#so the DM wrote ‘Doesn’t Matter’ on my character sheet
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I wanna hear about the pokemon ttrpg 👀
WELL SINCE YOU ASKED—!
Ok. so. You know how in the pokémon games there’s always those Team-Badguy grunts who challenge you to a battle then run away afterward? That’s my character:
Renn is literally an ex villain-squad punk who’s finally been released from house arrest in Starting Town & is taking the opportunity to go on a “normal pokémon journey” don’t mind the baseball bat officer I SWEAR it’s for self-defense :)
Other cast members include
Kestrel, a mysterious and kindly young doctor with an eyepatch and a knack for finding evolution stones
Vincent, a weirdo from the woods with an uncanny connection to pokémon and a mission to speak with the gods
Jiro, a gifted chef with a knack for battle on a mission to someday open his own restaurant
Emilia, a cheerful photographer who is god’s gift to the enemy not always completely prepared for the impact of her pokémon’s AoE moves
Douglass, an incredibly sheltered pokémon councilor who just wants to show his beloved Psyduck to the world and is also coincidentally Renn’s cousin
And the way my friend is running it — instead of standardized region starters, it was a potluck. Everyone chose one 3-stage pokémon that the other players might pick.
There was a Trapinch on offer. She was small, orange, and sweet— so Renn named her Clementine.
We are now best friends. I love her big ol’ head. She’s a long way from evolving, but I love her just the way she is.
Anyway, we left town as a group, me and the other trainers. It’s been pretty chaotic since then. I’ve been showing my cousin the ropes of living in the Pokémon World, Kestrel’s been paying me good money to stop extorting politely asking strangers for pocket change, Jiro’s on his way up in the world, and the Wiz Kid Vincey met god the other day.
AND. and. We’re slowly but surely on our way to BigCity — my old hometown, where Team Badguy runs the streets and Big Tech Corp runs everything else — and.
And. I’m on the trail. They took my beloved Zubat when I got arrested — but my little Echo is still out there. I got a lead that my little buddy might be in BigCity, and. I swear. I’ll burn the world if that’s what it takes to get her back.
I can’t wait to play again!!
#just me rambling#pokemon ttrpg stuff#i am OBSESSED with this game right now#my friend is running it as though we were passing the video game but MORE#more personal - more connected — and#GOSH#it’s giving me so much dopamine#everyone has their own story and team and goal#and#we’ve met a bunch of fun NPCs and have tripped into some Plot and#AAAAAAAAAAAAAAAAA i wish we could play more than just once a week#oh also it’s kinda fun: Renn is canon nonbinary#When asked the traditional ‘are you a boy or a girl’ question I hesitated—#so the DM wrote ‘Doesn’t Matter’ on my character sheet#and every time it comes up in game I answer with a mildly-threatening ‘’Don’t worry about it >:) ’’#and as someone who is irl very quietly nb- it makes my heart Pleased#anyway if you couldn’t tell I am very excited about everything to do with this game#and I would happily go on and on and on and on about my pokémon friends and our (mis)adventures
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I doubt you guys want to read this long message,
Point is, I’m going to leave tumblr for longer, reasons under cut:
Reasons
1 - writing
Like I’ve said before, I like writing more then drawing, and I love you guys and all the art I make for you guys [love is pushing it for the art but let’s ignore for now]
But I asked someone for their opinion [if I should write more,ect, ect.] and they told me to do what I wanna, so I am, I’ll still draw but probably not as nearly as much, only for the characters sheets and art trade
I’m going to write a lot more, its better for my heath anyway [not sitting up for so long], the same format for anyone who doesn’t want to see my storys/the opposite, @weather-story for just writing, @facks-arts for just art, @facks-stories for text and art with context,
2 - heath
As you know, I’m built with fucking legos or something because my heath is so unstable and unreliable, so I have limited energy, I can’t spend much more of that energy making posts and drawing,
Hopefully this break can give me more of that energy back, I’ll also have more time to figure out what going on
3 - burn out?
I think I’m getting burn out, from something, so I might not have that much art, or even writings when I come back,
4 - mental health
As you guys know, my mental health is also built out of legos- its shit and every one knows it, especially because I lost someone I considered a best friend [starby is alright and alive, we just don’t talk anymore]
And especially it’s been bad because I found out something personal, I’ve just been a little rocky lately. So I don’t really feel like talking to people that much,
What can/will happen during the break?
-I’ll try and answer any dms I get, I still care about you guys so dm me if you need or want to talk
-Receive asks, the ask box will still be open, send asks while I’m gone, don’t, doesn’t matter
-answer in polls I’m tagged in, its just a poll
-make the weekly cotton posts
What won’t happen during the break:
-I won’t do picrew chains, 😔 as much as I love not being able to make myself I’ll do them after I come back
-answer asks, same with this^ I’ll do them when I get back,
-make posts [that isn’t weekly cotton]
-send asks [I’ll probably wrote them down if I have any
After break?
I’m going to write more, maybe I’ll repost some of the writings on this account but I doubt,
Basically go back to being normal but probably a lot more rants
Asks, picrew chains, and the character sheets will be done after I come back
Thats all from what I know, I’ll edit this if I need to, but this will be pinned until I get back
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I wanna write whump but I’m scared it’ll be bad and I keep avoiding doing and I really like yours could you give me some tips on writing whump? Also How do you go about creating ocs for it? (Sorry if that’s a weird question) (also sorry if this isn’t specific enough)
In all honesty? Don’t care. Write what feels right to you, and don’t let anyone discourage you. Everyone’s niche is different in the whump community. I started because I saw how much people actually cared in the community and how much they supported each other. And? Everyone starts off ‘bad’. People grow through their works and how they interact. Don’t be afraid to ask for advice from big name blogs and even from littler ones you see floating around. There’s a big chance that they will answer any questions you have if they can.
For my OC’s, they just... came up. I got an ask and I wrote a new character and storyline for it. I’m still fleshing it out, as evidenced in my snippets of time works, but the more I write the more they will form. Some people create character sheets and full back stories before they even begin to actually write but that doesn’t work for me. Some people have a new OC for every ask! Your style is just that- yours. No one can take that from you, and it can change at random or stay steady through all your works.
Tips? Write. A lot. Read fics and idea plots from blogs that have prompts to begin with or even just asks that people post from other blogs. Don’t steal work though! Be creative. You may see something you really like and decide to write it one day and guess what? It can either flow from your or it may seem like your fingers freeze. Sometimes we can read something we cannot write or vise versa.
And then, there are the no goes. One that are absolutely off limits for you to either read or write but not because of social stigma, but of your personal reasons. I know some people are upset by the recent BoxBoy whump and take care not to read it. Sometimes it is as small (not that it is small to the person but it is not a common upset that I have seen) as tree whump. Whether being tied to it or a switch taken from it. There are some things we just have to avoid for our mental health or just because we don’t like it.
For me, personally, it is knee and eye whump. I cannot read or write it. Knee is a semi recent one to happen and eye has been for years. If a fic that I am reading as it mentioned I make the choice whether to continue reading it, skip past the scene, or exit it all together. There is no shame in doing that, but don’t send hatemail to a writer for it.
You do not have to cater to your audience. Write for yourself and write what you enjoy. If you enjoy writing more taboo subjects, make sure you keep things tagged, but don’t let anyone dox or try to beat you down. You might get hatemail for the things you write. You might not get many notes or any at all your first few works- or any of them. And that is okay. Don’t get discouraged and don’t focus on them.
Finally, know when you have reached your limit. Whether it is for the day, week, month, know when you have to take a break. Sometimes we hit creative block and it can be so frustrating that you might want to quit. I can’t tell you not to quit, but I can say this. No matter what, you are a writer. You write what feels good to you and don’t let anyone get you down. Don’t be afraid to ask for help. Don’t focus on the notes. People might leave constructive ‘help’ on your works when it is unwanted, and you are under no obligation to obey their words.
We welcome you in the whump community, no matter when or if you ever join as a writer. You are still a reader and so important to people on here.
