Showing posts with label real life. Show all posts
Showing posts with label real life. Show all posts
Thursday, February 13, 2020
And Now For Something Completely Different
Cathy and I have been watching a lot of The Office, lately. A LOT. As in, probably too much. This is by design, as we frequently don't have the emotional reserves to watch anything heavy. And we love the show, very much. But it got us thinking...
Could you make a drinking game out of it?
Yes, you can, and yes, we did.
Friday, November 15, 2019
Have Dice, Will Travel
So, this is a thing that happened; I just did my first gig as a professional DM.
This has been a long time coming. I've been teaching D&D to people for years--decades, really, and using D&D to promote language arts, stimulate communication skills, and encourage role-playing and creative problem solving. I have also taught the game to lots of people who want to swing swords, cast spells, and kill monsters. So, win-win.
The professional Dungeon Master sits at the intersection of today's Gig Economy and the rise in Geek Culture. A lot of people are intrigued by Dungeons & Dragons, and would like to play the game, but there is still something about the game, no matter how well-written the current rules are, that make it an activity that is better taught by someone who knows what they are doing instead of puzzled out for oneself. YouTube has helped, somewhat, but honestly, there's no better learning experience than roiling the dice for yourself.
I suppose now I'll need to formalize a price sheet, and maybe put it on this site, and very likely update that, as well. Can't have a blogspot address, after all. Doesn't send the right message. Or does it? I make a point of stating I've been doing this for a while. I wonder if I can still get an Earthlink account?
This has been a long time coming. I've been teaching D&D to people for years--decades, really, and using D&D to promote language arts, stimulate communication skills, and encourage role-playing and creative problem solving. I have also taught the game to lots of people who want to swing swords, cast spells, and kill monsters. So, win-win.
The professional Dungeon Master sits at the intersection of today's Gig Economy and the rise in Geek Culture. A lot of people are intrigued by Dungeons & Dragons, and would like to play the game, but there is still something about the game, no matter how well-written the current rules are, that make it an activity that is better taught by someone who knows what they are doing instead of puzzled out for oneself. YouTube has helped, somewhat, but honestly, there's no better learning experience than roiling the dice for yourself.
I suppose now I'll need to formalize a price sheet, and maybe put it on this site, and very likely update that, as well. Can't have a blogspot address, after all. Doesn't send the right message. Or does it? I make a point of stating I've been doing this for a while. I wonder if I can still get an Earthlink account?
Monday, August 26, 2019
RPGaDay 2019: 26 Idea
I recommend keeping a notebook with you as a DM at all
times. You never know when something cool is going to come to you and
you will need to write it down. I know you don’t think you do, but trust me,
you do.
There’s all kinds of studies about the positive effects of
journaling—writing something down by hand—as an aid to increasing your memory
and also in making connections, linking ideas, and so forth. Keeping a journal
is going to free you up to create.
I would suggest you look at the Bullet Journal as a system. Here’s a great starting place to learn all about it, and of course, there’s this book right here. But
before you go buy a twenty five dollar German blank book and expensive colored pens and all of that
stuff, stop for a minute and think about if you even want to go that route
first.
This may have cost me 50 cents. |
Okay, all you need to get started is a notebook and a decent
pen that writes reliably.
Your notebook needs to be something with a decent number of
pages in it, at least 80. It can be a spiral notebook, a sketchbook, or whatever
you like so long is it large enough for you to write comfortably in and ideally,
inexpensive. At least for now. If you really like this, there are no limits to
the amount of money you can spend on special notebooks, stationary, and other accouterments. I like graph paper, and there are some inexpensive notebooks made of graph paper from the big box stores that cost all of 99 cents. If you want to split the difference, here is a notebook aimed at DMs doing this exact thing. It's nice because it's got a mix of lined, graph, and hex paper included. Pretty swanky.
You don’t have to have a pen. Just use what you most like to
write with, as long as it works for you. You don’t want to have to scribble on a
page for five minutes to get your cheap Bic to work every time you need to
write something down. I like gel pens because they are reliable, but you do
you. I got one of those four ink in one pen pens and I love it. They were my favorite as a kid and I like them even more now.
Go through the entire book and number the pages. Make them
easy to see and in the same place. You will need these numbers to make the
system work.
A rookie mistake is to write in the corners, you know, like every book you've seen before in your life. But there is a reason not to do this that has to do with linking your pages together. So resist all of that conditioning and write in the middle of the margin.
A rookie mistake is to write in the corners, you know, like every book you've seen before in your life. But there is a reason not to do this that has to do with linking your pages together. So resist all of that conditioning and write in the middle of the margin.
Open the notebook up to the first two-page spread. This is
your index. Write the word “Index” across the top of one of the pages. If this
is a notebook for your game and nothing else, you are done.
In a regular bullet journal, you may want to create divisions for larger topics. It’s hard to know what you will need without doing anything first, so I would leave it alone for now. Just set the two pages aside as your index.
In a regular bullet journal, you may want to create divisions for larger topics. It’s hard to know what you will need without doing anything first, so I would leave it alone for now. Just set the two pages aside as your index.
For a gaming notebook, you are pretty much done. You might want
to create a calendar page so you can mark important dates, like when school
starts again, so you can make plans accordingly. But it’s not necessary, unless
you are a calendar person. That said, let me add: if you are running multiple games, or your sessions change regularly, or you keep getting caught flat-footed and running by the seat of your pants because you forgot to work something up, then you really should look at the calendar module for bullet journaling. It's quick, easy, and useful. Trust me on this.
Using the notebook
This is the thing—it doesn’t work unless you use it. So take
it with you everywhere you go. If you get in the habit of always taking it with
you, it will serve you well.
