#RPGaDAY 2016 Day 7

What aspect of Roleplaying Games has had the biggest effect on you?

Probably the community aspect. I got into tabletop gaming when I went to college, where the only person I knew on campus was a roommate I barely knew from high school. Joining the campus gaming club introduced me to the local gaming store, and between them I had social circles that still stand. Those friends were pretty key in keeping me sane enough to finish school, which was responsible for my current job, and giving me a reason to move to the town where I currently live. Cooperative tabletop gaming probably affected every part of my life aside from my family.

Contrast that with online gaming, where I don’t still talk to a single person I met via MMO. I’m not exactly sure why that is. It may be because an MMO is a single entity; when a campaign ends you can run another with the same or different people in the same or a different place, but when you stop playing an online game you leave the entire community behind. It may be because online gaming is mostly antagonistic, even if it’s against a computer opponent, so there’s less focus on the society of the table and more focus on who’s pulling their weight. It may be because of the limiting factors behind having a pre-built game, which gives us less room for contributing to it and thus less of that personal expression necessary for building a rapport as friends. It’s probably a combination of this and other things. Suffice it to say that while I cut my teeth on video gaming and I still play games online, they haven’t touched my day-to-day life nearly as much as tabletop has.

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#RPGaDAY 2016 Day 6

What is the most amazing thing that you know a game group has done for their community?

Our game groups tend not to interact much with the community outside of the game store we frequent. “Helping local stores, especially restaurants, stay in business” is a pretty lame answer. But there is the brick.

One of my early games as a player was a Mage: the Awakening campaign in college. Since we were all young and hilarious, our mismatched group of characters decided to express our irreverence by forming a cabal of professional pranksters, using magic to sneak into places and play tricks on people who deserved it. The campaign continued for some time after I left, and the Warriors of Inconvenience had a great many adventures I’ve only sort of heard about after the fact.

Around the end of the campaign, an adjacent section of campus underwent renovation. To help with costs the school sold bricks, which they would inscribe with whatever donors wanted. The group pooled their money and paid for one, so this stands as an eternal testament to both their strong desire to help their school and their strong desire to confuse anybody who happens by:

I don’t get to name enough pictures things like “warrior_brick.jpg”.

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#RPGaDAY 2016 Day 5

What story does your group of players tell about your character?

We don’t have that many stories about me as a player. Usually we tell stories about my NPCs like the Warden, one of my most successful attempts at building dread, or Pechora, the goldfish with the memory of a goldfish. My player stories are usually about how miserable my luck is, like when an enemy paralyzes me for the entire fight during a surprise round, a controller deals exactly one hundred damage to me with a critical hit, or I miss with every single attack during a pitched final battle (coincidentally, those were all in the same campaign). It’s gotten so bad that unofficially I’m allowed to roll 5d6 and drop the two lowest whenever we build characters.

The most persistent story relates to one of my first sessions in a Mage: the Awakening campaign. I was playing a vapid pop star, and I found myself in a limo with an NPC who I think was my manager and also a vampire, or something. I had occasion to make a phone call to somebody, and the conversation went something like this:

Me: I roll to dial the phone.
DM: You really don’t have to—
Me: Too late, already rolling. *clatter clatter*. That’s…one success and two ones. So that’s a botch.
DM: Uh—
Me: *mimes picking up a phone* Hi! Yeah. Yeah…okay. *hands phone to DM* It’s for you.
DM: *takes phone* Hello? Yeah…I know… *closes eyes, shakes head* I know. *hangs up*

Contrast that with another player, who rolled to press an elevator button and had raucous success. The GM ruled he “pressed the button just enough to activate it, but not so much that it stresses the spring”. That group in particular, whom I’ll discuss a little more tomorrow, had and still has a bevy of hilarious results from critical success and failure.

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#RPGaDAY 2016 Day 4

What is the most impressive thing that you can remember another player’s character doing in a session?

In terms of raw spectacle, there was that time the blackguard climbed an ice-covered pole, holding a pig between her legs, so she could get the drop on an unkillable bug monster. But that’s really only impressive because she succeeded. If instead she’d just falled limply to the ground and gotten trampled, that wouldn’t have been a good story. I’m reluctant to give such an award to luck.

