On Reflections in Wildspace

I love the Spelljammer setting. It is silly, swashbucklery and D&D IN SPAAACEEEE. However, it has some issues that occur when contact is made with the players. This post, from the Hack and Slash blog has solutions to a number of the problems with Spelljammer. First, it solves why you can’t make a killing just running goods from one point on a planet to another, in a really nice way. Then it has some advice about trying to do too much, some ideas about 3D space battles and why you can rule no 3D battles (I’d just rule that moving off the 2D plane is a very slow process that can take hours, myself, but each to their own.) It them wraps up with some details on XP, gold, weapon ranges and some other system-specific things.

I recommend any DM running SJ check it out, it isn’t long and has some good points.

Until next time, stay geeky.
—Canageek

Published in: on July 3, 2016 at 2:27 pm  Comments (2)  
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Advice for New DMs

#RPGChat recently had a discussion of advice for new DMs. I wasn’t able to find it in time, but went back to through my writing in past RPGChats and pulled out what I think my best advice for DMs is. A lot of this isn’t direct advice on how to run a game; there are a lot of lists of that stuff already, so it is hard to find new things to say; rather, this is mostly advice on issues around the game and even advice on other advice. I’ve also limited this list to advice I’ve got personal experience with from one side of the table or the other.

  1. Take all advice you read online with a grain of salt. There is a standard rule you see in every list, which is “Don’t railroad.” Guess what? I once had a very unsuccessful session, one of the worst ones I’ve run. I sat down and talked to the players. They asked me to give more guidance in the sessions and have them less freeform. Take away: Not every rule works for every DM and every group.
  2. Figure out how many people you are comfortable with running for and don’t go over that number. I’m fine with 4-6 depending on the game, I know other GMs who won’t run for more then 4. Running for more people is harder. More people means it is harder to get them to agree on what they are doing, you have to split your attention more ways, running larger combats is harder, and you might not even hear what quieter players want to do. Feel free to tell people your game is full; you don’t have to invite all your friends.
  3. Only you are allowed to invite new people to the game. If someone has a friend, relative, significant other that they want to invite, have them talk to you first. I was once in a game where the DM was not the host. The host kept inviting more and more people until we topped a dozen. The game did not last long after that, since running a game for that many people is really hard. I set a rule during my Call of Cthulhu days limiting it to 4 people; the sessions when I stuck to that rule were by far the best ones of the campaign.
  4. Put the most soft-spoken or shy players close to you. The loud, attention-demanding players will make themselves heard from across the table, the softer-spoken or new and shy players will not.
  5. Feel free to uninvite players. I’ve had some very good friends who were not good players. We simply stopped inviting them. Some got better with time, and in a few years started gaming with us again, others never did. Don’t let one bad player ruin your game. (If you can help it. It is more tricky when they are providing rides for everyone else, or are someones significant other.) To be honest, in some of these cases we would literally just stop inviting the person and not talk about the game around them; that made letting them back into the game when they’d gotten more mature a few years later much easier and avoided a conflict with a good friend. I’m not saying that is the best or most mature approach, just the one we used when we were in high school.
  6. Feel free to ask players to help contribute to out of game stuff. I did a lot of DMing when I was in high school and had no money. I developed the method of asking everyone to bring a contribution to dinner. I’d provide sausages or burgers, and the players would contribute side-dishes, drinks and snacks as they were able. Players who couldn’t afford to do that would help with the cooking and cleaning. On the note of cleaning, don’t be afraid to ask players to help clean up. This is obvious now, but back in high school days we’d game until 2 am, I’d usher everyone out the door and then collapse, then have to spend the next morning cleaning. One day it clicked that I could ask everyone to help tidy before they left, and hosting got a lot more pleasant.
  7. Don’t kill a player’s character the first few sessions they are there. It sucks, and discourages them from wanting to come back. Even in a horror game you can scare the pants off them without killing them.
  8. Design problems, not puzzles. A puzzle has a set solution; your players might not think of it. A problem has an infinite number of solutions, and that is just counting the ones you haven’t thought of. You can give the players some ways to solve a problem, sure, but be sure to keep an open mind to things you haven’t thought of.

Well, those are my random tips for new and young GMs. Hope you find them useful, and I’d love to hear any tips that you have that you think aren’t said enough onlne. Until next time, stay geeky.

