canyonwalker: Malign spirits in TV attempt to kill viewer (tv)
Season 3 episode 4 of The Mandalorian, titled "Chapter 20: The Foundling", could just as well be called "Timmy Falls Down a Well". It's like the parody trope of the old Lassie TV show where the dog Lassie whines at a human and the human says, "What's that, girl? Timmy fell down a well?!" and then the whole town rushes to rescue Timmy from a well. Sadly this episode continues the streak of plot writing so juvenile it's ripe for parody that's afflicted most of season 3 so far.

Things in this episode that made me feel like a 12 year old is writing it:

Chapter 20 Spoilers (click to open) )

Some people say it's silly to get hung up on mundane things like, "Where does the food come from?" when it's a science fiction story with FTL space ships and magical powers. But that gets back to something I've talked about before. It's a well established maxim in science fiction writing that an author gets only a small number of "freebie" things to include in the story without justification; the rest have to make sense. ...Or, as I've phrased it, after one or two freebies the rest of the plot points have to be earned. Ignoring simple logistical questions like how people travel, get supplies, or get food— until suddenly a subplot makes such things a crisis— is amateurish writing. The kind that reminds me of D&D adventures constructed by 12 year olds.

At this point you might be wondering, If it's so bad, why do you keep watching it? It's a fair question. It's one I ask myself!

The reason is two things: characters and production values. Interesting characters, as I've also written before, are central to crafting a compelling story. Din Djarin is a very compelling character. I could sit and watch him read a phone book for 5 minutes, much in the same way that it's fun to listen to Samuel L. Jackson read people's tweets in his own inimitable style, or watch James Brown simply walk across a stage. It's at the opposite end of the spectrum from the Seven Deadly Words.... Instead of "Why do I care about these characters?" it's "Heck yeah, let's see what they do!"

In terms of production values, this Star Wars spinoff series is among the best. Each episode has beautiful scenery, staging, camera work, practical effects, and special effects. It's obvious there's a tremendous among of professional skill— and money— that goes into producing each episode. That makes up for a certain amount of deficiency in the writing. But it's not a blank check. At some point I'll lose interest in this show if the writing doesn't improve.



canyonwalker: Roll to hit! (d&d)
A few days ago we watched the movie Krull from 1983. It's streaming on HBO Max.

My motivation for watching Krull was an online review I read a week or two ago. The author noted that Krull was a box office and critical flop in its time and opined that failure was for three reasons that also make it a cult classic. One, the movie was a crossover fantasy/science fiction at a time when audiences were not ready for f/sf. Two, the movie is dark, and audiences didn't like movies that were dark. The smash hit f/sf movie in 1983 was Return of the Jedi, and what everyone liked best about it was the Ewoks. The annoyingly cute, so-bad-they-almost-ruined-the-plot Ewoks. Three, the movie's use of cliched tropes and over-the-top dramatics is actually a parody of the tropes and dramatics overused in swords-and-sorcery movies of the era.

Krull (1983)Within a few minutes of starting the movie it was obvious why it was a commercial and critical flop. The movie has some redeeming qualities, but ultimately the storyline makes no sense. It's full of cliches and contradicts itself every 5 minutes.

To summarize the plot: Space aliens in a ship that looks like a rocky mountain spire land on the planet Krull. Their soldiers, called Slayers, easily decimate the sword-wielding people of Krull with laser blasters and shock-spears. They kidnap the princess and bring her back to their leader, The Beast, inside the mountain/ship. The prince, who narrowly survived the attack, assembles a raggedy band of followers and helpers to rescue her and destroy the aliens.

So, what are the redeeming qualities? Well, the movie was ambitious with its staging and special effects. Sitting here in 2022 it's easy to laugh at how primitive some of the 1983 vintage effects look, like the scene where the protagonists are navigating quicksand in the swamp. But for 1983 technology that was actually pretty ambitious. Indeed, that's part of why it was a commercial flop; they spent tens of millions (in 1983 dollars) on special effects, and the film didn't earn back its cost.

The other redeeming quality is the movie's imagination. Yes this is ultimately a good news/bad news thing. Imagining an f/sf crossover was thinking outside the box. The idea of aliens with blasters vs. swords-and-sorcery has so much potential. But the movie completely squanders that potential with a storyline that makes no sense. It's like it's a D&D adventure written by a 12 year old.

  • The aliens killed almost everybody, what do we do? Oh, wait, there's a wise old man who says a magical weapon will stop them. But what does it do? Shh, you'll find out in time!

  • We've got to find where the villains are hiding! Wise old guy says there's exactly ONE way to find out, it's this old seer. Oops, the seer failed his roll. Well, luckily there's exactly TWO ways to find out, the other's in this swamp. Oops, we were attacked there. Well, luckily there's exactly THREE ways to find out, the third is from this spider-queen, if she doesn't kill us all first...

  • Oh, and the aliens, who flew across the galaxy in a space ship? Well, their whole ship teleports around the planet once a day. So why was the whole opening scene about it flying through space? Why not just teleport to the planet? Shhh, you're ruining it!

  • That fancy weapon (5 bladed star) that it's in all the artwork does nothing until the climax, when it basically flies out of the hero's hand and then does everything while the protagonists stand back and watch. As a friend of mine quipped, mockingly, "I AM THE ALL WISE AND ALL POWERFUL. AND I HAVE NO LEGS. CARRY ME, MORTAL."


Krull does worse than simply not making sense. It tries to make sense, throwing details into plot and dialog every scene, only to contradict half those details 5 minutes later. It's like a D&D adventure written by six 12-year-olds, each one writing a different part of the adventure.
canyonwalker: Roll to hit! (d&d)
There's a common pitfall in roleplaying games call assumptions clash. The game master (GM) and players arrive at a point in the story where they have sharply conflicting beliefs about what ought to happen next. It happens because they've based their expectations on assumptions that do not match.

The simplistic solution to assumptions clash is, "Communicate!" But brief or ineffective communication is sometimes worse than no communication. I thought about this today when Gnome Stew, a gaming blog I read, ran the article "Elements of Description". The author gave tips for describing scenes more effectively. I posted comments about how this relates to assumptions clash there, which I'll share (with some modification) here.

As a player and a GM I'm sensitive to simple descriptions of a scene that can wind up misleading others because they embed assumptions. For example, a memorable confusion occurred years ago at the gaming table when the GM described, "You're at the edge of a clearing in the middle of the forest. In the middle of the clearing is a log house. Smoke rises from a stone chimney."