Instead, let me tell you about Slogg Sexipants. He performed the occasional task that only succeeded because he was a half-ton cleric, but his size also wasn’t what was impressive. What I really liked about him was that his AC was 7. This was an 8th-level character with no armor, a Dexterity of 6, and a Large size category. I think the player’s thought process was something like “Well, my AC’s going to be low. If I get full plate and magic items, then I can take huge mobility penalties and spend a lot of money to get my AC up to 21 or so, but at this level that’s functionally the same as AC 7. And the character I envisioned doesn’t have armor anyway. Instead I think I’ll just max out Constitution and tank hits with sheer mass.”

Not only was this an impressive dedication to character over mechanics, it freed him up to move over the battlefield with impunity. He assumed every attack was a hit and lived life accordingly, never worrying about what the attack roll actually was. This was also in an edition where healing occurred in raw hit points, not as a percentage of total, so it took a lot of his own healing to keep him running. But in exchange he got a massive character for a campaign about fighting massive monsters, and he finally got to break out the character voice he’d wanted to use for something like ten years. I can’t think of much more impressive than the tangible sacrifice he accepted and the intangible reward he got for it.

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#RPGaDAY 2016 Day 3

What is something you have done with your game character that you are the proudest of?

In the One Piece campaign, I played a masked ninja-like character whose power was that nine spirits lived inside him. They gave him powers and he could control them to a degree, but the cost was that after every rest a random spirit would take control of his body. It changed his personality, skills, and resistances, often to something that wasn’t mechanically optimal (switching to the spirit with +5 to Intimidate was great, except when another member of the party had a higher modifier even after my bonus) or narratively wise (and I insisted on intimidating everything, all the time, no matter who it was or what I wanted to accomplish). As a character and as an intentional counter to new-character syndrome, I was pretty proud of that.

For an individual moment with that character, the party got into a fight on a navy base. A captain had accosted us in an otherwise unpopulated control room with large windows, and we needed to end the fight without killing her. Once we realized she wasn’t going to stop attacking us, we focused on a way to get out. Around that time:

Me: So these are giant windows, right? There doesn’t seem to be anything special about them?
DM: Not as far as you can tell.
Me: And I’m closer to the captain than anybody else. The rest of the party is behind me.
DM: Yeah.
Me: Which means I’m facing away from them.
DM: …Yeah?
Me: I take off my mask.

I didn’t do anything spectacular. I just used an at-will attack that dealt sonic damage, one I’d had since character creation but had never used because it only worked in melee. But because I’d never done it before, the table reacted as though I was removing a seal and I was about to unleash something devastating. The character’s intentionally vague backstory, the layout of the battle, and my known predilection for giving my characters a rarely-used second or third gear, combined with a group of players receptive to all three, turned a mundane attack into a huge emotional payoff.

I did destroy the window. Getting the captain through it was another story.

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#RPGaDAY 2016 Day 2

What is the best game session you have had since August 2015?

I kind of want to say it was the King Thistle fight, but I’m discounting that for three reasons:


  • As I’m writing this, that session only happened last week. That’s a lot of recency bias.
  • I ran it. I’m reading this question as “what was the best session in which you played”, not “what was the best thing you did; brag about yourself.”

  • I’m doing a whole blog post on it, so there’s not a lot I could say about it now that I wouldn’t duplicate later.

After much deliberation I think I’ve decided on the first session of the Renaissance campaign that just concluded. It didn’t have the greatest storytelling or RP, and we didn’t even have every player show up. But this was a campaign we’ve had in the works since spring 2013. During a lull in our then current campaign we had a legitimate session zero, where we discussed the setting, built characters, decide what sorts of things we wanted out of Renaissance Italy, and generally did everything we needed to get things running.

Then three years passed. That’s easily the longest gap I’ve ever heard of between a campaign declaration and the first session, but it meant that first session was incredibly satisfying. We got to play as characters we’d been talking about for four and a half campaigns, and it was great finding that they worked exactly as we’d envisioned. I wouldn’t do it again, but since it did happen I’m happy it went so well.