–Canageek

Published in: on September 18, 2015 at 12:00 pm  Comments (5)  
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Convention Game Advice: RPG Blog Carnival

The Logo of the RPG Blog Carnival. My father took me to my first gaming convention when I was just starting Grade 9: a small two day convention in the next town over to introduce people to Living Greyhawk. Since then I’ve spent hundreds of hours playing various convention games; for most of my gaming career I had spent more time playing at conventions than home games, and in 2006 I managed to make it out to Gencon, followed by Origins in 2007. Given the topic of this months blog carnival, I thought I’d dispense some advice I’ve gained through all this time at the convention table.

  1. Stay on target. Convention games are rather different than home games. The main difference is that you typically only have four hours. No “Lets pick this up next time” or “See you next week”. Four hours, sometimes eight, then done, and it really sucks to have to leave a game mid-plot, or to have to choose between lunch and finishing the game. Therefore, you need to stick to the plot. Roleplaying is good; stay in character. That said, try and make sure that your roleplay will move the plot forward, or at least won’t take very long. I’ve seen some amazing in-character discussion at conventions, but I’ve also seen tables annoyed by the one gnome that won’t stop jabbering with every farmer along the road when there is a long adventure ahead of them and not much time to do it in. It is a fine line; try and watch the other players and DM for clues. Also try and keep off-topic chat to a minimum. That is neither good roleplay or constructive to moving the game along.
  2. Conventions are noisy places. Try and keep table talk to a minimum, doubly so if you are right beside the DM. Likewise, when speaking, make sure to speak up; I hate it when I miss things players are trying to do because I can’t hear them, and as a player it sucks when you want to do something cool and the DM can’t hear you. Also, time spent repeating things more loudly is wasted (see point 1).
  3. Focus on your character. Your character might be different then you normally play if your game has pregens. This is a great chance to expand your repertoire and try out a new type of character. Please don’t play your brave, self-sacrificing knight like the self-centred rogues you normally play; it can really mess up the party dynamics for the other players.
  4. Resources are placed in the adventure for that adventure. Now, this doesn’t apply to Living Games such as Living Greyhawk, Pathfinder Adventures and so on, but for other games this is important: Don’t hoard items. They all go away at the end of the adventure, so might as well use them now. Chances are they’ve been put in there by the DM to help you. That said, don’t waste them; They may well have been put in there at the to be used in a specific circumstance. Also, don’t burn through healing potions and whatnot early in the adventure, if you can help it. Remember that retreating and coming back with fresh resources is much less of an option then in home games.
  5. Go for the plothook. This is much the same as point 1, but more specific. If you are bringing characters with you the DM is going to try and tie you all into the adventure quickly so you can get to the fun bits. Watch for the dangling plot-bait and bite down on it. I’ve seen players blatantly ignore the obvious plot hook while the DM and the rest of the players all tried to get out of the tavern and into the adventure. Don’t be that person. Yes, the plot hook is often the most contrived part of the adventure, but if you don’t jump on it, you might as well get up and walk away from the table and save yourself 4 hours.

Final bonus point: Don’t be a dick, and really don’t be a dick for RP purposes. My Dad and I were once at a convention, and someone sits down with a character slightly above the rest of the party. No problem, the Average Party Level system Living Greyhawk used could account for that. However, then he wanted to bring his special dog he got in an earlier adventure with him, despite the fact that it would drag the rest of the party up an APL increment. Well, we weren’t super happy about it, but he insisted it was an essential part of his character and well, it was a pretty badass dog (More HP then any party member, even.) Do you know what he had that dog do all adventure? Sit by his feet and avoid combat, since he was worried about losing it if he sent it into combat. He just wanted to bring it along to show off the crazy powerful dog his character had. Don’t be that person: Don’t put your fun ahead of the party’s.

-Until next time, stay geeky.

—Canageek

Published in: on August 8, 2015 at 8:30 am  Comments (3)  
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The Advantages of Skill Based Games

I have a strong preference for RPG systems that define a character primarily by the skills they possess, such as The Call of Cthulhu (and other BRP based games), GURPS, Eclipse Phase, Alternity and Shadowrun. There are other games which involve skills: D&D, Fate, and so on, but they aren’t based primarily around a set of skills everyone has. D&D has a common skill list for all players, but most of the time it is overshadowed by other things, and many others may have ‘skills’ or ‘professions’ but each character only possesses two or three of these, there isn’t a universal set that everyone divides points between.