Moments later the PCs were attacked by two ogres in the woods. They inferred, correctly, that the ogres lived in the house and were patrolling the area. They figured it was a fight they could handle. But then when in round 2 of the combat the GM described 30 more ogres running out of the house to join the fight, the players called a foul.

"How can 30 ogres fit in a log cabin?"

"I didn't say it was a cabin, I said it was a house."

"Okay, but you didn't say it was a huge house, like big enough for an entire tribe of ogres!"

The players made a near-fatal decision for their characters to fight the pair of ogres (rather than, say, run) because they didn't believe there could be 30 more ready to join the fight. There was an assumptions clash about what "house" meant. Clearly the GM should have given a clearer description: something like, "At the center of the clearing is a crudely made wooden house. It is large, at least 100 feet across, with a slanted roof rising 30 feet high at the center. Smoke wafts from a single, large chimney in the middle." The players then could've formed better expectations of the potential for a large number of enemies to emerge.

BTW, I was the GM in this story. 😳 I gave an overly brief description because I was busy juggling multiple mental tasks— describing the scene, looking up my notes, drawing a map, and answering player questions. I've made a practice since then of putting description keywords in my notes so I make sure I say things like, "A large, rambling house, over 200 feet wide," rather than just, "A house."

The players share responsibility for communication, too, BTW. No player at the table asked, "How big is this house?" When I'm a player I always try to ask for description like this, to ensure we're not head for an assumptions clash.


canyonwalker: Winter is Coming (Game of Thrones) (game of thrones)
A few nights ago I decided to take the plunge and start watching Game of Thrones. Y'know, catch up with the 2010s (the show aired 2011-2019) before they're over. 🤣 Here are my thoughts as I watched through the premier episode. I'll mark spoilers though at this point, 10+ years since the episode aired, how many people want to watch the episode and haven't?

It starts like a D&D game turned TV show...

As I watched the opening scenes of the episode I thought, "Hmm, this is a like a D&D game." Swords and sorcery stuff. Three intrepid guardsmen ride their horses through a tunnel blocked by locked gates at both ends. They emerge on the far side into a snowy winterscape. Behind them we see they've just tunneled under an unnaturally shaped mountain built like an enormous wall. Let's call it the Winterwall.

North of the Winterwall, where everything is way, way colder and snowier than 1/2 mile south, the guards are looking for a clan of savages, to check up on them or something. Guardsman 1 sneaks forward toward their encampment (they see smoke rising, indicating a campfire) and finds that Opening sequence spoilers.... ) Guardsman 1 flees.

Okay, so it's Lawful-Neutral...

Back south of the Winterwall, Guardsman 1 is apprehended as a deserter. It's a death sentence. The local baron— though they don't call him a baron, but that's totally the kind of title he'd have in any sensible D&D game— Ned Stark comes out to deliver the sentence and perform the execution personally. Stark explains to his 10 year old son that it's important the people who pass judgment understand carrying it out.

Okay, I'm thinking, the law seems unnecessarily harsh— nobody cares why Guardsman 1 fled, like most people don't even think to ask because they assume whatever he says must be a lie and there can exist no proof or corroborating details for it— but Stark administers the law with a sense of reason. So, this D&D game setting is Lawful Neutral.

Puppies!

In the next arc of the episode Stark and his retinue are traveling back to the castle when they come across a large buck, killed and gored. Stark spots a trail and follows it to find a very important plot point-- wait, PUPPIES!! )

The king visits; the D&D metaphor starts to falter

Back at Baron Lord (because they avoid saying "Baron" like it's trademarked, or something) Stark's castle building with lots of stones (they oddly avoid saying "castle", too) news has just arrived that the king is coming. Preparations must be made!

In terms of a D&D game this is where stories start to struggle. Because while most groups of players I've played with ask, no beg, no insist! that the game have politics & intrigue & roleplaying rather than just combat, whenever I give them a scenario that focuses on politics, intrigue, and roleplaying they withdraw and cop sulky attitudes until it's time to Roll Initiative again.

...Actually it's not everyone who'd get sulky about actual politics, intrigue, and roleplaying. There's a big subgroup of D&D players who see this as the perfect opportunity for a robbery spree. 😨 They're like, "Everyone's busy feasting with the king? Cool, let's loot their homes and businesses while they're they're not looking!" 🤣

More raunchy sex than any D&D group has ever been comfortable with

Through the middle of the episode the storytelling alternates between scenes at not-Baron Stark's not-castle and a faraway land where siblings Viserys and Daenerys, children of a deposed king, are plotting their return to power. Sex, rape, more sex, more rape, but don't be late to dinner! ) Because, apparently, wanton meaningless sex is okay but being late to dinner is an unforgivable sin.

And just like that, it's an Evil game

All the raunchy sex and rape— and there's some I'm leaving out here for brevity— broke my suspension of disbelief for a moment. "What happened to this being a D&D TV show, a story of good-vs.-evil with the Whitewalkers as the villains growing in power?" I mused. Then I remembered that the Whitewalkers become big villains in, like, season 6 or something. That means about 50 episodes of raunchy sex, incest, and rape until we get back to this being a proper D&D TV series.

Oh, then there's the last scene of the episode. Surprise! Genuinely evil.... ) And I'm like, "And just like that, this D&D game is an evil game."

canyonwalker: Roll to hit! (d&d)
The other day I mentioned a roleplaying game (RPG) blog I find interesting. See Electronics at the Gaming Table. That's the title of my blog entry; the other blog is called Gnome Stew. Another interesting post on Gnome Stew recently was about using tilts to drive intrigue in the game. By "tilts" they mean jousts; tournaments. It reminded me how years ago I plotted a D&D adventure around a tournament in my long-term game. The Tournaments of Duke Cassavette was a huge success. Here are Five Things that accounted for the success:

1) I was inspired by A Knights Tale. There are plenty of possible source for inspiration; mine was this underappreciated movie from 2001 starring Heath Ledger. It gave me the ideas of focusing the story around just three combat tournaments, introducing bitter rivalries, and using an element of mystery with a "black" knight.

2) I kept the story simple by focusing the action on three martial competitions: the Tourney of Lances, the Tourney of Swords, and the Tourney of Arrows, with the joust being the top event. I let players know there would be much more than this going on— I characterized the tourney overall as a combination of the Olympics and a County Fair, so there'd be competitions for biggest pumpkin and longest dancing, too— and invited them to work with me to develop their interests. They thought the adventure would be plenty rich with the 3 sports I proposed. I then customized the combat mechanics for each of these sports (we were using D&D 3.x rules in the game) to keep them simple, fun, competitive, and not totally deadly.

