The Legend of Drizzt Board Game

I don't know anything about Drizzt, so when my friends pulled out The Legend of Drizzt board game at a recent tabletop night, I was a bit clueless. I didn't know anything about the characters or the setting, but it didn't matter. I ended up having a great time.

The game is basically a GM-less dungeon crawl. Each player takes a turn playing their character, but then they play the dungeon. To do this, they draw tiles from a pile which randomly add on to the dungeon and change the layout. The player also has to draw from a pile of challenges that will make moving through this new tile challenging, usually this is in the form of a trap. This leads to surprisingly challenging encounters, and although it doesn't lead to the most creative game, the random elements add a lot of excitement to the game.

boardpicThe combat is easy to pick up and very familiar to regular RPG players. It can also be very challenging since new traps, monsters, and parts of the dungeon are exposed each turn. Some of the monsters are pretty challenging, and the traps and monsters pile up quickly! I really enjoy the slow reveal of the dungeon as players draw tiles nearly every turn. It gives a feeling of suspense that is missing from a lot of minis games, because most GMs simply have the map sitting out in its entirety. I definitely loved the exploration and will try to replicate this feeling in my next game with a dungeon map.

The characters are well balanced, and there are even pregame power choices that make them somewhat customizable. I played an archer, and chose a really powerful shot that blew the target into another dungeon tile. It really became a valuable asset during the big fight at the end, and the game would have played out very differently if I had selected another power. Ever the advocate of player empowerment, I was delighted and surprised by this addition to a board game. There isn't really a role-playing aspect to the game, despite its DnD inspired theme. My usually RP-heavy gaming group did almost none, only occasionally thinking about their characters loyalties when deciding who to aid first in combat. This game is basically an old fashioned dungeon PCcardcrawl, with a simple objective, a series of deadly rooms, and a boss lurking somewhere up ahead.

I'm definitely planning on buying this game for myself when I pickup my next paycheck. It was great for an impromptu game night. It would also be a great backup for any gaming group in case the GM misses a session or isn't able to prepare an adventure one week. I plan on taking it to future conventions to fill empty time if I don't get into games. Since everything is based on random selection, you can never play the same exact game twice! It also comes with many different ways to run the game to keep it fresh. The Legend of Drizzt board game doesn't match the fun of a real RPG session, but it captures the RPG flavor without any prep time.

You can get a copy of The Legend of Drizzt at Amazon for about $50.

(This article was originally posted on CharismaBonus.com)


Empowering Players

We all have seen players completely take their GM by surprise. Usually, the GM has planned one or two specific ways for the players to handle a challenge... and the players try something completely different. This creates a crossroad for the game. Is the GM willing to consider alternative solutions to the problem?

The answer should be "yes."

I'm not saying that the GM should always give in to what the players want, but they SHOULD be open to considering logical solutions other than the ones they planned. When the players' options are allowed, the game changes from the general mice in a maze scenario to a game where players are empowered. The players can stop looking for the "right answer" and really approach the problem from their character's point of view. The mere possibility of creative success supports the role-playing aspect of a game.

As a GM, there are some important things to keep in mind with this concept. Mainly, just because you let the party try something, DOESN'T mean it has to work. Maybe their logic is off, maybe there are some factors they aren't aware of, or maybe they just roll badly. Let them try it, and let them pay the consequences if they fail. However, if their logic is sound and they roll well, they should be rewarded with success. They shouldn't fail just because it's a different solution than you planned.

I saw a great example of this in a recent Pathfinder game. The party was on a pirate ship and planning a mutiny, but they wanted to take out as much of the enemy crew as possible quietly. They decided poison was the best way, but none was available on the ship. They came up with the idea of summoning a viper and milking it for its venom. Although the summoned creature only materialized for a short period of time, they rationalized it by citing the rules that stated anyone poisoned by the viper would stay poisoned after the animal dissipated, thus, the poison didn't dissipate with the creature. The surprised (and delighted) GM ruled in their favor, and a bunch of cruel pirates died mysteriously after their nightly ration of rum.

Keeping your game off "rails" will really benefit the players and the GM. It will encourage the players to explore the world that you create, and to deeply embrace the character that they are playing. The GM gets to enjoy watching the players revel and fully explore the universe they created.