Oh! And one more things. Create an announcement post. Tag blogs that have inspired you. Most people write down their favourite types of whump and no goes (either squicks or triggers) along with what they like to be called on the site. It goes a long way, believe me. Sometimes, if you ask in either DM’s or have your name revealed for asks, huge blogs will reblog your post and get you a lot more exposure.
I am not perfect. There are probably things wrong with this post that I am just not seeing due to my still limited exposure. Please, don’t just listen to me. Almost every blog in the whump community will give you their own little piece of advice and their own perspective. No one will think lesser of you for it.If you would like to DM me they are open!
@ashintheairlikesnow
@whumpology
@whumping-every-day
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bullshit-free guide to actually fucking writing your wip
disclaimer: this isn’t a fool proof method. when it comes to writing advice and techniques for productivity I say keep an open mind, but take what works for you and leave the rest.
disclaimer 02: this is more or less for people who want to eventually publish, but there may be elements in here that benefit hobby-writers.
Where & When You Write
Some people will tell you that your writing routine needs to be sacred. I don’t quite believe that. You can absolutely curate a space for yourself that you aim to write in, but at the same time, focusing very strongly on the ritual of writing makes it hard to create an adaptable habit.
The Writing Zone:
Your desk or table should face away from your bed, my mother always swore by that and it stuck with me. If space doesn’t allow for that, consider putting furniture or some partition up so you can’t see your bed. For some reason, this makes focusing easier.
For those of you who may be bedridden or have limited space, a good bed-desk is absolutely just as acceptable (I am actually planning to get one).
If you have a space separate from your bedroom, the follow applies as well:
Eliminate as much distraction as possible from your desk. Your experience of distraction is unique so do what you gotta do to eliminate it.
Make sure your space is well lit. Background light is essential to avoid eyestrain when staring at a screen.
Your chair should be comfortable, and support your back. Scoot your ass all the way to the back of the chair and try sitting on your thighs as much as possible to take strain off your lower spine (my chiropractor told me this).
The Writing Time:
You need to make time for your writing. Summer means the sunshine is waking me up at 5:45 AM and it’s too hot to doze comfortably so my ass is up and writing or reading until 7 AM when I gotta start getting reading for the day. If I have to catch the 10:15 AM bus, I’ve for about 4 hours to work with between waking up and leaving.
I finished July 2019 Camp Nano by writing in the morning. And I’m not even a morning person, I swear.
Make time for you writing. If you can make a routine you can stick to, excellent, if you have a handful of 5-10 minute time-pockets— also okay! The 30 minutes your dinner is in the oven is just as good a time to write as any other.
How do you learn how to write in tiny time pockets, you ask, well here it is: Micro Writing Sprints and Macro Writing Sprints. The former applies to pockets of time under 15 mins, while the latter applies to pockets of time over 20 mins. All you have to do is set a timer and challenge yourself to write as much as you possibly can.
Another thing to keep in mind is knowing your personal limits. If your attention suffers and you start to wander after 15 mins, keep your sprints to 5-10 minute blocks, and give yourself 5-15 min breaks where you get up, drink some water, move your body and then come back to your writing.
How to Write More, Faster
You have to kill your inner editor. Or at least subdue them. You can fix a typo or whatever but that’s really it. The idea is that you need to allow yourself to get into a mindset where you’re only focusing on the writing, your prose is allowed to be a mess. Insecurity and doubt have no place here, only writing.
Your first draft doesn’t need to be clean. You get to clean it up when it’s done. Stephen King says you write your first draft with the door closed, and the second with the door open, and I like that saying a lot. The revision process is actually way more fun than I thought it would be. I get to make fun of myself for my weird writing quirks— every single one of my “most common errors” in my Grammarly report is about misusing commas!— and restructure and improve upon the foundation I laid with the first draft.
If you come up with something that changes something significant to your story, write a note about it, and then continue on with your draft like it’s been that way the whole ass time. Do not go back and change things. Just keep writing.
Learning how to do Writing Sprints allows you to quickly get into the habit of putting everything down as fast as you can without overthinking it. Because the real thinking is for later, when you’re revising. Essentially these Sprints enable you to get into the writing zone much faster, so feasibly you could write in small time-pockets at the bus stop, in a waiting room, on the bus—anywhere.
Outlining will make you write faster.
Yes I am pro-outlining, please don’t click away because of that, because I also still think that you need to use what works for you, and if you’re reading this something isn’t working, so please keep your mind open.
The very least you should try is preparing or pre-planning what you need to write for your writing session (no matter how short). You will write more and faster this way. Most of all, you will be less likely to “wander” around.
I wrote out a small fragment-filled paragraph of what needed to happen in the first few scenes of my July 2019 Camp Nano project and got them out more easily and faster compared to when I didn’t. I wrote sustainedly in 30 minute time-pockets with a great deal of focus when I prepared my writing before actually writing.
Your WIP Outline
What if your outline was also actually super connected to your character sheets? Libbie Hawker makes this sound so easy in her book “Take Off Your Pants” in which she broke down some very interesting ideas on how to build your characters and your story that I hadn’t previously considered.
What I ended up with was something like this:
CHARACTER NAME Character: write down the basics; age, career, small relevant facts Flaw: what problem do they have that hinders them External goal: the thing they want that they can’t get unless they overcome their ‘flaw’ Ally: who pushes the character toward their goal when they stray Antagonist: who has same or aligned goal, but with different motives and execution Events:
Opening scene
Inciting event
Character realizes external goal
Display of flaw
Drive for goal
Antagonist reveal
Thwart 01
Revisiting flaw
New drive for goal
Antagonist attacks
Thwart 02
Changed goal
Ally intervention
Renewed Focus
Battle
Death
Outcome
End: success or failure or neutral result with regards to overcoming ‘flaw’
The stuff under the “Events” category is stuff everyone has seen before in narrative charts, and it won’t be the last time you see it either. You can use or discard or repeat them however many times you need to. I still think this plot chart that I made it great for figuring out pacing, so check that out if you need some help there.
You can also apply these to series, where the character’s “Flaw” and “External goal” change as the narrative progresses.
All of these parts are explained in Libbie Hawker’s book, but I’m happy to explain if you DM me!
I applied a central idea for my WIP “Hyacinth Stalks” and all the central characters share a common idea with regards to their flaws. Hawker recommends filling in this information for all central characters, and working in which events which characters will interact in.
The common idea is that my characters are “holding onto the past to feel more in control in the present”. Juliet Shain maintains habits of maintaining a “perfect athletic body” in the same way she did as a dancer five years earlier. She can’t exercise that same control over her mental health, which she struggles with, because of questions she has pertaining to the accident that lost her her leg remaining unanswered.
Juliet’s ultimate goal is closure about the accident, which she won’t be able to access unless she stops holding onto the past and in turn the idea that the accident “ruined” her.
I can apply the same things to Alana Murdock, another central character in “Hyacinth Stalks”, who, because she could only rely on herself after her sister’s murder while her parents grieved and her brother cut all contact, rejects her brother’s attempt to reconnect in order to protect herself in the present despite the stress of the upcoming 10th anniversary of the Hyacinth Killer’s disappearance. Her goal, would be to make it to the Olympic Volleyball team, which she won’t be able to do unless she stops isolating herself.
I can now approach the Events sections with more clarity because I know what the characters’ goals are and what their hindrances are as well. I can apply the same ideas to the other central characters, as well as the Serial Killer and weave their stories into the narrative as well. When you have a strong character arc, you can build a strong story.
When you can answer the questions about your character(s) you can fill in those Event sections with far more ease, and begin to break those sections down into chapters, scenes, or beats, with as much or as little detail as you want. Libbie Hawker’s method involves writing out paragraphs worth of scene details before actually getting to the writing. She says this isn’t necessary, but that for her it eliminates “wandering” and any doubts about what needs to be put on the page.
Personally speaking, I lie somewhere in the middle, wherein my scene outlines involve small paragraph or bullet points for what needs to happen.
Hawker has written books in 21 days, so there is definitely some magic in her method. In her book, Hawker details that creating her outline took 4 hours. When I outlined “But a Monster” it took a week (5 days), and despite not having had her method then, the existence of the outline made writing the novel much clearer and focused, which my writing had not been prior to admitting I needed to give outlining a chance.