3) The group bit hard on the Black Knight subplot. Historically a "black" knight was a combatant who wore a black shroud over his coat of arms to conceal his identity. One joust entrant did that, and the group really got into trying to figure out their identity. It turned out to be an NPC ally of theirs. She was concealing her identity so as not to give offense to Duke Cassavette as she'd recently spoken out against a misguided peace treaty he'd signed with a hostile foreign power and didn't want her success or failure in the games to be seen as a proxy for her political movement. This tracks with why knights went occasionally entered tournaments incognito; it wasn't necessarily to be anonymous as must as to compete without exacerbating political difficulties.

4) Intrigue, intrigue, INTRIGUE!! The Gnome Stew blog is all about the intrigue that swirls around jousts. I wove in plenty to my own. I already mentioned the Black Knight subplot above. Even the occasion for the tournament invited intrigue. The duke was celebrating the marriage of his youngest daughter to the sheriff of a remote town whom he was also ennobling as a baron. Well, the PCs had crossed swords (literally) with the sheriff's men in the past and considered them to have been protecting illegal slave traders. They had to decide early in the adventure whether and how much they'd poke into sheriff/baron-to-be's business and potentially embarrass Cassavette over his new son-in-law.

5) Even combat can be intrigue. The intrigue didn't stop with roleplaying scenes; it continued into dice-rolling combat. I mentioned the sheriff becoming a baron.... Well, the town of which he was sheriff was also claimed by another duke. That rival duke sent his best champions to compete in the tourneys to show up Cassavette. Oh, and the hostile foreign power I mentioned sent a champion, too. He'd show that the Russ— I mean, The Empire of Tarrentum was superior. BTW, they were also the power with whom the barely-legal slave trade was being conducted. Oh, and remember how I wrote "not totally deadly" above? Well, there was a fatality. Someone killed Tarrentum's champion— in a contest. It was an international incident! That colored what the group did in a few adventures later in the campaign.
canyonwalker: Roll to hit! (d&d)
One of the blogs I follow is about roleplaying games (RPGs), called Gnome Stew. In a recent entry one of the "gnomes" wrote about players checking their phones, etc. during a game. For context, this would be at table-top RPGs (TTRPGs), where use of electronic devices and their potential for disruption has been a topic of debate over the past several years.

The author of that blog presented both pros and cons for device usage in TTRPGs. I appreciate that because most writing on the topic has been very one-sided. When small devices became common enough— and powerful enough— that players using them at the table became a big discussion in the TTRPG community, most writers took a paternalistic, just-say-no approach.

The urge behind making "No electronics" a house rule is understandable. Phones, tablets, etc. used inappropriately during games are huge distractions. Players who descend into watching YouTube videos or reading news or social media feeds mentally dropping out from the game. Even worse is when they distract others, too, e.g. by laughing out loud at the cat videos they're watching or interrupting others' roleplay to shout, "OMG, did you hear about what the {president, other party leader, governor, pop star of the week} just said?!?!"

Even if all you see are the negatives of device usage, setting a policy like a "Thou shalt not" commandment will not work with adult players. Much of the advice in recent years has worded as a parent would browbeat and punish a misbehaving child.

And the truth is that phones, tablets, and small laptops are more than just tools of distraction. They're enormous helps when used well. I can't imagine sitting down for a game anymore without a character sheet open in one window and background documents, SRDs, and rules PDFs queued up in various tabs. I frankly roll my eyes at players who are high-tech in other aspects of their lives yet sit down at my gaming table with a rat's nest of faded papers they can't their own Hit Points in without loudly rummaging around for 15 seconds. Nowadays it's like, if you don't have a device with you to organize and access information, you're not prepared.

Of course, the negatives of devices are real. Those examples I gave above about cat videos and blurting out outrageous headlines in the middle of a game aren't hypothetical or exaggerated examples; they've all happened at my gaming table. Devices are tools, and tools can be used for good or ill. So how do you limit the ill?

I find these types of disruptions are best handled not with rules specific to device usage but when treated like any other form of disruption. It's worth remembering that not all disruptions are device-based. TTRPGs have always struggled with distractions such as players wanting to catch up with each other before starting the game. Then, too, there’s the challenge of how much "meta" talk / BSing there is in the game vs. deep roleplaying. And how to manage snack/meal breaks without trainwrecking the session too badly is practically an art form. The best approach is to build a consensus among the players about how and how much of these to allow while keeping the game fun for all.
canyonwalker: Roll to hit! (d&d)
In the hours after I rage-quit a roleplaying game Sunday evening I asked myself whether what I did was reasonable. As I noted in that blog, this is the third time I've quit, or been ready to quit, a game in frustration over other players' behavior this year. (There's actually a fourth time I probably would have quit a game except the problem player, "Braz", quit first.) Am I being too picky? Have I gotten overly picky now versus years ago? Am I the problem player?

I'll answer these one at a time.

Q: Am I being too picky?
A: No. It's reasonable to expect respect and cooperation.


Roleplaying games aren't just about "playing a role". They're about playing a role in tandem with other players and to solve shared goals. A person who doesn't play well with others, or picks a role that doesn't play well with others, is breaking the game's implicit contract. To put it more plainly, the game is about everyone having fun. When someone chooses for themself a form of fun that inherently makes the game less fun for others, they're being a jerk. It's 100% appropriate for others to admonish them about that and be ready to leave (or tell the problem person to leave) if it doesn't stop.

Q: Have I gotten grumpy in my old age?
A: Mostly No. I quit games when I was younger, too.


So I've quit or thought about quitting a lot of games this year. This is also a year when I've made a point of trying a lot of new games. The last time I did that was more than 20 years ago, before I got my own long-term game going. Back then I tried and left a number of games, too. For example, one I ran fell apart during the second session because two of the players simply would not take the game seriously. Another my wife I and left after one session because the GM was a jerk who invited us to create characters with interesting backstories then contradicted everything we created.

I answered Mostly No above, BTW, because when I was a lot younger, in high school, there were games I should have quit but didn't. For example, I played for a few years with a GM who was very arrogant. He'd kill off our characters anytime we did something he didn't like. I stuck with that group, though, because most of my friends were in it, because I wanted badly enough to play that I tolerated the disrespect, and because at that age I hadn't developed the strength of my convictions in demanding mutual respect and balanced relationships.

Q: If I am the only one objecting to what happens in a game, does that make me the problem player?
A: No.