Games that use these old-fashioned long skill lists are currently falling out of fashion due to a perception that they are hard to get into, that you need a spreadsheet to play them, and that games with less stuff on the character sheet are faster to play. In my opinion these are all untrue. Certainly, games like GURPS benefit from a spreadsheet when making a character, and no one is ever going to call Alternity a rules-light game, but there are also games like The Call of Cthulhu, which is quite rules light, doubly so as I play a variant that removes a lot of the rules.

So, why do I like skills so much? I like the flexibility they provide and how easy they are to DM. I can customize a character in a skill based game to resemble a real person much more then I can in any other type of system I have seen. The average Call of Cthulhu character gets 400 skill points, of which, on average, 130 are earmarked for skills related to the characters non-work related experiences and interests. So, I have the freedom to drop a few points into painting if my character paints miniatures as a hobby, without harming the core skills that define what he does in the party. In my GURPS game I’ve used the points that I put into Connoisseur (Literature), and it has come up in play that another character had some skill related to the writings of H. P. Lovecraft. Such things do a lot of flesh out the character, and make them feel alive. In other games I don’t have the freedom to spend a point or two (or the game systems equivalent) on something totally unrelated to the characters main role in the party. This is something that is lost when you only have 4 skills or whatever; you really have to put them into something that will benefit the party, or you are letting the rest of your team down. In systems with an excess of points I can get to a level that helps the party, then put points into stuff purely for roleplaying.

Furthermore as a DM these games are pretty easy to run. If a character wants to do something, I just find the closes skill on the character sheet and have them roll that; if they have something related I can let them apply it at a bonus or a penalty, depending on how relevant it is (Say, using Chemist to analyze some biochemical evidence gathered from a crime scene instead of biochemistry: If you know one, you probably took a class or two of the other at one point, but wouldn’t know as much as an actual biochemist). I don’t have to make a call in each situation about what stat is the most important, which is a pain for things like rock climbing as there are strength, dexterity, constitution and mental components. I just find ‘hey, here is a climb skill, roll that unless you can find something more appropriate to the task, or at least close.’

That is why I like skill based games. I do hope we see more of them over time, given that as of late games that use a very limited set of characteristics and abilities are more popular. Perhaps I’ll even set down my ideas for a system I’ve had kicking around in my head for years and years sometime.

Sorry this post was so late; what with playing twice a week I’ve been getting my fill of thinking about gaming in the real world, instead of online. Until I get the urge to write again, Stay Geeky.

–Canageek

Published in: on September 17, 2013 at 9:00 am  Comments (4)  
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Rules modifications for a punk game

“We all enter this world in the same way: naked; screaming; soaked in blood. But if you live your life right, that kind of thing doesn’t have to stop there.”  —Dana Gould

Punk, as I have said, is about nihlism, desperation, and self-destruction. As evidence I invite you to see how many famous punks from the early days are alive today; Not many, even fewer then rock or metal from similar eras. Therefore the standard XP system most games use, or even the advance-with-use system of the Basic Roleplay System isn’t a good fit for a true punk game, as it has character getting stronger over time, rather then burning out in a drug induced blaze of glory. Therefore I’m going to roughly sketch a modification of a standard RPG system to make it more punk.

The main and most important point is that characters should live fast, die young, and leave an ugly, tattoo, shocking corpse. Therefore while you get XP as normal for your game system, you can only cash in on that when you die, with their new character starting at the higher level or getting the XP. So you build up character points, levels, etc, but you can’t actually use them until you die. There should also be a reward for having a particularly brutal, ugly or otherwise ‘punk’ death, to encourage interesting deaths, instead of characters quietly overdosing at home, which, while realistic wouldn’t be very interesting in a game.

I recommend coupling this with something like BRP or GURPs critical hit, major wound type tables, also the mental disorders you pick up over time in Call of Cthulhu or GURPS on a failed sanity/horror check. This way characters actually get worse over time, leading to a race to do things worthy of experience, before they are too damaged from their lifestyle of constant violence and drug use to continue being playable.

Well, there is my main idea: Give the players a motivation to have their characters live fast and die young. I know this goes against my traditional gaming advice and style, but hey, punk is a hard genre to emulate, as it is inherently self-defeating, which is something I think most people ignore.

Anyway, until next time, stay geeky.

Published in: on July 15, 2013 at 8:54 am  Comments (5)  
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A House Rule for The Call of Cthulhu

I was listening to The Miscatonic University Podcast today and a throw away comment gave me some blog material, in the form of a house rule. In The Call of Cthulhu you have almost no control over advancing your character. While this is a great curb to power gaming, it does mean that a professor of linguistics who doesn’t get a chance to use his academic skills during the adventure will not get better at his chosen profession. So I thought of this as a house rule:

After each adventure, a character can choose one of their profession skills to gain a free checkmark in, that they may attempt to raise as if they had successfully used the skill during the adventure.