All writing advice is a tree of wisdom
Take what benefits you most and leave the rest.
I have fully taken the advice that I have attempted to explain here. I read in “5000 Words Per Hour” by Chris Fox and “Take Off Your Pants” by Libbie Hawker and felt incredibly inspired and motivated, but some of what they say or eschue doesn’t resonate with me or my craft. I have to do what works for my writing, and if I’m happy with the pace the work is going at then alright!
What I’ve written here is meant to give you new ideas on how to be more productive. I read the books that helped me come up with this because I felt like something was lacking in my writing routine and I had my eyes opened. I hope I have opened yours too and that your work benefits from this.
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So this is for the prompt Healing .This might be a bit loose of a use of the prompt, but eh.
Here’s “The Adventure Begins”.
_________________________
Caleb had never really given the days of the week much thought. They would come and things would happen, so why have a favorite? None of them had ever stood out to him as special. At least, that was before he started dming for his friends. Now he had to say that Thursdays were the best day of the week.
The group had only been playing together for a couple of months, but Caleb was already finding himself getting really into it. Now most of his free time was spent imagining new scenarios for his players, The Strong. That night’s game was promising to be a good one.
The Strong had just finished their first dungeon and gathered the components the local shopkeep, Phillip, had requested. Now all that was left for them to do was return to the village and get their money.
“Fiona should be the one that gives Phillip the supplies,” Nott suggested. It tripped up Caleb at first that her wizard had his old name Bren, but he was getting used to it.
Fjord nodded his head. “Maybe she can get us a bonus.” His fighter, Captain Tusktooth, had already been banned from price negotiation after accidentally insulting Phillip’s mother.
“Just leave Traci out of it,” Beau said. “I don’t want to do an awkward flirting session with Caleb ever again.” Caleb had to agree with that.
“That sounds like a fine plan to me,” Caduceus said. He played the firbolg cleric, Caduceus. No one was certain if he really understood the point of dungeons and dragons.
“Does that sound good to you, Jester?” asked Yasha, aka Janet their gnome rogue.
Jester smiled. “Like you guys can keep Fiona away from Phillip.” Fiona being her human bard barbarian.
“Okay, you’ve successfully made it to the village. So, what are you guys going to do now?” Caleb asked.
“Well, Fiona’s going to go to Philip’s shop,” Jester said.
Fjord grabbed a handful of chips from the communal bowl in the middle of the table “We’ll wait outside.”
“Right, so Fiona goes into the shop,” Jester said. “Is Phillip there?”
“Behind the counter of the shop, you see the familiar sight of a pale red tiefling, Philip. He smiles as he sees you come in and goes ‘Miss Fancypants. You’ve returned. Were you successful?’” Caleb liked doing Phillip’s voice. It was softer than his own and was the first NPC that Caleb had a firm grasp of.
Jester nodded. “‘Yeah!’” She did the cutest voice for Fiona and Caleb couldn’t blame Phillip for being infatuated with the bardbarian. “Fiona pulls out everything that Phillip requested from her bag. ‘Here you go!’”
“Phillip’s smile grows wider. ‘You will never cease to impress me Miss Fancypants.’”
“‘Wait until I play for you sometime. I’m going to be performing at the inn tonight.’” Jester leaned forward with a big grin on her face.
Caleb pulled out some of his notes. “‘I look forward to.’” Everyone else at the table ooohed as Jester giggled. “‘Let me go get your payment.’ Phillip grabs his crutch and makes his way to the back and keeps talking to you. ‘I’ve heard there’s good work for folk like you up north in Bucher. Folks say that there’s a kobold colony that needs wiping out up there.’”
“How’s that spelled?” Beau asked.
“B-u-c-h-e-r,” Caleb said.
Jester frowned. “‘I think we were hoping to stay here a bit longer.’”
“‘There’s not much work for you here after this.’ Phillip returns to the front with a bag of coins. ‘Here you go 45 gold just like we agreed.’”
“Fiona smiles and takes the money. ‘We’ll miss this place’,” Jester said, bt she still seemed a little sad.
Caleb rolled a die. Seventeen. He rolled another die and added two to it. Eight. “‘Then you’ll need to come visit us sometime then.’ Suddenly a spear pushes through Phillip’s chest and he slumps over dead. On the other end of the spear is a gnoll.”
The whole table erupted into screams. “You can’t do that!You can’t just kill Phillip!” Nott yelled. Jester just sat there wide eyed in shock.
“Things don’t always go as you have planned.” Caleb had actually been planning for this attack since the start of the campaign. He hadn’t expected them to get so attached to Phillip, but that made the moment all the more poignant. “What does Fiona do Jester?”
Jester sat there quietly for a moment. There were a few different options. She could run out to the others to let them know what happened, attack the gnoll by herself, or scream to bring the other characters to her. “Fiona jumps over the counter, pulls the spear out of Phillip, grabs her healing potion, and pours it into Phillip’s mouth.” Or she could do that.
“But that’s your only healing potion,” Caleb pointed out. He didn’t mean to have her waste her items on an npc.
“Well, I don’t have any healing spells, so I’ll have to use the potion,” Jester said. The Strong were only level four and only had a couple of healing potions including the one Fiona used on Phillip.
Caleb scanned the table for complaints, but the rest of the players seemed okay with Jester’s decision. He rolled for the potion and added it to Phillips sheet. “Phillip gets back up and stares at you. Don’t forget that gnoll’s still there. Actually, it’s going to attack you now. Does a 19 hit?”
“Yeah, that definitely hits,” Jester said.
Caleb rolled again. “That’s 3 damage.”
Jester wrote down her new hp count. “Okay, so Fiona picks up Phillip and disengages from the gnoll to get them both out of there.”
“Picking up Phillip counts as an action. So if you want to disengage, you’ll have to leave him there,” Caleb pointed out.
“Right, so I pick up Phillip and leave triggering the gnoll’s reaction then.”
Caleb stared at her. Phillip was just an npc. He could understand getting hurt for another character, but not an npc. Npcs were disposable. “Does 14 hit?”
“Just barely misses,” Jester said. Relief filled Caleb. He would never forgive himself if he killed Fiona Fancypants. “Fiona carries Phillip out the store and yells ‘GNOLLS!!!’ for everyone to hear.”
“And that’s when gnolls start to swarm the village. Everyone roll for initiative,” Caleb said.
Jester bit her lip looking at her notes. “Wait, Fiona didn’t grab Phillip’s crutch and he has a bad leg. If I put him down, can he get to safety?”
“He can crawl,” Caleb said.
“Okay, then Fiona will just hold him until she can put him someplace safe.” Jester mimicked like she was holding someone in real life, and Caleb could feel a blush creeping up on his face.
“You’ll get disadvantage if you do that.”
Jester shrugged still holding an invisible Phillip in her arms. “Fiona can handle it.”
“Alright then. Okay initiative. Anyone get 20-25?”
******************
Somehow the Strong managed to survive the encounter even with Fiona at disadvantage for most of the fight. Most of the group agreed that it was a fun game, but Beau did threaten Caleb if he tried to pull something like what he did to Phillip again. Jester was the last one to leave that night.
“I had a lot of fun,” Jester said. “Fiona got to save Phillip!”
Caleb smiled. “Have to admit that took me by surprise.”
Jester raised her eyebrows in confusion. “Why? Fiona adores Phillip. Besides I know that you like playing Phillip, and it’d be really sad if your character died so early in the game.”
“Oh, danke.”Caleb never really thought of it before, but if he had the option, it was Phillip that interacted with the party. It was also a lot of fun to have Phillip talk to Jester and flirt with her a little bit. Even if he wasn’t good at it. “But I’m the DM. My characters are just npcs and don’t matter much. They’re not that interesting of npcs anyways.”
“Don’t sell yourself so short Caleb,” Jester said with a hint of a pout. “Phillip’s part of why I come every week.”
A blush crept over Caleb’s face. “Really? Then I guess he better move to Bucher so you can keep seeing him.”
