cannot help but erode the potentially positive, creative, active, demonstrably brilliant aspects of D&D that made it the social force that it is.
I find it amusing that I fall into the same category of "high school reader" as yourself. So many classics...To Kill A Mockingbird, Animal Farm, Lord of the Flies, etc...sit on my shelf, never read. Mocking me a bit (someday I'll get around to them. The Catcher & The Rye, too!). But I managed to make it through high school without reading much of any of the assigned reading. Read an awful lot...just not the assignments. 'Course I just always figured it was because I'm a lazy, underachieving slacker.
This idea of finding these "nuggets" in D&D play is an interesting one. I think you're right (that they occur) though I'm not sure I'd go so far as to say they are THE reason why we play...I'll have to mull on that for a while. However, I think they only occur with a LOT of play: regular, dedicated play (perhaps with the same people, perhaps not). I'm not sure they occur if all one does is the occasional or infrequent session, the one-off, the con/shop game, etc. Harder to see patterns when there's no strong paradigm one is working within. Maybe. Or maybe I'm just not very observant (or maybe I haven't been looking for the nuggets).
Answer: Unquestionably, these are not the reason we sit down to play in the sense of, "Gosh, I can't wait to play D&D to experience one of those chance cool things that happen every once in a while without warning." But they are, I think the underlying subconscious influence on our looking forward to the next session. We don't usually put a label on it; I didn't have a label I could put on it until writing the post. Yet I think it's an "umami" within D&D that's often overlooked, as we tend to focus consciously on the more tactile parts of the experience.
"Lazy and underachieving" is what the literary priests want you to believe about yourself, because you haven't the interest to read a book that's largely the depiction of something that guest speaker Captain Obvious would sign at a game con. Given what I know about Catcher in the Rye, I'm sure that you, at your age, would find it completely dreadful, as its largely a story about a brooding young man without the motivation to do something about his brooding broodiness. Kind of like the Hermann Hesse novel Steppenwolf, that was such a fad in the 1970s and today describes any 8chan-user to a tee. Holden Caulfield of the novel is the 1950s version of that, which is why gun-toting nutjobs tend to have it on their book shelves, with the most brooding passages dogeared and smudged with ... well, we'll leave it there.
I have a close friend who's read it; his favourite comment on the book is that there's a REASON Salinger never had another successful book. I could go down the line with a description of all the books above. Animal Farm is worth a read, but careful as it's the sledgehammerist sledgehammer that ever hammered a sledge. Still, at least it's ACCURATE hammering, and often applicable.
I've also been applying a great deal of effort toward starting my new campaign. If you're interested to follow along, I'm posting a "campaign newsletter" here https://erin1478.blogspot.com/, but not a session log, for reasons I elaborate upon in the first post there.
How exactly do you arrive at the cash values of non-magical treasure, for XP purposes?
The first step for you, and me, and anyone else who runs with a trade table system, is to implement the piece of treasure on the trade table so its price can be calculated. But that raises the question of which market to use when evaluating said price.
Suppose the nearest market is the commercial center of a grape growing and winemaking region, and has many wine refs. It would make sense for a nearby party to find barrels of pilfered wine in a humanoid lair, as treasure. But if we use the local market to find the GP cost --> XP value of the wine, it will be worth less than if it had been found somewhere with fewer wine references.
It seems odd to have something be worth differing amounts of XP just based on where it's looted. Furthermore, if local value in GP is directly translated to XP, then when I give XP rewards, the players know exactly what something is worth, and that destroys some of the mystique of treasure, especially if it's an unusual item, like jewelry. That may not be a problem to you (and if so, I would like to know why not.) But it seems like a problem to me. Not only because , but also because Pause suddenly learn roughly the sale value of each item when I give them the XP values. Pause That removes some of the mystery around knowing how best to--
The approach I intend to follow soon is to calculate a market table for a hypothetical "average" market having exactly R/N references, for each reference type R, where N = number of markets in the world, and then set the XP award price of any item to its GP cost at that hypothetical market. Example to be perfectly clear: if there are 50 markets in the world, and there are 100 wine references and 350 cattle refs, the hypothetical average market would have 100/50 = 2 wine refs and 350/50 = 7 wine refs.
The XP reward for a given item might not remain consistent over time, since of course I'll be adding to my market system and other aspects of my D&D world, as anyone would. But relative to the state of my world at some point in time, there would in each case be one consistent XP reward for a particular treasure item which is calculable at a moment's notice. And this wouldn't change the fact that things which are globally rare, such as diamonds, would have a high treasure value for XP.
Answer: Treasure ought to be something that's common in the region, right? There's no reason to assume there's any right of the players to obtain a treasure of a set amount or a set value. So yes, a barrel of wine in a plundered storehouse in Norway is worth more than the same barrel in a storehouse in Sicily. BUT ... it's also more likely for a barrel of wine to be found in Sicily than in Norway. For awarding experience, I use the local price. Like many things in economics, XP does not have an intrinsic market value. If you want the best XP for a barrel of wine, then go get one where barrels of wine are rare. There's no logic for punishing players who find wine in Norway by giving them less than what it's worth, or rewarding them for giving XP for more than than wine is worth. It's not like the players are plundering wine in Sicily one day and then Norway the next, so that the two barrels logically should have the same value.
When something is worth less, either because it's a less valuable thing or because it's located in a place where it's less value, it makes no sense to assign an arbitrary number to it because there's an amorphous "average" that has nothing whatsoever to do with the character's immediate here-and-now game experience.
How do I keep designing? I know you've mentioned to keep practicing. Map a wizard tower, or roll some NPCs; maybe even a family tree of orcs, or document a burial rite.
I've only been a DM a few times, and a player in a couple sessions. I haven't run a game in over a decade, maybe two. This was when 3e and 3.5e were popular, and mountains of splatbooks were published. I skipped 4e and 5e, and now I'm a dad with responsibilities. A torrent of every Third Edition, Pathfinder, and so on probably exists with every book in existence--but they are all player options. I've learned more from any dozen posts on your blog than a cursory glance inside those.
Answer: truth is, the will to create must be something one actually wants to do. There are many hurdles to overcome, particularly our naturally comparing ourselves to what's out there, the things we need to know, how honest that we are with ourselves, what voices surround us to give strength when ours is lacking and the force of will needed to put what we've created out there, for all and sundry to tear down and mock.
I've never had any trouble with a desire to design. My trouble is the reverse; I want to redesign everything. My tendencies tend towards the Renaissance so hard that I'm guilty of the jack-of-all-trades master-of-none trope. But this isn't about me, this is about your problem.
My best advice would be to try something you haven't tried. And keep it hidden from prying eyes for a long time. Don't show it to your friends and family; don't even say what you're doing. This will preserve you for some time against the feeling that you're under an obligation to perform well. Remember that back in the day, when most of us were starting out in D&D, it was something we furtively did in our rooms. We didn't share it, and we didn't care what other people thought of it. Sometimes, we made or played with things that even our players were kept out of. This helps center why it is we love something ... when the doing of it, and for no other reason, is enough.
Keep it at that level until your level of practice causes you to feel that you're ready to share. Until then, enjoy the process of experimentation and see what that yields.
Feel free to address material on the authentic wiki, my books or any subject related to dungeons & dragons. I encourage you to initiate subject material of your own, and to address your comment to others writing in this space.