It may seem a bit odd that in all of these recent games everybody was there while the problems were occurring yet I was the only person who objected. (Except for the situation with "Braz"; Hawk spoke up on that one.) What does it mean that I'm the only one who registered an objection most of the time?

"Think about the common factor across all of your failed relationships," some people say. "It's you. That means you are the problem!"

Yeah, that's what bullies say. Bullies and gaslighters. Fuck that noise.

The fact is that a lot of times in games— and in many other areas of life, too— people don't speak up when they see something wrong. They fear disagreement. They fear social disapproval for "rocking the boat". Or, especially in the gaming world, they suffer the trap I described being in when I was younger, above— lack of self confidence and the feeling that playing a bad game is better than playing no game. The fact that other people may be willing to put up with shit for their own reasons does not invalidate my reasons for choosing not to put up with it.


canyonwalker: Roll to hit! (d&d)
I've been playing various versions of the fantasy roleplaying game Dungeons & Dragons since the 1980s. Since the 1990s most of my play has been as a game master, or GM; the person who crafts & "runs" the campaign for the other players. If GM is a new term for you, maybe you've heard it as DM. GMs used to be called dungeon masters (DMs). The terminology shifted from DM to GM back in the 1990s as fantasy roleplaying games broadened beyond the genre of medieval swords and sorcery. Ironically around that time I was actually shifting my personal style of game design away from dungeons, too.

It's important to understand that the game Dungeons & Dragons has always been about dungeons. "Dungeons" is literally its first name! The game centers around the trope of the dungeon crawl.The player characters (PCs) are exploring some vast underground complex, avoiding its many traps and trying to find and defeat the villainous monsters (maybe even dragons!) that lurk within. The rule books are written for dungeon crawls; industry magazines and company blogs constantly reinforce the idea of dungeon crawling; and most published adventures are basically just dungeon crawls.

The trope of dungeon crawling has always struck me as uncreative. ...Uncreative, because after the first decision— "Let's have a huge dungeon!"— critical thought stopped. Who built all these dungeons? Why? Who's kept them up? How do all these monsters live underground? What are they doing? And why are the living in close proximity with other hostile carnivores instead of just eating each other?

"Don't think too hard about why dungeons exist," the publishers and respected elders of the industry frequently admonished us years ago. "The game involves magic, so clearly any attempt to apply real-world logic to it is foolish."

Yeah, magic, but here's the thing. Fantasy roleplaying is a creative art. Creating a game is similar to writing a fantasy novel or screenplay. They're not identical in all ways, obviously, but one key way in which they are alike is that they've got to maintain suspension of disbelief. Key to that is internal consistency and logic. Within the art of fantasy writing it's well understood by successful practitioners that a writer gets a very small number of fantasy "freebies"— things that are different from the real world, like the presence of magic and monsters in a medieval fantasy setting, or the presence of warp drives and alien races in a scifi setting. Good writers understand they get 1-2 freebie fantasy elements then must justify the rest based on logical construction from those bases.

So for me, yeah, there's magic and monsters. But dungeons under every town and mountain is a bridge too far. Fortunately it's not too hard to get away from the trope of dungeon adventures. Basically, just put your monsters outside! It opens up a lot more creativity and widens the range of challenges players can enjoy solving, too.

More next time on my approach for designing outdoors, aka non-dungeon, adventures.


canyonwalker: Roll to hit! (d&d)
Last night I had my first opportunity to play in a roleplaying game using the Pathfinder 2 system. This is after a session zero that wound up being two sessions— one of them involving a selfish player with some ill-fitting character ideas, and the second being an opportunity to flesh out some of the mechanics of my first character with guidance from the GM and a skilled player. It was fun... but also a lot of work. More on that in a bit.

Pathfinder Background

Pathfinder is a tabletop fantasy roleplaying game. It was developed several years ago as an outgrowth of Dungeons & Dragons (D&D). A lot of people felt that D&D version 3.5 (the latest version at the time; now D&D 5 is the latest version) rules needed improvement. Indeed, inasmuch as the rules of 3.0 and 3.5 were way more complete and cohesive than previous D&D versions, 3.5 still had a few rough edges. I know, because I'm still using 3.5 for my long term game and I've long since incorporated workarounds for the rough parts.

Pathfinder (PF) was so well known as a refinement on D&D 3.5 that it was loving called "D&D 3.6" by a lot of people who'd played both systems. That was the first version of PF, though. PF2 came out in 2019 with a thoroughly re-imagined set of rules. That's the version we're playing in this new game I've joined.

Rules. So Many Rules.

Coming into PF2 after long experience with D&D 3.5 and earlier versions I find myself in a landscape that is both immediately familiar and slightly alien. All the classic tropes of swords-and-sorcery fantasy games are there; though some of the names have changed. The game-mechanics concepts of races, classes, skills, feats, combat, and spells are there, too; but the mechanics have gotten both more cohesive and more complex. Mostly more complex.

In the world of roleplaying games there's a canonical split in rules styles. On one side are the rules-heavy, mechanics-heavy, or "crunchy" games. D&D has always been a crunchy mechanics game. As it defined the genre the games that came out in the first generation of roleplaying pretty much all emulated its approach. As a reaction to too many rules, too many tables of effects, and rolling too many dice, some second-generation games took a rules-light, dice-less, or "storyteller" approach. Within the current generation of games some systems strike a middle path, offering light and flexible mechanics that give GMs and players guidance while allowing them to tilt the mechanics to suit the narrative storytelling rather than vice versa.

My discourse on rules styles has gotten a little long (though believe me, it could be a lot longer) to outline the spectrum from rules-heavy to rules-light across which fantasy games operate. On this spectrum PF2 is unabashedly at the rules-heavy end. The core rulebook is nearly 700 pages long. Just creating characters— the first thing players do in a new role-playing game— took Hawk and me several hours each. And that's just for first level characters, and with us being very experienced gamers in other rules-heavy systems.

A Fun First Game... Though At What Cost?

So, after lots of effort getting our first-level characters ready, we finally played them Sunday night. The game was fun. Part of that was because the difficult player I wrote so much about recently was a no-show. We started without him, and without his disruptive, uncooperative presence our characters and play-styles meshed fairly well. (He chimed in online after about 2 hours, saying he'd overslept. Overslept? The game started at 8pm in his timezone!) 

Our accomplishments in-game were modest, as befits first level characters starting out. We explored part of a small dungeon and whomped on a few giant rats and a giant spider. There were useful things for all of us to do; a swashbuckler, a champion, a wizard, and a cleric.