“That’s good cause Fiona would be heartbroken otherwise.” Jester grinned brightly, but then became more serious. “Caleb? Do you think that Phillip feels the same way about Fiona?”
“That would be meta knowledge.”
“Cay-leb,” Jester pouted. “I won’t cheat or anything. I just want to know for art purposes.”
Caleb could feel his heart beating hard as he thought about how Phillip felt about Fiona since it was the same way he felt about Jester. “I think he holds Fiona very dearly.”
Jester squealed. “But he doesn’t realize how Fiona feels about him yet does he?”
“He doesn’t believe that someone as amazing as Miss Fancypants could love a man like him.”
“He’s wrong you know. Fiona could love him real easily.” For once, Jester appeared to be one hundred percent serious.
“What about Captain Tusktooth?” Caleb asked.
Jester waved away the comment. “That’s just a fling. Besides, Fjord isn’t really interested in pc romance.”
“Ah. I’ll need to keep that in mind then.” Caleb closed his DM screen and set it on his books.
“You better. Fiona needs a whirlwind romance. I’ll see you later!”
Caleb watched her as she left and sighed. He knew that nothing could ever happen between him and Jester. But that’s what the fantasy of Dungeons and Dragons was for.
___________________________
Notes:
Phillip and Fiona Fancypants were created in the Widojest discord. We ship them so much.
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I was wondering... Do you any of you have tips for a rookie GM? I'm setting up a game night here soon and I'm stressing the heck out over it.
Alex: No matter what game system you play it's usually quite intimidating because there are like 600 pages of information to digest. At any given time you need to have memorized only, like, thirty. At the end of the day most tabletop games are just two things - math and improv. Admittedly things that, outside of tabletop games, people go out of their way to avoid, but still.
Stress can lead people to get things done fast but also get things done sloppy. You don't need to plan out every single detail of what the characters might encounter eventually in a session. You can flesh out a couple of interesting people, places, or things you want them to see and just keep a scratch card of notes and traits for if/when they go off the beaten path. Remember, no matter what you plan, there is no accounting for the actions of players, and rolling with them provides a far better experience than slamming your fist down and saying "NO" to every deviation.
And above all else, remember that tabletop games are a collaborative effort. People come together to play games, tell stories, and shoot the shit. If shooting the shit overtakes the game you can rein that in a little but at the end of the day everyone's there voluntarily to have fun, and no one is there to see anyone fail.So to recap -
1. You are the arbiter of rules no matter what the book says. You can double-check later and take notes for future games if it becomes an issue but generally you only need to have in mind rules that are actively going to be used in game. If you don't know the exact way to handle something just make up what the closest action would be and if the player rolls what you think is well enough to do it, they did it.
2. If you don't have time to take notes on every single thing the players might encounter, congratulations, you're an average person. You only need a few based on the following factors - what do you want the players to do, how do you think they're going to do it, and do you have something prepared for when they go off the beaten path.
3. Have fun! Seriously, it's called a tabletop GAME, not a tabletop dictatorship.
Kristen: All of my games are Tabletop Dictatorships, all of them. Unfortunately I'm a terrible, weak-willed dictator so this helps nothing.
Alex: Discord Murder Party is different. Mafia/Werewolf operates way differently than D&D and needs a GM SPECIFICALLY so that players don't go off the rails.
Kristen: You are 100% correct.
God my first tabletop I ever DMed for I made my own thing and wrote like... twenty pages for my first session. And then as soon as I started, my players were like HEY I WANNA EXPLORE THE SHOPS
"O-oh.... y-yeah, here's uh... heeeere's a list of shops..."
So then I had to improv like... five shops and make multiple NPCs on the fly and then I found out "it turns out writing an entire paragraph for every NPC is an awful idea because you can't fucking read those notes mid-session"
So my point is don't do that.
Juno: Oh yeah. Last night I had to make up a guy named Lucas on the spot because JoJo's character wanted to convince a guy not to kill them
Kristen: YEP I ran the generic 5e DnD starter for a group of friends and somehow it went from a generic "you all hunt down and kill a bunch of goblins and a bugbear in a cave, way to go" to "You spared a Goblin who has a ridiculous Brooklyn accent who hates his job and now you're starting a ridiculous worker's revolution and this has ended with you all enlisting every other goblin you were supposed to fight into swarming the bugbear boss. Okay."
Juno: I mean. That's a pretty bomb plot twist if you ask me.
Kristen: Oh yes, I enjoyed it immensely. Also really in the context of a DnD game I'm pretty sure that shouldn't be doable cause I don't think any of them were supposed to be able to speak common. If your players are setting themselves up for a more interesting story and you have to bend the rules a bit to make it happen, go for it. One of the most important things for GMing is making your players feel like they have agency- as Alex said, it's collaborative, it's not just you telling your players a story.
Another thing to keep in mind is what sort of players you have. I usually prefer to play with people who are more into the RP/story aspect, but some people are gonna be more into them fighty fights and mechanics and such. Which is fine and can work, it's just a matter of striking a balance in your game. I usually try to tailor things in such a way that everyone's getting a chance to get what they want out of a game and their shot at the spotlight, in whatever manner that takes. For me it's helped to ask my players directly "hey, what do you want out of this game? Do you have any ideas or anything you're really into?"
Mostly what I'm saying is just try to keep in mind what your players are in this for, since that contributes a lot to how much fun you all have.
Atwas: Something that's helped me a lot is to not stress out or stop the game entirely to double check rules. It sort of kills momentum. In my experience, ruling a situation and then looking something up later is a lot less stressful than the pressure of putting something completely on pause while you flip through a book/google something.
If you're doing stuff in real life, I would recommend making a little cheat sheet of your PC's information. My DM screen has sticky notes with each party characters HP, AC, Passive Perception, and Spell Save DC to keep things streamlined.
Kristen: Oooo smurt
Alex: Hell yeah dude. Also there are custom DM screens you can get tailor-made to give you quick rules references. Fairly cheap on Amazon.
Atwas: Also your players don't know if you're winging stuff unless you tell them. ;^)
Also also don't be scared of bumping monster hp up or down depending on a fight or having monsters run away or call in reinforcements. If you go off script in an encounter--surprise! Nobody knows but you. I did that quite a bit when I was starting out because balancing encounters is a bit of an art and CR is a loose guideline at best.
Also also also the point of the game isn't to win. Don't fall into the trap of "beating your players" or stuff like that. Imo that kind of messes with the table dynamics unless 100% of everyone is on board with that type of game.
Kristen: Yeah, don't fall into that and also be careful not to go into the mindset of "punishing" your players if they do something dumb. Like if it's a silly "you did this thing and consequences have gone WILDLY outside of what you expect wheee", awesome, but I've had DMs who basically would act like if you didn't somehow read their minds and find their exact solution, welp you made a dumb choice and now everyone is penalized for it. Made for a pretty toxic atmosphere, do not recommend. Kind goes hand in hand with "don't be a tabletop dictator".
Atwas: oh gods i could go on and on about how punishing someone in game never works for out of game behaviour but i digress. also please don't feel afraid to talk to your players, even if having adult conversations is difficult.
Juno: Cause and effect is the biggest thing to think about I think, especially in a DMing situation.
Alex: For instance, siccing a Revenant on the party? Thavagath made a bad decision in character, that's the natural consequence, he gets a chance to save his ass. Someone makes a dick joke about your carefully crafted NPC? Don't be a dick right back.
Atwas: sweats, trying to think back to the last time a dick joke was made in Fallen Empires
Alex: Like I think the last major one was Phill pulling a muscle stretching so hard to make a joke for five minutes about the "Male Room" rather than the "Mail Room"
But then we - wait for it - ACTUALLY DISCUSSED THE ISSUE OUT OF GAME and stuff like that doesn't pop up any more.
Atwas: WHAT? SPEAKING LIKE REASONABLE ADULTS?!?! IN MY TABLETOP?!?!?! it's really useful. please have those conversations, even if they're uncomfortable. and if something is becoming an issue, bring it up sooner rather than later--turns out that people can't change stuff if they don't know about it! Most people want to stay friends after a campaign after all.