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#RPGaDAY 2016 Day 1

Do you prefer to use real dice, a dice application or program, or use a diceless system?

Definitely physical dice. I love the feel of dice in my hand (especially when I’m not doing anything) and the sound of them clattering into whichever miniature I’m having a problem with today. I especially like having dice of different colors. It lets me roll several at once for different targets, differentiate them by effect (grey dice are the greatsword, red is the fire, etc.), and match them to my character. Here’s my dice case today:

Row 1: My first die and the giant d20 I use for countdowns, round indicators, and other things I want players to see easily; a slew of orange d20s from D&D poly sets and the miniatures game, along with d20s in several colors so I grab them without shuffling around in row 2; Fudge dice, dice with colors instead of numbers, and dice where the faces have pictures of my players on them; tokens from early 4E boxes in case I’m in a situation where I don’t have minis.

Row 2: A poly set in each of several colors, translucent when I can get them and pretty when I can’t. The first nine sets also have a second d6.

Row 3: Collections of d12, d10s, d8s, d6s, and d4s, in that order. These are mostly the rest of the D&D poly sets, plus split up poly sets I don’t use often enough to get a spot in row 2, plus a set of twelve d6s for when I need to roll a ton of them as for falling damage.

Row 4: A light-up d20 I got as a gift, three more pink d20s for when I played a character who attacked four times per action, and another d20 whose origin I’ve forgotten; markers, in case I’m not near my good ones; assorted Warhammer-style d6s including my oft-used scatter die.

This is the full set I usually use when I’m DMing. If I’m playing in a campaign I have a small bag to carry only the dice I need. I’m happy enough with my current setup that I haven’t gotten any new dice in a few years, so I expect to stay at this level for the foreseeable future.

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#RPGaDay

Sphere of Annihilation, one of the blogs I met via the A to Z Challenge, brought to my attention a similar item. #RPGaDAY is an event where gaming writers are asked to answer a series of questions, one per day during August, with personal anecdotes and opinions about gaming. The A to Z Challenge was a ton of fun, so I figured I might as well run this one too.

One thing I have noticed as I worked on the questions was that this event is a lot more about the author. The A to Z Challenge could be about anything, so I spent it bragging about my players. I can’t really do that here because most of the questions are of the “who are you and what do you think?” variety. It kind of makes me a bit uncomfortable, and that’s probably just because I’m old. I can only spend so much time talking about myself, but that’s probably what I should expect from any event that puts a hashtag in its name.

This is bearing itself out in the posts I’ve done so far. In April my posts averaged around 500 words, and in August they’ll average around 200. If you’re not interested in that sort of thing, come back in September. I’ll compile all the posts at the end of the month and probably link to them from the “About” page, and then we’ll get into the Zelda Campaign postmortems. If you are sticking around, feel free to share or link or do whatever you do with the hashtag #RPGaDAY. I don’t know how to work this newfangled social media nonsense.

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On Pathfinder

I told you that story to tell you this one: I’m starting to wonder if I’m done with Pathfinder.

The more I read about Pathfinder and the more I understand the designers’ intentions and the way players use it, the more I see how at odds I am with it. I started with Pathfinder expecting it to be like a fixed D&D 3E, and as I understand it that was the explicit intention and marketing pitch. For me this meant a simulationist game where everything worked using a similar set of rules and thus everything was comparable, but where magic was no longer the be-all and end-all skill that invalidated any other option. It meant removing or repairing the most frustrating parts of the rules and leaving the core intact. It meant getting back to the idea of “storytelling with conflict resolution, which we admit is primarily but not exclusively through combat” and away from the “make numbers go up so you can feel good about yourself” style. I get the latter enough in my online games, thank you very much.

But from what I see in releases, the community, official forums, etc., that’s not what Pathfinder actually is. Instead it’s all about optimized, magic-heavy, power-and-control play. It’s exactly what I’ve been telling people D&D is not for the better part of ten years. It’s not unlike finding out a poem doesn’t mean what you thought it meant, in that there’s a whole body based on the alternative interpretation while you’re a quiet little voice offering an alternative to which nobody feels the need to listen.