One of the things PF2 looks to solve relative to older games like D&D 3.5 and its predecessors is to give each class lots of options for customization. A common criticism of older games is they risk becoming overly repetitious, like "I'm a Fighter, I'll swing my sword!" or, "I'm a Wizard, I'll cast my 2 spells for the day then cower in the back because any single hit is likely to kill me." PF2 definitely addresses that with lots of class variations... though the cost is complexity. Even with our lowly first-level characters, fighting first-level type monsters, there was a lot of state information to track. And even with a virtual tabletop software program specialized to PF2 rules to help manage all those details, it still took lots of time & effort to manage all the rules and state information and +1 or +2 bonuses here and there. Thet sheer amount of bookkeeping work that went into managing a simple, first level combat, even with computer software to help manage it, absolutely dwarfs what long-ago versions of D&D entailed.

canyonwalker: Roll to hit! (d&d)
A few weeks ago I blogged "D&D: New Rules, New Players, Same Old Problems". I wrote about a challenge with a player who hogged the spotlight and a GM who supported it. (FWIW, spotlight-hogging is a common enough issue in roleplaying games, though this case was more severe than most— particularly with how the GM showed favoritism.) I wrote the blog under a broad, generic title because that wasn't the only new-day-same-old-problems issue on my mind at the time. Another problem-player problem was cropping up in a second game at Session Zero stage at the time.

Thieves and "The Good Guys" Don't Mix

The problem with the player "Braz" (as I'll call him) began with him declaring that his character is a thief. ...Not just a character created with the "Thief" character class many game systems have, but actually a person who routinely steals things from others. This came after I asked a question to the group: "What's our moral center?" The group agreed, "We're the good guys."

The discussion about Braz playing a thief went back and forth for about 15 minutes. I won't relate all the twists and turns here as I don't want this to turn into a 1,000+ word essay. Suffice it to say this was a situation where the player was talking but not listening. It's impossible for the group to be "the good guys" when one member of the group expects to commit crimes against innocent people frequently and unrepentantly.

Admitting You're Bossy Doesn't Make it Okay

The next problem point arose with Braz declaring, "Just so you know, I like to do all the talking in roleplaying situations."

In any group of players it naturally happens that some are more forward than others in driving dialogue. That's fine... to an extent. Those who like to talk have got to share the spotlight with others. To merely declare that you're going to be a spotlight hog does not make it okay to be a spotlight hog. And again, he was not discussing this point with us, he was informing us.

So... This is Your Fantasy (Mary Sue)

Later in the session we looked at art to represent our characters. "I like this one," Braz said, introducing an icon. "He's holding a cigarette. I smoke, so he should smoke, too."

And there it was. Mary Sue. ...Or Mary's male counterpart, Marty Stu.

That seemingly throwaway tiny bit of information was the thread that tied everything together. Braz was set on playing a fantasy version of himself. A version of himself with all of his own habits, except he's a budding crime boss.

Look, there's nothing wrong with defining a fantasy character concept, even if it's based on yourself. It's literally called a fantasy roleplaying game. But it's a collaborative fantasy game. You've got to define a character that fits with the group, in the setting and in the plot, to tell a mutually satisfying shared story. If the rest of the group want to play "We're the good guys" and the GM's story plan assumes we're basically the good guys, your I'm-a-criminal-and-I'm-the-boss persona is in the wrong place. Go play Grand Theft Auto to act out that fantasy.

Where's the GM?

The game master (GM) had being staying out of the conversation among us players. I was of mixed minds about that. On the one hand I appreciated him giving us room to work things out as players. On the other hand I was growing frustrated that he wasn't providing guidance or supporting the idea of fair ground rules. A few times I'd directed questions to him about how challenging character concepts would fit in his setting or storyline. He dodged responsibility, giving vague non-answers like, "Well, there are different ways you can do it. [Full stop.]"

While I was dissatisfied with this Session Zero I was willing to go forward to the next step. Hawk was bothered enough, though, that she was on the verge of quitting. We spoke to the GM about it during a call for another game, when it was just the three of us online at that point.

"I don't know if Braz is going to make it," the GM said. He elaborated (when I asked), admitting that he didn't think Braz's character concept would work. He implied, though didn't commit, that he might even tell Braz certain things aren't okay for the group.

At that point I was reminded of a saying among seasoned travelers: "Don't take an idiot with you when you travel; you can pick one up when you arrive." Why are we bothering to take an idiot with us in our gaming group?

canyonwalker: Roll to hit! (d&d)
Hawk and I have recently started branching out in D&D. We've both been playing the game for decades. In recent years, though, we've only played the long-term campaign I've been GMing. As the Coronavirus crisis has pushed roleplaying games mostly online— and online tools have gotten way better, necessity being the mother of invention— we've taken a new interest in trying other games and other groups. It's easier to solve the logistics of meeting new players & sitting down together when we're not limited by having to sit in the same room.

As we meet new players and try new games with them we find ourselves in old familiar territory. It recalls our experience from years ago, when we had just moved to this area and avidly sought new gaming groups. Sadly this familiar territory is not good territory. Back then we spent a solid year playing with various goofballs and jerks while trying enough people to find a set we truly enjoyed playing with. Today the game systems are new, the technology is new, and the players are new, but the human flaws we have to contend with are the same.

Recently we wrapped up a mini-campaign in D&D 5th Edition (not that the game system matters to this story). I had misgivings about the group from as early as our Session Zero. Three separate times I asked the GM a question about the setting, and Player 1— as I'll call him— interrupted to criticize my questions as unimportant or inappropriate. The GM did answer each of my questions but he did not admonish P1 to stop interrupting or to be more respectful.

It was evident there was going to be a challenging power dynamic in the group, where P1 considered himself the most important person in the room (hence the name "P1") and everybody else, including the GM, was content with his behavior. I knew I would have to either accept that or be ready to argue with him, repeatedly, to have fair say in the game. Frankly, I was on the edge of choosing to withdraw from the game at that point, during Session Zero. But, I figured, it's just a mini-campaign, 3-4 real sessions. I'd give it a chance to see how it goes.

There's a saying, "When someone shows you what kind of a person they are, believe them." Player 1's behavior as if he were the only important person in the game continued in subsequent adventuring sessions. Repeatedly he'd declare an action without consulting the rest of us. Worse, the GM supported his I'm-the-only-one-here attitude by allowing him to complete major solo actions before the rest of us could get a word in edgewise. It felt like P1 was playing an FPS and we were the AI bots supporting him.