Jojo: Have your story planned, npcs, and what you want an end goal to be. Make sure it's all planned out BEFORE asking people to join it. And if you need a second DM to help you with Dice or story, then that's ok too! I'm still a beginner DM myself, so that's the best advice I can give
These guys are pros, so listen to them
Phill: Heheh... male room
Alex: Phill no you'll pull your hamstring again
Phill:
Atwas: what do you think is Phill's average Henderson rating?
Alex: Phill has at least One Henderson in him, he destroyed Underdark to the point of we can't go back to it ever now.
Phill: I mean. Yeah. Honestly, I could've very easily seen phresh reach a 1.75 hendersons eventually.
Atwas: I'd say 1.75 works. 2 is still out of reach, but one day...
Xander: Underdark is cursed content and deserved better
Atwas: How many of he players had that as their first campaign? 3/5?
Xander: I believe so
Alex: Uprising and I had played before, I don't think Jojo, Dawn, or Phill had.
Xander: I'm probably gonna reboot Underdark one day. Wipe the slate clean. Probably not gonna be done on IR
Alex: We did it! We reached two Hendersons!
Xander: Two full Hendersons.
Phill: time unveil my new original character. Blesh
Alex: Blerish
Xander: More like Blemish
#ask the ir crew#advice#dungeons and dragons#dndbags#as always this starts as good advice and then devolves into nonsense#Anonymous
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DnD 5e One Shot - The Dragon and The King
So, last saturday our group had our second one shot. I’m writing this up first, because the first One Shot was a Winter Solstice one that takes place in the near future of our party and stuff happens in it (will write down an episode on that once we catch up).
Our ranger @unholysavior was the DM for that one, so our regular dm @lozwithasideofcheese got to play with us again as a player.
Our party consisted of:
Reed, the Firbolg Ranger (as played by our Goblin Barbarian player Hayden) and his companion, the mountain lion and BEST GIRL Ginger;
Kit, the Changeling Rogue (as played by our DM);
Gamin Steak the Eldarin Necromancer (as played by our Half-Orc bard @langsty-mc-langstface);
Nemo Olzien, te Aasimar Paladin (as played by our Air Genasi Monk, @kittehr);
and lastly Esteban “Ban” Carrera, the Halfling Cleric, as played by me.
We started at 5th level and were called to the court of King Adavier (a rather empty court as we found out later on). He tasked us with the job of arming ourselves in the town of Greenburrow/Greenborough (I’m not sure on how it’s written), climb a nearby mountain and fight a 500 year old tyranical red dragon atop the Stone’s Peak of the mountain.
He will pay us “handsomely” 40 gold pieces each for the task and immediatelly we should’ve figured something was wrong with the job. It felt off. But I think we were mainly distracted with Gamin’s shenanigans. Gamin was a bit unhinged (and by a bit, I mean a lot) and almost dove out of a window.
He also secured himself bones from the royal catacombs??? I don’t think we ever followed up on that.
After some shenanigans (for some reason I wrote down that the king sleeps commando style?! Gamin was great, XD) in the court and introductions to each other outside the king’s castle, we made our way to GB. On the way there we avoided a fight with highwaymen?? I think that was a thing that could have happened. But we were too perceptive to be caught by surprise, so they never made their move.
Ban, after some reluctance, ended up riding on Ginger’s back along the way to GB and Reed talked to some horses to get their take on how they were doing in the service of rent horses (Tap once for doing ok, tap twice for nah).
Kit basically robbed Gamin in plain sight, but we all rolled low enough to where we didn’t see her pull that off.
We learn that Gamin doesn’t remember where he lives, but he wants to go home. He wasn’t always like this, the insightful Ban understands from his rolls (It felt so nice to play a character, who doesn’t roll low on wisdom checks X’D). And before we reach the outskirts, everyone but Kit flexes. Yep. Even Ginger.
In the outskirts of the town we meet a black dragonborn named “Dennar” (or Donnar? I’m not sure on the pronounciation), who lives outside of town in a barn, painted black. Gamin adopts him immediatelly.
From Denar’s snoot to our ears, we learn that Sleekclaw isn’t a baddie. In fact, he’s the protector of these lands. Kind and wise. Which gets us to start questioning the king’s motives. (Us not being locals, but travelers from our own paths, we don’t know much about the local lore).
It seems that ever since the king took the throne, he has been a tyranical ruler, who would wreck any town within his kingdom??? He held hostility towards all the non-humany races (Dragonborn and Tieflings included).
We comfort the troubled DB and he basically joined the party from that point (cue the dm making a sheet for Denar, while we have a break).
We continue on the way to the town and find a sword amidst burned buildings. But not from above, which corroborates Dennar’s story to us. We learn, through Nemo, that the sword is cursed and that diamonds are growing from it. According to Reed, the sword is infused with Conjuration type magic. After some more shenanigans between Ban and Gamin (They have a very Order vs Chaos dynamic developing here), Gamin uses a clever way to carry the sword, as it may be useful for later.
The king took power 5 years prior and since then things have been going bad. My favorite quote from the one shot came next. “ It’s like a royalty card! You need to punch a card in corruptness.”
We reach the town, which is covered in diamons of various sizes. It’s disconcerning as we enter town. Greenborough is a small town with a few shops. But that doesn’t really matter, because it’s overrun by these black, red and purple diamonds that have grown all over the place.
Further north in town is the castle of the Lord and Lady, who run the township. Gamin looks at a tree and starts crying after a trip to the secret chat. My heart 8( Dennar taps him. “You ok?” Gamin: “Peachy!”
Big oof.
Gamin suddenly decides to run for the castle and we end up following him inside. Once in, we all make will saves and for all we know, we all pass. We find the lady, a green tiefling with heart shaped horns,curled up close to the staircase, looking traumatized. There’s blood up the staircase.
Ban tries to comfort the woman, while upstairs, Gamin finds a door blocked by diamonds. And starts magic missiling the shit out o the diamonds. Once he hears a faint cry for help from the other side.
After a perception check (we made SO MANY in this one shot, amazing), Ban noticed that diamonds were slowly growing on the woman’s wrists and throat. It seems that some kind of diamond plague had reached this town???
Gamin shatters a diamond and sees a red tiefling, stuck under diamonds inside the room that was blocked by the diamonds.
It’s at this point that things go bad. Dennar’s legs are petrified to the ground because of diamonds, growing on him (I guess he failed his save D: )
Through quick thinking on everyone’s part we managed to save the Lord and Lady AND Dennar, thanks to Kit’s swing with the greatsword, taking out the crystals on the lady, Reed bringing the Lord to Ban and Ban using some spells to restore both the Lord and Dennar to a non-plagued state.
The couple embrace and we learn more about what happened.
Yep, the king’s a piece of shit and needs to go down. We discuss a gameplan and ultimately agree to talk with Sleekclaw for back up. (I mean, come on. You give us a dragon, we gotta talk to the guy at least!) Ban promisses to keep Kit safe, as she doesn’t want to die before becoming an adult.
Also further developement happens between Gamin and Ban. Ban explains his faith (He’s a Life Domain cleric to Lady Istus). and Gamin is not impressed. Ban understands.
The party go to Aurora’s peak, where Sleekclaw’s cave is. We have a Proclaimers montage. It’s great.
After a callback to when Gamin befriended Dennar, Sleekclaw joins the party and flies us to the king’s domain, where he disguies himself as a person. Kit stealths like a boss and basically becomes a backpack for Nemo.
Before entering town, more shenanigans happen between Gamin and Ban. Ban gets frustrated to a point where he has an outburst at Gamin and asks him to “MAKE SENSE! PLEASE MAKE SENSE!” and I think he cured him (if temproary?!) of his madness?!
Because Gamin rolls a history check and suddenly remembers EVERYTHING O_O!!!
In tears, on his knees, he reveals his story. His name is Simon Everwinter. He was married to a man named Luke, who tragically died. Simon tried to bring him back through necromancy, but things went wrong and his mind was taken away. (PAIN!!!!)
Simon begs the party to help him remember this, should he forget it. Ban swears to him that he will do his very best to help him remember.