Whenever you have an idea, open up to the first blank page and
start scribbling. If you need to draw a map, draw a map. Or make a to-do list.
Whatever you need. If you have another idea later in the day, open to the first
clean page and write away.
Now, either at the end of the day or the beginning of the
next (or whenever you have a couple of minutes of down time), you will look at
what you wrote down, flip back to your index, and note it there. Leave room for
other topics and page numbers. I’d go every other line until you know what you
will need. So, you’d make a note like this on your index:
City-State Notes, Pgs 4-6
City-State Notes, Pgs 4-6
Map of Main Sewer, pg 7
Magic Items, pg 8 (sword of chaos)
As new ideas occur to you, grab a blank page and write
everything down. At the end of the day, index it. You will quickly see that
your City-State notes are going to be spread out throughout the notebook. So,
just go back to your entry and add page numbers, like this:
City-State Notes, Pgs 4-6, 18-20,
Map of Main Sewer, pg 7
Magic Items, pg 8 (sword of chaos) pg 12 (wand of trickery)
The index is what makes the notebook truly useful. You can
find what you are looking for at a glance.
There’s an advanced trick you can do with your page numbers
that will keep you from flipping back to the index. It’s a little more work,
but not much. On the city-state pages, you will drop down to the page number
and draw an arrow pointing forward and write down the next page number that
deals with the same topic. If you’ve come from a page with the same topic, you’ll
write an arrow pointing backwards and the page number you came from to get
here. That way, if you’re paging through your notebook and you spy something
that interests you, just glance down at the page number and it’ll tell you
where the threads of the idea continue.
I know. Mind Blown, right?
With the index in place, you are not limited to just holding ideas and plots. You can use the book to track session notes, too. Open to the first blank page, date the page, and then go to town. Every new NPC, every extra side note, all of the great ideas you had mid-session, put them all down there. Afterwards, go back and index the page as above. You're already using the notebook for planning. Why not keep session notes with your plans?
That's the point: anything you need for your game can go in the journal. It's all in one place, organized by your specific needs in the way that makes the best sense to you. It's like a road map of your brain.
When you get to the end of your notebook, grab another one, make a new index, and keep going. If you want to pre-designate areas of your index for things you know you need a lot of room for, you can do that. Otherwise, it’s lather, rinse, and repeat.
That's the point: anything you need for your game can go in the journal. It's all in one place, organized by your specific needs in the way that makes the best sense to you. It's like a road map of your brain.
When you get to the end of your notebook, grab another one, make a new index, and keep going. If you want to pre-designate areas of your index for things you know you need a lot of room for, you can do that. Otherwise, it’s lather, rinse, and repeat.
Tips and Tricks
One of the things that confounds people new to the
journaling process is the idea that they can only write down the good ideas.
Well, how do you know if it’s a good idea until you write it down? Trust the
process and put it all on the page, even (and maybe especially) the half-baked
ideas or the tiny thoughts.
Doing it this way ensures that you capture what you were
trying to articulate, and it also frees your mind up to think about something
else. I’ve rewritten the same idea with only slight variations down in my
journal three or four times. Each time, it cleared the decks for me to expand
on the thought or simply move on to the next thing on my mind.
Because I’m that-guy, I’ve got a campaign notebook
(separate from my journal) wherein I write down all of the finished ideas and
usable content I come up with. Anything good from my notebook gets transferred
over to the campaign notebook, which is much nicer and far less chaotic.
Eventually my campaign notebook will get re-organized into a pdf document with
a searchable index and a hyperlinked table of contents and oooooh, it’ll be so
fancy. Until we get there, though, this system works like a charm.
Saturday, August 24, 2019
RPGaDay 2019: 24 Triumph
These guys were prophets. |
Man, that’s such a weird word. Triumph. It’s weird because
when I hear it, I bring two things immediately to mind: a famous card trick
invented by Dai Vernon (and one of my favorite tricks to perform) and conversely, my least-favorite Devo
song “Triumph of the Will” from the album Duty Now for the Future. I know I’m supposed to think about overcoming
adversity, but I don’t.
So, trying to bore down on what I am supposed to be talking
about, I came to this conclusion: D&D games aren’t about winning. They are
about triumphing over the forces of darkness.
Maybe not all the time, but certainly when it comes to those
big, long, multi-level campaigns with a giant bad guy and massive conclusions.
“Win” is a decisive term. It sounds final. It implies that
the game is over.
“Triumph,” on the other hand, is still positive, but it’s
more open-ended. It implies that the battle is over, but not the war. The
forces of darkness have been beaten back, but only just. I usually envision the word "momentarily" in front of triumph.
In a campaign world with consequences that influence and
drive games forward, having your players
triumph instead of win is essential if you want to maintain that verisimilitude
of authenticity. The bad guys are banished, but never really destroyed. You can
kill villains, as long as you want them to stay dead. The major forces that
move the world always come back.
This is probably my personal life bleeding over right now.
Sorry about that.
In my home-brew world, I like to have the events at the end
of a major campaign spiral out and affect everything around, and then push
those new developments forward ten, twenty, thirty years and see what it all
looks like after that. The next game will be set in that approximate time
period, as the new characters will be dealing with the consequences of the last
set of characters. They triumphed, but the battle continues down the line.
Subscribe to:
Posts (Atom)
New Digs, Patreon, and More
Hey folks, This blog is going to remain up, but I won't be adding to it any more. I never quite got it off the ground and did everythi...
-
Hey folks, This blog is going to remain up, but I won't be adding to it any more. I never quite got it off the ground and did everythi...
-
The artisanal craft dice market continues to expand and contract like the big bang model of the universe in its own teapot tempest of a co...
-
Dice Porn! I was twenty four when I found myself working at Chessex Southwest, at the time when the company was growing like Audrey 2 in...