I stuck with the game through all four sessions because... well, because it was only four sessions. I wanted to learn a new rules system and to practice being a player again after many years of only GMing. I decided I could put up with this guy's ego and casual disrespect for a short while.

The game wrapped recently, and there was discussion about what we could do next. The chat trailed off without a conclusion. That's fine with me; I doubt I'll want to play with that group again.

canyonwalker: Roll to hit! (d&d)
I've written before that I've been playing Dungeons & Dragons (D&D) for a long time. I started with the first Dungeons & Dragons Basic rules, aka the "blue box", in the early 1980s; then bought the Second Basic D&D, aka "magenta box" rules, which expanded with Expert, Companion, and Master sets; then graduated to Advanced D&D. From there I followed along to AD&D Second Edition, then (name change) D&D 3rd Edition, then D&D 3.5.

Why so many versions? Well, understand that the companies behind D&D are book publishers. They make money by selling books. What better way to drive book sales than by putting out whole new versions of the rules every 5-7 years? And that's exactly what they've done. Devoted D&D players buy new books all over again every cycle. Except I hopped off the corporate America treadmill after 3.5. I decided I'd had enough.

Partly my choice to stick with 3.5 was frustration with purchasing and absorbing ever more new systems. Partly it's because 3.5 didn't have anything majorly broken with it that I wanted to fix (at the time). And partly it was because the next version, 4th Edition, frankly sucked. It broke with too much of what had made D&D, well, D&D for 3 decades and introduced rules seemingly more tuned to short-attention-span adolescents weaned on computer games.

Fourth Edition wasn't the end of the line. Now there's 5th Edition. Friends tell me it's a lot closer to the style of D&D 3.x than 4. So I'm trying it out.

Hawk and I bought two of the D&D 5e manuals recently. Our impetus was joining a game with younger players. You see, 3.5e was released in 2003. Seventeen years ago. That means there's an entire generation of D&D players for whom 3.5 has always been old. If we want to expand our gaming circle beyond old-school middle-age players we've got to join up with the present day.

D&D 5th Edition is interesting. It's closer to the 3.5 rules than 4th edition was. It fixes one main problem of 3.5: the system of advancement that makes higher level characters basically untouchable by NPCs and monsters more than a handful of levels lower than them.

I see this in my long term game, where we use 3.5 rules. It's particularly a challenge as the characters have risen to high levels (15-20). Their increasing wealth affords them access to magic items which, when combined with their level based bonuses, make it so that even upper-mid level foes can only hit them on a "natural 20" (a 5% chance of success).

This power imbalance casts the game into a particular style. High level PCs are basically superheroes. Attacks from anyone or anything that's not also a "super" just bounce off. That's not wrong in any absolute sense, it's just a particular theme of play— a theme that may not fit with the way the setting and storylines were conceived at lower levels.

How does 5E do it differently? Two things. First, level based bonuses do not ramp up as quickly. Second, magic items have smaller "pluses", and even the lower pluses are more expensive. Together these changes keep higher level characters from being able simply to ignore lower level foes.

I don't foresee migrating to 5E in my long term game. The move from 2E to 3.0 years ago disrupted things in my game that I didn't originally anticipate. I won't repeat that level of disruption with all the years of development invested into that game. But for new games, particularly with younger players, I could see choosing 5th Edition.

At the same time I'm reluctant even to start a new game with D&D 5. It's several years old at this point, having first been published in 2014. One thing we've learned from Wizards of the Coast/Hasbro/Whomever Owns It Now is publishers gonna publish. There's a whole never version of the rules every few years to spur sales of a whole new set of rulebooks. I'm reluctant to get too deeply invested— financially or mentally— in 5E. My Spidey Corporate Profiteering Sense warns me there'll be yet-another all-new rules set published soon.

canyonwalker: Roll to hit! (d&d)
In the world of roleplaying games there has always been an emphasis on narrative communication. The founding idea of roleplaying is that you're portraying a character. Ergo, you should speak as that character. You describe actions "you" take, and the Game master (GM) likewise describes what "you" experience. This in-character interaction is narrative communication.

There's also meta conversation, or meta-gaming as it's often called. This is when players talk about the game, as players, rather than as their characters. This has traditionally been regarded as weak gaming, a habit or crutch of people who lack sufficient creativity or simply "don't get it". This has had a big part in slowing acceptance of Session Zero, IMO.

Recall that Session Zero is about discussing how characters fit together, as a group, in the setting, and as protagonists in a shared story. This is obviously a meta discussion. Parts of it can be narrative, but parts of have to be meta. And that's where a lot of the objections from experienced gamers come from.

Example: Going Meta when Narrative Discussion Fails

Here's an example from back at the same time as my Batman and the Joker in the same party story. While I wasn't as adamant as I should have been back then about characters being able to work together, I was serious about working with players to develop backstories that a) tied them in to the rich world I had created and b) gave them reason to participate in the broad story arcs I'd crafted. My game was not going to be one of those, "So, you all meet in a tavern, 5 strangers who become instant friends, and you decide to go on an adventure...." (Yes, that sounds preposterous, but if you're an experienced gamer you know it's also literally been done about a million times.)

One player was refusing to participate in crafting a workable character backstory. He created a character that had no reason to work with the party and no reason to care about the plot. I took a narrative approach first. I offered, one at a time, 3 suggestions on character backstory that would lead him to meet the group and care about the plot. He shot down each one. Next, I asked him to offer his own idea, but he pointedly refused.

At this point I "went meta" and reminded him of a line similar to this one, which I've seen elsenet recently as a description relating to Session Zero:

“Part of participating in a group storytelling experience is to make a character that can tell a story with the group.”

The player was livid at my admonishment. He ridiculed the very premise, complaining it’s creatively limiting and a cheap oversimplification on the part of the GM to require characters that fit the group and the plot.

We went back-and-forth a few rounds on this. It was tough on me because this player was well respected in our community. Friends whose opinion I value considered him “Best. Storyteller. Ever.” I tried really hard to make it work. Long story short, though: I told him he was unreasonable and asked him to leave.

After several successful game sessions with the remaining players, one of them offered a different perspective. “He was pissed the group picked your game idea over his. He was going out of his way to be a jerk to you.”

Three Lessons Learned

My takeaway lessons from this were:

1) The meat of Session Zero— alignment of characters to the group, the story, and the setting— is important. Do not let anyone talk you out of this.

2) Try a narrative solution first... but do not be reluctant to address issues at the meta-game level if narrative attempts fail or sooner if a player seems uncooperative.