And so, we enter town and meet with the king. We bluff well enough and Reed ends up stabbing the king, initiating a fight that lasts less than two rounds of combat.
Simon ends up with the HDYWTDT for the game, much to Ban’s chagrin.
An argument starts between Ban and Simon over what to do next. Simon wants to raise the king as a zombie, Ban wants to revivify the king and have him stand trial for his crimes against the kingdom. Ginger bites a chunk off the king in the meanwhile (holy shit). The time for Ban’s revivify passes and he ends up distraught over the situation (god, the feels of the whole ongoing narrative between Ban and Simon. Big oof </3).
With the king slain, we have our wrap up. And learn that this game takes part in the same universe as Seon Adventures. But on a different continent. And through a mirror we see our characters from the main campaign.
And that’s how the game ends.
#DnD#D&D#Dungeons and Dragons#Dungeons & Dragons#Halfling#Hobbit#Cleric#Halfling Cleric#Esteban#Carrera#Esteban Ban Carrera#Ban#Nemo Olzien#Aasimar#Paladin#Kit#Kit the Changeling#Changeling#Rogue#Firbolg#Reed the Firblog#Ginger#Ginger the mountain lion#mountain Lion#Ranger#Gamin Steak#Simon Everwinter#Eldarin#Necromancer#Wizard
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Balance in Single-Player CRPGs
Someone on twitter asked me this question and I think it’s worth answering in a longer form than twitter allows. I’ve already answered this question in brief and in video form at various points, but I think it’s important to address here:
Something that bothered me from PoE was the constant updating to classes and races to balance them. Did you guys worry about this>
In Baldur's Gate I or II or even the Icewind Dale series? I mean really who cares if one class is OP or Race or Hybrid class? >>
You guys are making a single-player RPG not an MMO or game with a online multiplayer component.
Variants of this question are common in single-player CRPG circles. The implication is that balance is important in an MMO/multiplayer environment but it is not important (or so much less important that it doesn’t merit addressing in patches) in a single-player CRPG.
I would like to repudiate this in two general ways: 1) I will argue that overall balance is important and valuable for players in single-player CRPGs 2) I will argue that individual CRPG players and CRPG communities overall do not present consistent objections to tuning and this undermines the general complaint. It is not the responsibility of individuals or communities to be consistent in their feedback, but it is the job of the designer to design, which means considering the needs of the audience by listening to and interpreting feedback on a broader scale.
Yes, Balance is Important in Single-Player CRPGs
I think it’s easy enough to make the first point through reductio ad absurdum: why not give AD&D fighters 1d4 hit points per level, a worse THAC0 than wizards, and worse saving throws than any other class? Obviously it’s because playing them would feel terrible. Why don’t we give all of the enemies attacks that do 1-3 damage, a quarter of the hit points of the PCs, and rock-bottom defenses? Because playing through that would feel boring for anyone who had the slightest interest in combat content and systems.
Some may say, “Hey, no one is arguing that balance isn’t important at all,” but in fact that is what many people directly say or suggest. Maybe they don’t really mean it (which I will get to later), but that is often what comes up. If we can agree that some degree of balance is important, then there’s no point in suggesting anything to the contrary and we’re really just debating to what degree is balance important and worth a) design consideration pre-launch and b) patching.
In my view, balance in a single-player CRPG is important to the extent that it allows players making different character and gear choices to be viable through the content of the game. It is always important to remember that system design (including class, race, ability/spell, and item design) is one part of the equation. Content makes up the other big part (setting aside UI/UX for purposes of this discussion).
When our area and system designers build encounters, they have to be built around an understanding of party capabilities: their overall statistics, their available gear, their consumable items, and their various abilities. In a traditional D&D-style CRPG, this spectrum of possibility gets wider and wider the higher the levels get and the more gear becomes available to the player. The less balanced individual choices are from level to level and item to item, the more difficult it is for area designers to design content that works for a spectrum of choices.
It Was Actually a Problem in the Infinity Engine Games
One of the questions was, “Did you guys worry about this in... even the Icewind Dale series?” Well, no. I certainly didn’t worry about it in the original Icewind Dale. I assumed everyone who picked up the game was as conversant as me in AD&D 2nd Ed/Forgotten Realms rules and lore, had played hundreds of hours of it in tabletop with similarly aggressive psychogamers, and had weathered fair but diabolically brutal DMs whose scenarios demanded quick thinking and ruthless min-maxing tactics.
You might not believe the number of Black Isle QA testers (and developers) who yelled or cried in anger, virtually or in person, about how difficult some of the IWD scenarios were. One in particular was the Idol/priest fight in Lower Dorn’s Deep. I had a tester hootin’ and hollerin’ about how it was “impossible”, how he had tried to beat it for two hours and couldn’t make any progress. It was a scenario that I and my office mate (Kihan Pak) both beat on the first try.
On Heart of Winter, Burial Isle practically split QA in half. One half thought it was a cakewalk. The others acted like they were being forced to dive into a swimming pool full of razor blades.
The dividing factor was system mastery. AD&D 2nd Edition (and 3E) are systems with a boatload of trap choices, inherently bad builds, garbage spells/feats, and generally inferior options. They’re not presented as inferior options to the player. They’re presented as options... that turn out to be implicitly awful even in the best circumstances. To the next part of the question, “I mean really who cares if one class is OP or Race or Hybrid class?” The answer is, “The person being brutalized by content designed for the OP classes/races because they picked the ‘bad’ option.”
The broader that spectrum of choices is for players, the more difficult it is to design content that will be at a similar level of challenge for those players given any given combination of choices within that spectrum. And to restate what I wrote before, the balance is mostly important to the extent that viability, i.e., the ability to get through the content, is supported. BG, BG2, IWD, and IWD2 often failed that test. Once viability is addressed, I’m not particularly concerned about balance.
Tuning Down High-Powered Outliers
The exceptions are abilities and items that are so incredibly powerful across the board that it’s almost impossible to make any content challenging with them in play. If we design content to be challenging with those abilities/items in mind, any players who lack those abilities and items will effectively be crit path blocked. Their game has either ended or become so incredibly difficult that it’s no longer enjoyable. And if we don’t design content with the overpowered abilities and items in mind, any player who coincidentally or intentionally uses those items effectively no longer has any challenge going through the game. It becomes an unlabeled Easy difficulty slider rendering all other options/choices irrelevant.
In those cases, I advocate reducing the power of the abilities/items so players don’t trip over “Hey I guess I win” options and our testers can still use them in playthroughs and give meaningful feedback. There is one salient example I can think of: sniper rifles in Fallout: New Vegas. In Fallout 3, Bethesda had given sniper rifles a x5 crit rate modifier. Keep in mind that any attack from stealth (e.g. shooting an unaware target with a sniper rifle from long range) is automatically a crit. The x5 multiplier made even standard/close range combat shots have an incredibly high chance of critting. I didn’t notice that sniper rifles had that multiplier and it didn’t come up in testing prior to release. In release, players noticed it quickly and sniper rifles became the de facto way to handle most encounters. Why use a 12.7mm SMG or hunting pistol when any shot from a sniper rifle was likely to crit and do 90+ damage?
In one of the first patches, I reduced the crit rate multiplier to x2. There was initially a lot of complaining about it, as there always is when anything is tuned down, no matter how overpowered, but the sniper rifle retained its role and continues to be used in that role. It’s a sniper rifle. It’s good at sniping. It doesn’t need to be great at close range.
Inconsistent Player Feedback
There is one trend about player feedback regarding tuning that’s hard to argue against: communities generally complain about tuning anything down but applaud (or at least do not complain about) tuning things up. I can tune up 10 things in a patch and detune one thing and will hear far more feedback about the one thing that was detuned, no matter how marginal or necessary that detuning was. If there’s negative feedback about tuning something up, it’s usually because players feel it needs to be tuned up more.
In Patch 3.03 for Pillars of Eternity, Matt Sheets and I tuned up seven rogue abilities, five barbarian abilities, and a variety of other spells and abilities. Players generally seemed to like this, though some wished the rogue abilities had been tuned up more.