I’ve gone back and forth for a while on whether this is something that’s actually happening or it’s just a story I’ve made up based on limited exposure. But I see it in the official designs, too. For example, consider healing. In D&D it’s a benchmark skill, required at all levels of play. But in Pathfinder, healing isn’t even a thing. The only point of a healer is to provide emergency supplication so the players can survive long enough to repair themselves between battles with wands of cure light wounds. Instead, a healer is best played as a striker, because it’s more mathematically viable to kill a monster and thus prevent it from dealing damage than it is to heal a character a half-hit from death. Because in a world where characters are expected to either win the battle in the first two turns, deal (level * 10) damage per round every round, or rebuild the character until they do, mathematical viability is all that matters.

It’s this world into which Paizo has released its last few books. Consider Pathfinder Unchained, the Advanced Class Guide, and Occult Adventures. Among them they introduced twenty classes. Of those, only one is capable of being a full healer. A second can spoof it with archetypes at the expense of most of its other class features. But almost all of them are designed to do absurd amounts of damage. This is our meta.

The community even has its own language for how the system now works. “Traps” are feats, class features, and other options that seem neat but aren’t optimized enough to keep up with the most powerful choices in each category; Vital Strike is a trap because you can do more damage attacking twice than attacking once with a damage bonus, and non-spellcaster characters are expected to use full attack actions every round to maximize damage. “Rocket tag” is the style of play where high-level characters hurl catastrophically powerful abilities, usually spells, at each other, and the first to make one connect essentially wins the fight; this is ostensibly a gaming style to be avoided but it’s also the only way anybody seems to know how to play above L10. “MAD” is “multiple ability dependent”, a class or feature based on more than one ability score; this is a detriment because SAD (“single ability dependent”) classes can boost one ability score, like Intelligence, to the stratosphere and build their entire character around it by ignoring everything else that goes into a person.

It’s the same language I hear when people discuss competitive games like Magic: the Gathering. But Pathfinder isn’t supposed to be competitive. Players aren’t supposed to be doing everything they can to break the game wide open and assert dominance over an opponent. It’s supposed to be cooperative, where you work with people to achieve a goal. It’s literally in the first paragraph of the first chapter of the Core Rulebook:

Think of [Pathfinder] as a cooperative storytelling game, where the players play the protagonists and the Game Master acts as the narrator, controlling the rest of the world.

Competitive, high-powered play only works if everybody is equally in on it. If this isn’t what you want, the community’s message is clear: you’re either playing the game wrong or you’re playing the wrong game. And hearing that message, time and time again, from every direction including the designers, is exhausting. I don’t need my pastimes to exhaust me.

This isn’t to say I want to abandon Pathfinder completely. I still like the core ruleset, and it still gives me that dungeonpunk feel I want out of a game. But it means I’ll spend my time on other systems, and when I do run Pathfinder it won’t be as she is intended. I need a game where instant-death spells are discouraged, where clever tactics are rewarded more than the best builds Reddit can come up with, where there’s more focus on character stories and growth and a logical world than on gathering a handful of dice and eying the DM threateningly. Mechanically I’ll use our alternate system for save-or-dies, using them more as dramatic finishing moves than turn-one dominance tactics, and I’ll keep working on themes, intended to bring “character” back into “character design”. The lyrics stay the same, but the rhythm changes.

But this means I’m essentially leaving the Pathfinder community, because they want something I don’t and vice versa. I’m not sure how big a loss this is; certainly Pathfinder won’t notice my absence, and I’ve been so put off by the Pathfinder community from the moment I encountered it that I’m not losing any significant emotional investment. It still hurts, though, to work in something for so long only to find out it was never for you in the first place.