3) While meta-game communication can clear up lots of misunderstandings, sometimes it reveals a problem deeper than a mere misunderstanding— an expectations mismatch too wide to bridge, or a person operating in bad faith. It's your prerogative to exclude from your game people who don't and won't fit into it. You and all the other players will enjoy it better!

canyonwalker: Roll to hit! (d&d)
When I wrote about the value of Session Zero in roleplaying games a few days ago I promised to share some examples of successes and failures. The other day I shared one example, Batman and the Joker in the same party. That was a downside example, illustrating what happens when you don't do a full Session Zero. Here are five more examples from my experience, some downside and some upside.

1) "We go to bed each night knowing we were the good guys that day." 
That was a statement of game theme the players in my group came up with after the Batman and the Joker debacle. There would be no more ignoring the proverbial elephant in the room of adventuring with people who spread chaos and fear or commit wanton crime. That's not to say the game is all rainbows and unicorns. As part of the discussion everyone acknowledged that there would be plenty of gray areas to deal with, including a) when people of genuinely good intent have opposing priorities or expectations, and b) how to function in societies where the rulers are harsh, corrupt, callously indifferent, or possibly just badly misinformed.

2) A shady background is okay, hurting teammates is not. The statement in example 1 is something a group that's basically Good (in the game mechanics of many roleplaying games) would say. What about a group that's Neutral? They'll have a lot more tolerance for a character with a shady background... possibly even a shady present. Imagine one of the team is a burglar whose skills are helpful when we need to sneak into a villain's lair. Maybe we don't care if they take thieving side jobs in between our missions. But we do care if either: a) they steal from us! Or b) a side job gets them in so much trouble we get hit in the blowback. I've seen both of these blow up games I've played in the past, so when I proposed to be a burglar in a recent Session Zero I put these issues on the table and got the players' buy-in.

3) Is anybody taking this seriously?! In the comments on my entry about the value of Session Zero two of my friends raised a common cause of failure in roleplaying games: players creating characters that are exclusively comic relief. Remember, the crux of Session Zero is to establish that the players can collaborate in telling a mutually satisfying story in the GM's setting. If everyone agrees they just want a short-lived slapstick comedy exercise then sure, go ahead and create clowns. But when there's any kind of serious plot line to resolve, dragging along a worthless clown makes the game un-fun for everybody else. That happened in a mini adventure I ran years ago. Despite having a Session Zero and agreeing on the storyline to resolve, two of the players created characters that were total jokes. One was an idiot loudmouth who bloviated nonstop, the second was a drunk who refused to take things seriously until too late. The other two players quit in frustration after the first session, and the game fell apart about an hour into the second session when the two idiots couldn't even stop being idiots long enough to win a winnable fight. It was a TPK (Total Party Kill).

4) The desert railroad. Up to this point the negative examples I've shared are of players choosing inapt characters. Can GMs screw up the game contract, too? Sure they can! In one game Hawk and I created a pair of big-city society hackers. We kept the GM in the loop and sought his advice. He approved. Then at the start of Session One he informed us that we were in a desert, didn't know where we were, had just been robbed of all our possessions, and even our nice clothes were in tatters. Through a number of narrative motions I determined that these weren't plot points. The GM didn't care about establishing why we went to the desert, or who robbed us, or how we might seek justice. The desert robbery was just a device to strip our characters of all the background we created and fit them neatly into predetermined slots for what would happen next. In roleplaying game lingo this is called railroading— as in, we'd been railroaded into a bad deal. Hawk and I quit after Session One.

5) The hayseed party. One of the most fun games I've played was a campaign Hawk ran that sadly didn't last more than about 8 sessions. (It fell apart due to work schedules.) What was memorable was that we all came to Session Zero with characters who were misfits. Generally a group can handle one character who's quirky or socially crippled, occasionally two characters... but what about when it's 5/5? It worked in this case because, unlike in the "Is anybody taking this seriously?!" example above, we aligned well in Session Zero. A) We made sure we had quirky-but-useful characters instead of pure clowns; B) we identified enough shared goals and values to want to work together within the envelope of the setting and storyline the GM created; and C) we agreed we'd have fun embracing the setbacks and complications our quirks would create along the way. "Uh-oh, it looks like everyone in this party has pronoun trouble," one player joked, referring to the fact all the characters talked like nut jobs or country bumpkins. "We're the hayseed party!" another quipped. "We met at the tractor pull," I added. "We were all peeing on the wall behind the snack stand."

canyonwalker: Roll to hit! (d&d)
In a recent blog I explained the importance of a Session Zero in roleplaying games. Session Zero is the opportunity for players to agree on goals, playing style, and how they and their characters will work together to tell a collaborative story. I promised next I'd share a few examples of successes that grow from well-done agreements— and failures that stemmed skipping or doing a poor job of it. As I started sketching out a handful of examples I found that my first example is so big it's better addressed solo. I'll share the other examples in a subsequent blog. For now let me tell you the story my players and I call Batman and the Joker.

Batman and the Joker... as Allies?

Would you put Batman and the Joker together on a team and expect them to work together? Long term? That's what happened when I started my current long-term game in 1997. (Yes, I've been GMing a continuous game for 23 years!) Two players initially created first level characters similar to Batman and the Joker. (Actually they were more like Captain America and Harley Quinn, but I'll a) keep it to characters everyone knows and b) not mix Marvel and DC. 😉)

Building a party with Cap Batman and the Joker was practically doomed from the start. Working together toward shared goals required constant suspension of disbelief, leaving the players of both characters feeling unfulfilled with their character concepts. It was unfulfilling for the rest of us, too. We were all apprehensive the game could implode at any point when one of them got impatient. In a good Session Zero we'd have agreed Batman and the Joker don't fit together for more than a hot minute and we'd have found something more workable.

System & Background: Necessary but not Sufficient

When I started that game I'd already established a practice of working closely with players on building their characters and crafting interesting backstories for several years. This enabled richly developed games in which characters were really connected with the story and the setting. Everyone found it satisfying, even players who'd never done it before. This is part of a good Session Zero.

It took me several years of focusing on strong background development to appreciate that to have a truly cohesive and mutually satisfying game it takes more than this. As I noted in a comment in my other journal, agreeing on rules and capabilities in building characters is a necessary but not sufficient condition. What's missing is ensuring that the characters' stated personalities, as well as the play styles of the players themselves, fit together so that the group can successfully tell a shared story in the GM's game setting.

So, What Happened to the Joker?

You might be thinking, "Tell us what happened with the Joker!" Well, in a heroic story when a hero and a villain pair up there are only a few ways it can end. One, the villain experiences a major change of heart and atones. Two, the villain double-crosses the hero and absconds. Three, the villain falls to his/her own iniquities.