In Patch 3.04, the soulbound dagger The Unlabored Blade had a bug fixed where its 10% Firebug proc was never firing. Two weeks later, Patch 3.05 reduced the 10% proc to 3%. This was a change I had requested for 3.04 but it had been overlooked. I requested the change because daggers have a fast attack rate and that dagger has a +20% attack rate enchantment.
Which set of changes do you think I heard more feedback about? If you guessed the marginal drop in proc rate on the soulbound item that had only worked properly for two weeks, you’d be right. The rogue and barbarian changes affect far more players and more significantly, but “loss” (even if imagined for most players) weighs more heavily.
Despite having a reputation for only detuning, I tuned many more abilities and items up in PoE patches (and in F:NV patches, as well as the JSawyer mod) than down. Players remember the losses more than the gains, but both are a necessary part of the tuning process.
I could abstain from tuning, but I don’t think most players would benefit from that. Players remember early Diablo 3 tuning as particularly bad, but the game at launch (especially the economy and itemization) was poorly balanced, as Travis Day elaborated on in his 2017 GDC talk. In the long term, Diablo 3′s economy and itemization today are much better than they were at launch and I believe most players benefit from and appreciate that. Even if you effectively never played D3 as a multiplayer game, you still benefit from that.
I don’t expect players or communities to be consistent in their feedback, but as the director and, in many cases, the lone system designer, I have to make decisions on more than just the volume of feedback on any particular topic. Changes that make bad options better are almost universally good. Changes that make overpowered options worse are often still a good idea if I believe more players will benefit from the change. I didn’t hesitate to reduce the Petrified damage bonus from x4 to x2 in Pillars of Eternity because that affliction was far and away the best way to deal with difficult encounters, either through the Gaze of the Adragan spell or trap.
I Will Tune Again
Just to make this clear, while there will always be a point where I stop tuning a particular game, I’m never going to stop using patches as an opportunity to balance items, abilities, classes, encounters, enemies, etc. I’ve been house-ruling and tuning games since I noticed trap options and OP garbage in 2nd Edition AD&D in middle school. I re-wrote 5th Edition Ars Magica’s certamen system because it’s a cool idea that’s really uninteresting in play. I re-wrote Pathfinder/3.X’s armor system because, as many players have noted, it doesn’t actually provide many interesting options.
If I think players will benefit from adjusting the rules or the content and there’s an opportunity to make those changes, I’m going to do it. I certainly don’t expect players to like all of the changes I make, but if you object to the idea of post-launch balancing, you should probably never play any of the games I direct. I’m always going to tune them, if possible.
Thanks for reading.
Portrait by Jason Seow.
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In my last piece I wrote about one of the modules I wrote back in the Mesozoic era. “After all our 12 year old minds, while imaginative, couldn’t spin a coherent narrative. I still have a dungeon I wrote back then called Torth. It’s… um… well, the Plan 9 of modules. Made no sense.” Within hours, the stalwart and suffering editor sent to me “I am curious about Torth! Although my opinion of Plan 9 is colored by Ed Wood, which I’ve seen several more times than the actual Plan 9 haha.” [NERDITOR’S NOTE: That’s me!] However, by that point the semester was concluding, work was piling up, and I couldn’t do it. Now the semester is done (I earned 2 A’s and an A-) and here I am sitting on the couch writing about something I wrote some 40 plus years ago. Get off my lawn.
A mockup from the author for Torth: Castle of Evil. Pretty cool if you ask me! Check out the gallery at the end of the post for the creator’s original cover, maps and notes. [Art by Erol Otus]
Torth: Castle of Evil
I started this while I was still the Dungeon Master for my first module, B1: In Search of the Unknown. For those who don’t know this module it was the first Basic Box Set module even before B2: Keep on the Borderlands. While B2 had all the monsters filled in, B1 didn’t. What the writers did for this one was they’d describe the room and leave space for the DM to include Monster then Treasure. So this kid got to enter whatever monster they wished whether they made sense or not. In one room would be a couple of goblins while the next room over (a 20 ft. x 20 ft. no less) would have a red dragon. My player (the Dave I mentioned last column) didn’t care. Kick open the door, kill the monster, collect the treasure (never mind how much people could actually carry), do whatever was in the room (ooh, pools!) then repeat. Yes, that was Quasqueton, stronghold of Rogahn the Fearless and Zelligar the Unknown!
I added a third level to Q, which featured an underground lake with an island on which were the barracks for all the off-duty monsters. There was a bugbear barracks, a room for vampires…you get the idea. That was me trying to figure out a reason for the monster placement.
After that it was Dave’s turn to DM and I played my first character, Apollo. We played almost every night. During study halls or after going home after gaming I started writing what I thought would be my magnum opus! It needed a name. One afternoon when we weren’t playing the Monkees were on TV. One of them was Peter Tork. I changed the name a little and so the module had a name: TORTH!
I started by drawing one third a map, wrote about the rooms, then more map and so on. Oh, this was great stuff! Killer! No character could possibly survive! Plot? What’s that? Dave also wrote some of the dungeon and I asked people who had no idea about the game for trap ideas as well. Torth eventually had three levels, two of which had giant underground lakes (one on top of the other??) with 200 total rooms and was finished on June 10, 1980. I even bought a report folder for it to make it more official and traced the umber hulk picture for the cover. I made the umber hulk the proper colors even though some of the umber hulks appearing in the module are orange. Don’t ask — I’m already embarrassed enough.
Eventually Dave and I learned that a new kid in the school, I’ll call him Rodney, also played D&D! Well, he wanted to learn anyway. He was and still is a goof ball and was enthusiastic about playing. As Dave and I were now experts at the game…hey stop laughing! Ahem, experts at the game, we would teach him. And where would he learn? TORTH!
You can see this train wreck coming, can’t you?
Not being one to make things easy on himself, and with the new AD&D Player’s Handbook in hand he decided to create a 1st level half-elf fighter/cleric named Pantalian. I, with the brand spanking new Monster Manual, was determined to try all of these new monsters.
The adventurers needed a reason, no matter how flimsy, to enter this dungeon. I reproduce it here, word for word, misspellings and all. On the word for word stuff I’ll insert my comments in italics. Because.
CONTENT WARNING — rape
****************************************************** Many years ago, when orcs ruled the countryside, a magic user came. He enslaved the orc tribe the green foot and made them build him a castle. The orcs were also forced to build new homes for poor people of the towns they destroyed. The castle was dug deep into the cliff side of a mountain. (So… it was a cave? A castle?)
This good magic user, ruled the countryside fairly the townspeople loved him dearly.
Many a cleric and Magic user came to him to study and for advise.
Soon Torth was getting old, and said he needed an heir. He adopted a boy by the name of Rascen. A few years later, the old wizard died, and left everything to Rascen.
Rascen, like his stepfather, was a good man. He trained to be a druid. (As one who lives in a fancy cave castle does.)
One day while holding the passover feast, the holy grail appeared. This brought pride to Rascen and his people. (Ummm. Yeah.)
While holding Court a beautiful girl came and stated a powerful knight was disturbing her. Her name was Rachel. Rascen himself slew the knight, and fell in love. (Fell in love with whom? The knight?) Soon Rascen asked Rachael to be his wife. She consented.
A few years, later a son was born. They named him Carnan. He grew up to be a magic-user after his parents died. But Carnan was evil. Carnan ruled harshly until one night, the castle mysteriously caught fire. He was said to be killed, along with other evil clerics and magic users. (Ok, the cave castle caught fire. HOW???)
The townspeople lived in harmony. A knight named Maskoth was appointed mayor. He ruled fairly.
One night, Maskoth disappeared, only to be found the next day, totally insane. He was babbling something about Liches or other evil. He died a few years later of mummy rot disese. This was the first evil. (ooh — scary!)
A sage said there would be six evils on the town. No one believed him. Soon a mysterious beggar came to town. A few days later he killed the captain of the watch. This was the second evil. (Damn mysterious beggars!)
After that, a good cleric came to town, and was told of the two evils and went to the castle, never to be seen again. A month later, bones were found in the woods near the castle. On them was a holy symbol. Scholars doubt this carnage was the cleric, but the people knew it was. This was the third evil. (Scholars studied this???)