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Metathesiophobia

I’ve had Pandora for several years. I’ll have days at works where I have Pandora on pretty much straight through. It’s single-handedly responsible for most of my metal playlist, and thus for my collection of Iron Savior songs, and thus for the longest-running plot in my longest-running campaign. I’m a fan.*

But I’ve noticed a curious tendency I have when I’m using it. Consider my a cappella playlist, where I gave Pandora a series of all-vocal songs to use as seeds. I’ve made sure to only thumbs-up similar vocals-only songs (okay, and one or two by Van Canto), and for the most part I’ve gotten what I wanted. The biggest outliers are comedy tracks. A few of my initial seeds were comedy songs, so Pandora assumed I wanted comedy songs as much as I wanted a capella. Especially comedy songs in a country music style. Especially political comedy songs in a country music style. This was wrong.

Faced with this attack on my intentions, I rejected every song that didn’t meet my criteria hoping to goad Pandora more into the style I wanted. Eventually it worked, and I now have a mostly valid playlist…except for the longest time there were a few a cappella songs I didn’t really like that nonetheless appeared in heavy rotation. This is because I didn’t dare thumb them down. I consider my playlist a delicate house of cards where removing any a capella song, no matter how little I liked it, could convince Pandora to return to the post-apocalyptic days of guitars, drawls, and words that only rhyme with “Obama” is you squint really hard.

I don’t know if Pandora started figuring things out or just expanded their songlist, because in the last nine months a glut of new, good songs have appeared, and approving them finally gave me enough purchase to feel comfortable kicking out the worst offenders. But the point isn’t how amazing my mixtape is and how you totally have to listen to it. It’s that I engineered, in my own mind, a situation where the fear of change paralyzed me into sticking with something I didn’t actually like in case its presence was saving me from a worse fate.

Speaking of which, my current gaming groups.

I’m currently involved in three campaigns, one of which is with a group that has been meeting more or less consistently for ten years. We’ve had people duck in for a campaign here and there, but they’re more like guest stars. Our five man band has a lot of shared history that I imagine is intimidating to anybody trying to elbow their way into one of our games. More than that, we’re fairly comfortable with each other and more than a little reluctant to allow somebody new. This is despite the fact that every new person we’ve had, barring one, has been a joy to have at the table and worked their way in almost seamlessly, inside jokes notwithstanding.

But still, even after far more good than bad when it comes to new players, we’re still a little gun-shy about fresh blood. Almost as gun-shy as we are about new games, which if you think about it is even more ridiculous. If somebody joins a campaign and we don’t work out, we have to go through the “it’s not you, it’s all of us, independently, somehow” conversation. If we don’t like a game, we just have to say “it occurs to me that none of us like GURPS and we should try something else next week”. The barriers to entry for trying a new gaming system are ridiculously low, but we still never do it.

Part of that is a comfort level thing. We like knowing how common rules work without looking them up, we like knowing our macros more or less function as intended, we like knowing that if we have a really sticky question we have three DMs in the room who can piece it together, etc. But I think more of it is the nagging question, “what if we don’t like it?” Which, all told, is a pretty trash argument. We’re talking about giving a roleplaying system a spin. It’s not a skydiving course.

There’s so much out there I want to do that I haven’t. I want to get back into Fate. I liked ICONS. I’ve dipped my toes into a Powered by the Apocalypse game. I’ve been wanting to try Savage Worlds and Big Eyes, Small Mouth for years. But whenever we bring it up, we agree that it’s a neat idea and then don’t do anything about it, because we’re already playing D&D or Pathfinder, and why would we do something different if what we’re doing works?

It’s not like I’m suddenly going to drop everything to go on an RPG system world tour. In one group we’re running a Pathfinder campaign during the break of a different Pathfinder campaign. In the other we’re coming to the end of a 4E campaign, and it will be followed by a Pathfinder campaign because I’ve had a key player threaten to quit if I try running it in a different system. I’m also not going to abandon either group if they’re not interested in trying something new. But the next time the opportunity arises I’m going to push it pretty hard, and this post serves as my declaration of intent.

…I’ll probably keep the same blog name, though.

* — I am aware of Google Play, and I have thought about it. But when I looked at it today the first thing it recommended to me was Green Day, then Red Hot Chili Peppers. I don’t think Google Play and I will be friends.

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