Number Three happened in my game. The young "Joker" character crossed people outside the party who were very powerful, and they killed her. Because the rest of the players had been nervously waiting for something to explode having the Joker around, they basically looked at the carnage, shrugged their shoulders as if to say, "Well, that just happened," and moved on as if that story arc never existed.

Keep reading5 more examples of Session Zero successes & failures

canyonwalker: Roll to hit! (d&d)
In my previous journal entry I introduced how roleplaying games, particularly Dungeons & Dragons, have been a pastime of mine for many years. I wrote a lead-up to an idea I've been thinking about again just recently, the concept of a Session Zero. I wish I could claim ownership of the idea, or even the term, but alas neither originated with me. Though I did start figuring out the concept of Session Zero on my own, as it addresses a gaping problem in the play of roleplaying games, long before finding that others had already fleshed it out even more than I had. And had coined the catchy term.

Session One & The Breakfast Club Problem

In the old days, a roleplaying game like D&D would start with rolling up characters. A group of players would get together, create characters, and as soon as they could roll them up and put stats to paper the roleplaying would begin. Typically, as a trope, that meant having the characters meet each other for the first time at a tavern and then head off to explore a dungeon wherein there might reside a dragon. Call that Session One.

The problem with starting at Session One is that the players don't always want or expect the same thing out of playing the game. They just get together and go. There's no agreement on how to play. Imagine that while in the game the story is "meet at the tavern, go to the dungeon, kill the dragon and take its treasure", at the table the story is more like The Breakfast Club. Five people who kind of know each other are in the same room for the same purpose but have completely mismatched expectations of what's going to happen.

Two players are motivated to kill the dragon is because it's evil and a threat to good people, one wants to kill it because killing things just seems kinda fun, one wants the dragon's storied hoard of treasure, and the last one wants treasure, too... and is willing to take it from the dragon or steal it from the other players when they're not looking, whichever seems easier. And because this isn't a John Hughes movie there's no happy ending 2 hours later. The players just grow frustrated with each other. Some drop out of the game, and entire friendships may suffer. (I've seen at least two close friendships shattered due to disagreement at the gaming table.)

Session Zero: Get Aligned!

The idea of Session Zero, then, is pretty simple. It's an opportunity for the players to align on what they expect to happen in the game.

One important area of alignment is the group's moral center. What kind of people are we, overall? What's our tolerance for people with different morality? We don't necessarily have to agree 100% but we do have to make sure we're compatible enough with each other and with the scenario the game master (GM) has prepared so we can collaborate in telling an enjoyable story. (At the end of the day that's what a roleplaying game is: collaborative storytelling.)

Another important area for alignment is What do we (players) enjoy? Different people want to get different things out of the game. Some like the sense of adventure, some enjoy the dice-rolling simulation of combat, some like the challenge of portraying an alternate person, some even like games as morality plays. There's no one right answer. But a game in which different people want incompatible things is the wrong answer, because some or even all of the players will be unsatisfied.

Other topics to work out during a good Session Zero include what skills and backgrounds the various characters have (often you want a group that "covers the bases" in terms of certain skill sets), what the style of play is (shoot first and ask questions later?), and the logistics of things like how frequently the group will meet to play, for how long, and what they'll do if 1 player can't make it that session.

Why Was This a New Idea?

The idea of Session Zero didn't exist back in the old days— basically the 1980s and early 90s. Back then it assumed that there was only one motivation for gamers and that all right-thinking players automatically shared it. Does that look preposterous when written out like that? Heck yeah! But that was the essence of what was written about how to bring players together in the context of a game. Only a little of that was written in the rulebooks themselves; the creators of the games thought it was so obvious that it went without mention! Those same creators wrote more at length in early gaming magazines. Alas length did not equal wisdom. The issue remained an ongoing source of woe for gamers everywhere.

In the early 90s I started to figure out for myself that players needed to agree on the style of a game before playing it. I began working with players ahead of the start of the game— i.e., in something like a Session Zero— to gain alignment. The thing was, in my gaming community I was virtually the only person with this idea, so it was slow going. For my players it was at best an unfamiliar concept they needed time to understand. At worst they were hostile to the idea, arguing I was a weak GM who sought to limit their creativity. By the early 00s, thankfully, the concept of a Session Zero had caught on in more places as the term had been coined. It may even have appeared in some rulebooks of the era; certainly by then it appeared in online discussion and blogs.

Update: Subsequent entries about Session Zero:
canyonwalker: Roll to hit! (d&d)
I have been playing Dungeons & Dragons (D&D) for a long time. As I recounted in a "Five Things" retrospective a year ago I was first introduced to the pencil-paper-and-dice roleplaying game around age 11 by a pair of my cousins and I've been playing it pretty much ever since. It's odd, then, that as much as D&D has been a major pastime of mine for so long I've written so little about it in my journal. That 5 Things retrospective is one of just three blogs I've written about D&D in the nine years I've been keeping this journal.

Why don't I write more about something that's obviously so relevant to me? I've discovered the answer is because it seems too much. There's so much I could write about, in so much detail, that I don't know where to start. And I'm concerned that anything I try to write would go on so long that a) you'd lose interest before getting to the end, and— more importantly— b) so would I. 😨

The way to solve this twin problem, in any kind of topic really, is through scope and structure. Identify a small enough but meaningful subtopic (scope) you can delve into in reasonable time, and organize your description of it (structure) to make it lucid and easier to follow. I did that with a blog I wrote 18 months ago, "Speeding up Combat in D&D". In hindsight, though, I feel that that blog suffered from a third problem: lack of context. It makes sense if you're already well familiar with D&D; but what if you're not?

How do you solve the problem of context? I'm reminded of the classic line from Lewis Carroll: “'Begin at the beginning,' the King said, very gravely, 'and go on till you come to the end: then stop.'"

I don't know that I'll be able to reach the end. It's a long way away! Though I can get to an end, and I definitely can start at a beginning: Session Zero.

The practice of Session Zero is how successful roleplaying game should start, though it's often not how they do start. Session Zero is a concept I started to figure out years ago on my own, from sheer need, before I saw it formalized with a coined term "Session Zero". Now that I've built up some of the context around the topic here, I'll dive into what a Session Zero is in my next blog entry, then give some examples of how it works (and counter-examples of what happens when you don't do it) in a subsequent blog. Stay tuned!

Keep readingRoleplaying Games and Session Zero

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