The month after the finding of the bones, ghouls, mummies, zombies, wights, wraiths and ghosts plagued the town for one week, killing many. This was the fourth evil. (Okay — this is a town. By this point, there can’t be many people left, and those who survive, why did they stay?)
One night later, a girl named Josephine disappeared. She was found the next day, brutally murdered and raped. This was fifth evil. Now the windows of the castle are scarlet, as if a fire was burning inside. (I was a screwed up kid going for shock value. Also, what windows? There are no windows in the cave castle!)
A few days later all the infants and old men were killed. Evil swept the town. The chapel was burned! The monastery pillaged! This was the final evil. (Dogs and cats living together! Mass hysteria! Oh wait.)
Now the sage stated that evil will kill us all if it is not removed, and that the source of the evil was the castle. “A fighting man would be needed” stated the sage. That night he died of mysterious causes. (As one does in these tales.)
One night a merchant was passing on a road that is near the castle. He claims he saw a hooded figure in a rear window looking, staring out. The figure was all white, had glowing eyes, and burnt, shabby clothing. (WHAT WINDOWS?) That was last night. Go now to the castle and defeat the evil inside.
(Yeah. Go. Defeat…whatever.)
*****************************************************
Pantalian and his NPCs died very quickly. He was reincarnated five times. He lasted longest as a troll. Then one day his character sheet vanished. Turns out someone we both knew tore it up and flushed it down the toilet. Rodney to this very day blames me for this and in revenge he and the other person destroyed my character’s painstakingly kept journal. However, I was not the culprit. Doesn’t matter, he still blames me.
How did Pantalian die so quickly? Well, here’s a few rooms, typed in exactly as scrawled back then, mistakes and all. The first room the characters will encounter after entering the castle would be room 17, which was a 20 ft. x 40 ft.
“The room is dingy. In the southeast corner is a 10 ft. circular iron cylinder. It has elvish runes on it and cannot be read except by the evil. They tell the history of evil. (That must’ve been small type!) When the door is closed, the lid pops open, orange smoke issues forth and 2 lemures pop out. 7 hp, 13 hp. 1 potion of flying, ring of skeleton, 900 sp.” (The ring would reduce the wearer to a skeleton instantly, no save, just dead.)
It was Pantalian and an NPC fighter. Lemures were devils with 3 HD and regeneration. Only blessed objects could kill them. Of course a brand new player wouldn’t know this, nor would they possess such an item. Or be aware of regeneration. So the lemures just kept coming and Rodney, being the jock type, wasn’t about to run away!
Splat!
He created a second character specifically to go in and drag Pantalian’s body out. He was then resurrected and the second character became an NPC, a half elf fighter/magic-user. Neither lasted long. I decided the player needed help. I know! A magic weapon! I gave a gnoll a longsword +5 Defender. And again, Pantalian fell. His NPCs, as he now kept several, managed to kill the gnoll and get the sword for him. It helped against the night hag in the next room. Seriously.
The true shame of Torth was the way it was designed. This was supposed to be the castle of a good wizard but the map is a jumbled mess. Nowdays if I were to make that map I’d say chaos magic twisted it into its current form. Back then I just figured that dungeon maps were supposed to be mazelike. The Ruins of Undermountain proved me right. Again, I was a kid and hadn’t any experience writing.
Since that time D&D writing improved vastly. Jennell Jaquays introduced the concept of sandboxing an adventure with her Judge’s Guild pieces. Narrative plots began having some depth. Maps began to usually make sense. Also the players, me included, became more experienced along with the game as it developed.
Torth’s ending had the Heart of Evil which had absolutely no reason for existing except as a McGuffin for the character to reach and destroy. Of course in a linear sense it was in the last possible place.
“194 — The Heart of Evil. On the heavy door is a tarnished plaque that says “The Heart of Evil.” (As the major quest targets always do.) If the leader of the party is good, the door only opens on a one (if hit by an evil person.) (Huh?) When the door is open, the outcropping is seen. The two sides emit an orange yellow glow. This is the heart of evil in the castle, placed here by Balzebul. (Why???) This outcropping pulses, for it is alive. AC -2 Hit Dice 5. 21 hp. If the “heart” is threatened, it will summon 5 manes or other devils. When somebody is killed in this room, the heart grows brighter (that is only if a good person is slain, if an evil thing is slain in this room, it dims) Good slain — it gains 1 hp. Evil slain — loses 1 hp. (Fair enough but why only one?) If there is an evil person is in this room during melee, there is a 75% chance that he or she will turn against the good in the party. (Before you ask, there were many rooms that changed the character’s alignment. And every 13-14 year old kid plays chaotic neutral, no matter what their declared alignment.) When the heart is killed, all evil in the castle dies and disintegrates. A cherubim comes to warn the adventurers to leave, for in 12 hours the castle will crumble into dust. (When heart dies the yellow orange glow leaves) (It doesn’t help or anything. It just comes in, makes its grand proclamation and leaves.) Also if the heart is threatened, it will generate an evil energy field. If a good character goes in, they lose 1-4 hp per round. (Oh, by the way, it has protection from good sort of.) 1000 exp for killing the heart.”
Hearts of Evil can be pretty innocuous looking!
Sigh. When I wasn’t available to DM Dave would DM for me. Eventually, near the end of the first level a magical slide appeared taking whatever character Rodney was playing by that time directly to the island where the Heart of Evil was. No devils popped up but he had a major time beating on the thing before it died. And so ended the only time Torth was ever played, with over two thirds of it avoided.
Why write a column about this aside from the editor asking? I write a lot now between this, my monthly column at Transgender Forum, my blog and other things. Whatever a person creates, be it art of some kind, writing, song or whatever they leave a piece of themselves in it. That’s why no two artist’s works are alike or no two authors (not counting intentional style stealing.) Torth took me quite some time to write during a tumultuous time in my life.
It was around this time that my inner demons, which I later understood to be my misplaced gender identity, really began to plague me. Also around this time I started studying martial arts as I was tired of the beatings I received at the hands of bullies. Add to that I was a late bloomer and while all the other kids were hitting puberty, I wasn’t. I dreaded puberty as I knew it would make me exactly what U didn’t want to be: a man. All of this and more all swirled in my head. My only real escape then was gaming, especially D&D.
As I wrote above, when someone writes they bring part of themselves and that includes D&D adventures. I have since that time written over 100 D&D adventures for my players or for others to run. I haven’t read Torth since, well, 1980 or 81. I’ve kept it in my pile of D&D papers or with my modules since then and it’s moved with me many times. I started reading it for this piece and I had to stop. Yes, some of what’s written is Ed Wood bad or worse. That’s not what stopped me, nor was it the poor penmanship, as it was all written in longhand (in pencil!).
I stopped because what I read was a howl of anguish (cliché, I know) from a child who knew they were different, couldn’t understand how or why and whose life was changing and out of control. I was lashing out at whatever caused me pain. I can tell when Rodney started playing. Rodney was a goofball and is still a great friend but he was also a jock. He would become a champion wrestler, attend VMI and serve as an officer in the Army like all men in his family before him. He was everything I wasn’t. Unconsciously, I lashed out at him through the module. There were many times in Torth where the characters were magically transformed, just as I wished I could be.
So yes, Torth was a train wreck but so was I. In many ways I’m still that child struggling against all I am. However I now understand who I am and have the power to change what I don’t like. Rodney and I still play D&D every other weekend on Roll20, as he lives in Michigan. And he still brings up Torth every session. Other players live in Philly, Maine and one here in State College. They’re going through Keep on the Borderlands — my selection. It reminds me of a far more innocent time when gaming was just gaming, yet also a lifeline to other worlds. Sometimes an orc is just an orc after all.
Be well.
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Original cover for Torth: Castle of Evil
Grid map of the Castle of Evil dungeon
Dungeon Master’s notes for Torth: Castle of Evil
Torth Updated!
Step back in time with our resident old school D&D creator to explore Torth: Castle of Evil! (warts and all) #staynerdy In my last piece I wrote about one of the modules I wrote back in the Mesozoic era.
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