This represents the fact they have been working at their chosen career when not on camera, and means that the player has some direction over their advancement, if not much. Now, I’d extend this further, and allow the player to pick any skill they’ve consistently worked on outside of the adventure. I was thinking of this as a replacement for things such as the Gun Club rules in H. P. Lovecraft’s Arkham: Unveiling the Legend-Haunted City. It would be easy to replace them with “If you are a member of the gun club, and attend regularly, you may check a skill related to a weapon you have been practising with after any adventure, as if you had succeeded on an attack roll with it during the adventure”. This could either be in addition to the profession skill, or as an alternative. I’m sure you can think of other ways the player could raise their skill through out of game practice.

One thing I do is give the players a few months between adventures to recover and work on their own goals. This would work as a great addition to that: each month they can check one skill or go into therapy, or study tomes, etc.

I hope you have fun with this, and I’ll try to get back into doing weekly posts. Until next time, stay geeky

–Canageek

Multiclassed to oblivion

Another post in my series on how to build characters that will actually help the party. This advice comes from a very common character type that I could not stand at all. The overly-heavily multiclassed character. Multiclassing is a great way to meld the attributes of two classes: For a barbarian to take some sorcerer levels to magically enhance themselves, or a fighter that wants to flip out like a barbarian every so often.

However, it is an even better way to water down your character to the point of uselessness. Sure, there are lots of multiclass characters that can do a bit of everything, but do first level spells really do much of anything at 1oth level? If you have more HP then your average rogue, but can only take one more hit then a normal rogue, and you are far less skilled then a normal rogue, are you really an asset to the party?

I once played at a table with a Fighter 2/Wizard 2/Cleric 2. That’s right, he wasn’t very good in a fight due to only having a BAB of 3 (half that of a fighter), he had few HP, and could only cast 1st level spells due to splitting his abilities so many ways. Sure, as a character in a book he sounds awesome, since he can do so many things, but as an asset to the party? A straight fighter, or a cleric, or a wizard with an attack bonus high enough to hit monsters, 3rd level spells and so on would have been far more useful.

Remember; your most previous resource in combat is often time. There are never enough rounds to cast all the spells you want, and fighters can always use more attacks. When you build a character think about this: You are walking along a hallway, you run into a group of orcs: When do you do? A fighter will hit something: The cleric buffs the fighter, the wizard casts a spell, the rogue tries to flank of slip into the shadows or something (Can you tell which class I never play?). Or for the more epically inclined of you, what do you do when you when you burst into the throne room of the evil wizard-king moments before he completes his ritual to destroy the world? The base class person knows what to do: The multiclass person doesn’t. Do you cast a first level spell at them? Do you charge into battle and go squish? What can he actually do to HELP the party? (Not much).

I’m using D&D terminology here, but this can also happen even more easily in point-buy games. It is very temping to grab skills willy-nilly all over the place, and stock up on cool advantages and whatnot. However, you should sit back and go “How will I help the party?”. Most of my examples are from combat, but it doesn’t have to be: One of my old GURPS characters Dalton had a special ability that let him see the past of items (Very useful in an investigative game), some combat skills, and more antiquities skills. Which, in an occult investigation game, was quite useful. In that game, that ability was usually worth more then another bruiser. I had a very fixed idea of how I wanted him to help the party when I built him, I didn’t just randomly pick skills out of the book.

So, when making a character and thinking of doing some multi-class combination think: How will this play in combat. Will my abilities help the party out? Am I worth taking over a fighter, wizard, cleric or rogue, or am I going to be a drag on the party? Also remember; Bards at least have charisma, skills and bard song. If you can’t match that, just play the freaking class they built into the game.

Well, so much for this series. I hope you’ve enjoyed it, and that I’ve made you think about making characters in a slightly different way.

Until I think of something else to write about, stay geeky.
—Canageek
 

Published in: on May 20, 2013 at 9:12 am  Comments (8)  
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It doesn’t matter if you are awesome

There is a lot of advice out there for DMs. What you don’t see a ton of is advice for players. I’ve played with a lot of players: I was in Living Greyhawk from 2002 until its end, which means convention play with random people. I’ve seen a lot of players, and they played even more characters and I saw what worked and what didn’t. I’m not saying I’m an amazing player —I can see something work without having the skill, patience or inclination to do it myself— but I like to think I’ve got a good sense of what works and what doesn’t. From this I’ve learned something that may shock a lot of you:

It doesn’t matter how awesome your character is if they don’t help the party.

