Showing posts with label GM Problems. Show all posts
Showing posts with label GM Problems. Show all posts

Wednesday, May 20, 2015

More on Completionism

(Whoa, two posts in one month, when was the last time I pulled that off?)

I don't expect this will be a very lengthy post, just an addendum to what I had to say in February about feeling the need to have everything I  want present and accounted for. Much as this previously led me to spend a great deal of time and stress attempting to get the exact system I wanted, it also tends to haunt my creative process when it comes to creating settings or planning out adventures or campaigns. A place for everything and everything in its place is a fine ethos when it comes to tidying up the house, but when it comes to worldbuilding it is somewhat trickier-- it's fine to utilize it, but sometimes that place has to be well off from the path the adventure is likely to follow.

Let us take the Eberron campaign setting as an example, mainly because it consigns some very popular elements off to certain corners of the world, well away from the continent where most of the "main" action takes place. As obvious as it might seem, an Eberron campaign will probably not involve a lot of giants and dragons, unless one goes out of one's way to allow for trips to Xen'Drik and Argonessen. Something focused on the internal politics of the five nations doesn't generally need them-- and that's perfectly alright, more than that, it's something that one needs to learn and internalize to DM Eberron well. This does not only apply to published settings, of course-- it's okay for things to be out there in your campaign world that the players may never see, may never even hear directly about.

I guess what I'm getting at is that an important skill in GMing, and one I struggle to master, is restraint in the name of focus. This is important in general, but especially so when one is building from the bottom upwards-- a barony or province in the Tiny Bickering Fiefdoms does not need to contain the whole of your Monster Manual, just enough variety to keep things interesting. This is something that to the mind that has already internalized it seems obvious, but something I think it benefits us all to hear now and again.

Tuesday, February 24, 2015

Completionism: Or how 5e's release schedule saved my life

I'm something of an obsessive-compulsive when it comes to D&D-- I want the game to feel complete, like nothing is missing or unaccounted for, like it's all thought through.

Sometimes this works for me. Sometimes it compels me to pull at threads and I get a fun, insightful article that gives me (and hopefully you) a greater appreciation for the game, or an interesting new way of handling things. Other times it just causes a lot of trouble and stress for me as suddenly it occurs to me that I overlooked something, and now its absence gnaws at me and leaves me dissatisfied.

This, as a matter of fact, is why I haven't really followed the OSR too closely since my big hiatus. I spent long nights cribbing from every blog post, retroclone, zine, and supplement out there-- and occasionally from the WOTC editions that formed the bulk of my background-- until I lost sight of the simplicity and fun of the game and developed a veritable Frankenstein's monster of house rules, custom classes, and edge cases, every bit as bulky and inaccessible as late-period 3.5 or tax law.

Enter 5th edition. A new D&D, compatible enough to be familiar, or even to reuse old material when necessary, but different enough from TSR!D&D to not allow for direct porting, containing very nearly everything I expect D&D to include in its toolkit, it gave me an opportunity to cast off all the cruft I let myself accumulate-- the cruft I would have had to make a significant effort to stop myself accumulating. It was a breath of fresh air.

There was, during the fall, an expectation that this Elemental Evil/Princes of the Apocalypse campaign they're now preparing to launch would include a supplement, an "Adventurer's Handbook." Whether this was the actual plan and they changed their minds or the whole thing was just misguided speculation isn't for me to know, but either way there's no Adventuer's Handbook planned, either for Elemental Evil or for any future offerings, and there never will be. For the foreseeable future, 5e is just those three books.

Of course there will in all likelihood be new options for Elemental Evil, in all likelihood released through the web (and the monthly Unearthed Arcana column as well, of course.) But the ethos of 5e has so far been very-core focused, so I expect they will not be too many or too sweeping and I also expect they will be treated in a more optional fashion than supplemental rules have been in the past. As such I do not feel the same pressure to keep up with them as I did when I played 3.x and 4e. And furthermore since I feel like I don't have anything vital to my conception of D&D missing, only things I might like, I don't feel the same pressure to incorporate additional options that fell outside of the traditional OSR purview that I felt from about 2011 onwards.

For the first time in a long time, I don't feel like I'm having to extensively kitbash or run the Red Queen's race to get the game I need. Instead, I have everything I need and am being presented with an occasional spate of extras if the mood should strike me.

Now if only I can start feeling ready to accept a little vagueness when I'm worldbuilding...

Saturday, March 15, 2014

In which a pattern emerges

When I was a small child, my favorite game was Natural History Museum. I'd get out all my dinosaurs (and I had hundreds, mind you-- everything from those Carnegie Collection models they sell at museums to Jurassic Park action figures to 50-years-out-of-date neon plastic 1" tall ones from the plastic army men and cowboys section of the hobby store) and just... arrange them. By taxonomy, by the period when they lived, by features I wanted to highlight, any old way. I'd make display cards or signs or draw murals. And then when it was all sorted, I'd get my mother or father or sister to walk through like I was giving them a tour of a museum I curated, and just having all my toys in the right order and my knowledge and ideas on display was the bulk of the fun.

Sometimes I think that's just what I'm doing now, but with fantasy instead of dinosaurs.

(I'm sorry if this seems masturbatory to you or whatever, I'm just reflecting on my general approach as I have frequently been for some time now. Perhaps I felt the need to write about this to gain the insight of others, but I think it was mainly just so that those of you out there who read my thoughts better understand where it's all coming from.)

Monday, June 10, 2013

Has it been six months already?

It seems like twice a year or so I start getting the urge to tweak. Some idea on a blog, or a product I read, or something like that sets my brain to running, and I march off on some quixotic attempt to create the best of all possible D&D knockoffs until I come to my senses a month later amidst a pile of half-formed notes strewn among the bones of Labyrinth Lord, Swords and Wizardry, or Basic Fantasy RPG.

It's an annoying habit, and yet I can't stop it.

Anyone else plagued by this particular imp of the perverse?