The biggest thing that people tend to forget, even really, really skilled gamers that I admire, is that modern D&D is a team game. There are games where players are constantly backstabbing each other and whatnot,  but most games follow the assumption the designers work with: That a team of specialists, go do heroic things as a team.

As I’ve mentioned before, Penny Arcade and Weregeek both describe sports with gaming (MMO) metaphores, and you can easily convert these into gaming terms. Each player in a sport has a job, and they are very good at doing that job. Now, I don’t know sports that well, but even I know that you don’t have all quarterbacks on a football team, or all…um, goalies on a hockey  team. Ok, so I really don’t know sports: I think of it more like a commando team, a group of elite agents working together to beat obstacles that would break lesser foes: I’m told that The Dirty Dozen and Ocean’s Eleven are the archtypical examples of this, but as I haven’t seen those I think of The Mass Effect Series (Mass Effect 2 was 90% building your team), Firefly, The A-Team, Star Trek (The Original Series is the best example), and similarly nerdy things.

Now, look at these teams: For the most part there aren’t any characters that can’t pull their own weight, and have some talent they lend the group. Sure, they are usually fairly competent on their own, but they really work best as a team. Kirk is awesome, but he’d be lost without McCoy putting him back together, Spock advising him, Scotty running the engines, and so on.

So, when making a D&D character don’t think of how you can make them awesome. Think of how you can make them help the team. You aren’t going to be fighting the monsters by yourself, so why should you focus on doing things yourself?

I’m going to try keeping my posts to a reasonable length for the next bit, so I’m going to give examples of some do and do nots next time. Until then, stay geeky.

—Canageek

Published in: on May 13, 2013 at 8:40 am  Comments (4)  
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Why should we bring you with us?

I’ve given you the advice that you should focus on how your character can help the team they work for, not how they can be awesome by themselves. But what does this mean? Think of your D&D character like an elite team of specialists: Why are we bringing you with us? In Mass Effect I bring Tali for her ability to break into anything and hack bad guys. I bring Liara because she can toss enemies into the air so I can pick them off with ease. Why would I bring you?

So, lets assume I always have the option of bringing the four core characters; A fighter, a cleric, a wizard and a Thief/Rogue/whatever.

Being awesome doesn’t mean you can help the party. No one is going to call a straight class fighter with the obvious feats awesome. However, he can help the part a lot.  For example Suppose you make a character that no one can harm. However, you can’t harm anyone else. I don’t really see any reason to bring you along, as the enemies are just going to walk around you and attack the rest of the party. The fighter is going to be more help, as if enemies try and slip past him, he can smack them upside the head.
This is an actual example from play: A bunch of gamers, skilled ones that I respect, created a series of fighters with crazy high con and some feats when 4e was new. That meant they got temp HP every time they were hit or some such. However, they drained all their other stats to boost con, so that they’d get more temp HP and be invincible. However, since they didn’t have much strength, and all their feats were in that special ability, everyone else could just walk past them; their marks didn’t have any force behind them.

Then there was the fighter with too many HP to die. He dumped everything into HP, all his feats, stats, everything. No one could touch him. I think he did OK damage as well. However, he had no defence, so he always was taking hits, and thus after battle it would drain a crazy amount of the clerics spells to heal him back up. In my opinion he was more of a drain on the party then a boon. I’d rather have your standard, run of the mill fighter, that isn’t going to suck my cleric dry after every fight.

See? These characters, made by decent and sometimes great, players, don’t help the party much. Sure, they’ve are really awesome. They’d work great as the star of a book, but they don’t work well on a team. D&D isn’t a story about Snake Plissken; it is a story about The A-Team. When building a character think: What am I going to do to help the party? Sure, this is a great ability, but is it contributing anything?

Think on that, and next time I’ll plumb the depths of the horrid jack of all trades.
Until then, stay geeky
—Canageek

Published in: on May 6, 2013 at 12:56 am  Leave a Comment  
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Things I learned at my last gaming convention: Don’t have fun at the expense of the party

Alright, so in my last post I covered what happened in my Sunday morning game. Now we are going back a little earlier, to Saturday Afternoon. Due to a cancellation we wound up playing D&D 4th edition, which I’ve not played in several years. It isn’t my favourite game, and I know the person I was playing with isn’t found of it, but hey, we decided to make the best of it.

So the DM hands us out characters, and I grab a half-orc ranger, and the guy I’m playing with gets an old, knight (Paladin) at the end of his career. Now, each character has a secret mission: Mine is the simplest: I have to either slay or bloody the head orc, or a certain number of other orcs…or betray the party, embrace the orcs and slay or bloody at least one PC. An interesting choice, I think, and carefully watch how the rest of the party treats me as we roleplay. My buddy had the mission to refuse all healing (Note: The DM pointed out that if he was unconscious he couldn’t refuse healing) and then die in battle, and being the only one to die in the adventure. Someone else’s mission was to reveal to my mentor (a half-elf) that she was the Elven mother he had never met, and I don’t know the rest of them.

Now, it being a 4 hour con game the DM cuts out a lot of the roleplaying to fit it in, which makes a lot of the missions pointless, since we have no time to get to know one another.

Then comes the first fight: It turns out there this is the fight with the leader of the orc army: I don’t have any reason to betray the party; no one has treated me badly, so I don’t have any animosity towards them, and we are winning, so why would I switch to fighting on the losing side?. So I stay with the party, and we easily win the fight. Not even many tense moments. Cool, lots of healing left, the Paladin is in rough shape though, but whatever. We go into the next fight, with a red dragon. A big red dragon.

I go nuclear and do 84 points of damage in the first round, but that taps me out of my daily and encounter powers, and I don’t really have much other then sit there and whale on the dragon after that. The fighter works his way around to flank the dragon with me and the paladin, so it takes a penalty if it breaths on us. None the less, it does, killing the paladin outright. Now, we’ve still got 5 people, and our tank is pretty much unharmed, and the cleric has all her daily and encounter healing abilities.

Now earlier in the adventure the fighter tried to leap through a window, as he liked to do odd and unexpected things. So, at this moment, when the best thing he could do was stay there and distract the dragon and try and draw fire, he decides that isn’t what he is going to do. What does he do instead? He leaps through a nearby window (gets a 20 on acrobatics) then runs past the dragon towards the party, leaps through another window (another 20) then as we all hold our breath and wait to see what he does….he runs off to safety, abandoning the rest of the party to die. So he did his odd, unexpected thing, which I’m sure he greatly enjoyed by leaping through two windows as a full-plate fighter, and abandoning the rest of the party.

Was surviving so he could see his wife and kids part of his mission? NOPE. He was an exiled knight whom hadn’t been back to the capital for years. A knight who was sent out to this monastery to learn humility due to his overwhelming arrogance and pride. A knight who was mentioned on all our character sheets as having grown into a brave and noble knight in his time here. So yeah, the DM is confused, the party is confused and now we have no tank (Defender in 4e parlance). I’ve got the most hitpoints, so I try, but I don’t have any abilities to draw fire or anything, just to hit the dragon harder. Meanwhile the dragon is breathing on us, everyone else is tapped out, and there are only 4 of us, so our damage output is way down.

We lose. At the end the dragon had 7 hit point left. If that guy had played his character at all like he was supposed to, or even stayed around to hit the dragon ONCE more, we would have won.

What makes this more of a demonstration of this principle is the game he did it in: 4th edition D&D, a game that, love it or hate it, is all built around teamwork. This is true in most D&D games, but 4e just plain doesn’t work if people don’t work together. As Penny Arcade and Weregeek point out, D&D is surprisingly like sports; everyone has to work together to win. He didn’t play as a team, we lost as a result, and it was really, really boring and frustrating.

My stance is always that you shouldn’t have fun at the expense of the group. This one guy decided to have fun, and as a result, 5 people were bored and frustrated. This leaves me conflicted: Would it have been OK to betray the group if they’d treated me badly? I think it may have been, if the adventure had been set up better. If I’d had the oppertinity to betray them in the final fight, and had motivation to do so (they’d treated me badly) I think it would have been a cool story we could have all enjoyed. Also, I get to keep playing, instead of having to sit out the rolelpaying between fights and the final battle with the dragon. As it was, they’d treated me well, so me betraying them, killing one PC and then running away in the middle of the adventure, leaving them to die against the dragon would have been really boring, as we saw.

So yeah, long story short: Think about others when you decide your characters actions. Is what you are about to do going to ruin the game for everyone else? Are we going to walk away from the table thinking “What a dick!”? Or will you’re betrayal read like an epic tale, spun by bards?

Anyway, I hope I didn’t meander about this too much.
Until next time, stay geeky
–Canageek