(This article was originally posted on CharismaBonus.com)


System Spotlight: Traveller

Are you a fan of Firefly? Do you love the idea of gunslingers on the edge of civilized space? Traveller might be the game for you! In fact, Firefly is so similar to the Traveller universe that I would bet money that Joss has played in a campaign or two.

Traveller (yes, it's spelled like that) was first published in 1977 by Game Designers Workshop. It's a d6 system, but the dice mechanics vary slightly from edition to edition. I suggest the Mongoose version of Traveller, which is a 2d6 system where you usually want to roll high.

Originally, Traveller had no specific setting and was meant to be a generic system for all types science fiction gaming. It can still be used that way, but modern Traveller also has one of the most developed settings in the RPG world. There are THOUSANDS of complete star systems already designed and mapped out. People have not wasted time since 1977! Each of the tens of thousands of planets is planned out to include the important physical, social, and economic information about that planet. Check out travellermap.com for a fully functional map of the universe that can easily be used in your game.

TravellerMapThe Official Traveller Universe is the "Third Imperium", a human-dominated feudalistic society of worlds. Everything in the Empire is run by a class of nobles, but as you get farther and farther from the center of the Empire, things become less civilized and much more wild west! There are multiple races, but it is a human-centric game. The most interesting tidbit about the setting is that while ships can travel pretty quickly through systems, the center of the Empire is many months or even years away from some of the outlying systems... and communication cannot go faster than the ships. If you are out of range to contact someone via communicator, you have to send them a message via a courier ship, also known as an X-boat. This may seem like a big damper on the sci-fi aspect, but it adds so much to the game. This is what lets the outer reaches of the Empire be a pretty wild and lets your crew avoid arrest by staying one jump ahead of the arrest warrant, or make some good money if you end up on a good X-boat. (See? I told you it was like Firefly...)

charWithout a doubt, everyone's favorite thing about Traveller is the character creation system. The player gets to make choices during creation, but everything really comes down to die rolls. It's almost a separate game unto itself and gives players a skeletal back story for their character, including ties to other members of the party and skills they have learned along the way. The dice determine that you left military service with PTSD, but it's up to the player to flesh out the story. Are you devoted to another player because they saved your life? Do you hate the Navy for sending you to die? If you approach it with an open mind you can get an incredible character that you would never have created without the help of the dice.

The Traveller Core Rulebook is all you really need to run a game, although there are other Traveller books available if you end up wanting more options. Try it! It rocks!

 (This article was originally posted on CharismaBonus.com)


Comprehending Cross-Gender Characters

Cross-gender role-playing can be a controversial topic at the gaming table. Opinions are as varied as one could imagine and while some gaming groups are very open to cross-gender characters, other groups are flat out against it. So why is something that has been around since role-playing began such a big deal?

Women are partially to blame. The number of female tabletop gamers has been growing for many years and co-ed games can make people uncomfortable with portraying the opposite sex. After I posed the question on Twitter, one man likened it to faking a British accent with a British person at the table. The pressure to "do it right" can take a lot of the fun out of role-playing, even if the other players at the table aren't judging you. I was very worried about portraying a man "right" the first time I cross-gender role-played, and it showed. It was our third or fourth session before I really hit my stride and stopped second guessing myself before speaking. I've seen the same thing happen with men playing female characters. Social pressure can paralyze a person's creativity and role-playing ability.

Everyone worries about being judged by others, and good communication is the key to insuring that everyone enjoys your game. If you are worried about insulting a person in your game by portraying the opposite sex, warn them ahead of time. Please notice, I didn't say to ask permission, because only the GM should have the power to veto a character concept. Just give the other player a heads up, and if it's your first time playing a cross-gender character, maybe ask for some tips. In my experience, it doesn't matter if you screw up from time to time. If it's obvious you are really trying to create a cool character most people will be very supportive.

Sadly, there are those people who seem to play cross-gender characters just to make other players uncomfortable. I have seen this happen with players of both genders, but I think it's more common for women to be upset in this way. Usually, this happens when you are in a gaming group of people that you don't know well. Now, really insulting a normal, reasonable gamer is harder than you'd think. Playing an unintelligent woman who loves shoes isn't necessarily insulting to women (or original), but playing an unintelligent woman who trades sexual favors for shoes every time the party stops in town is something else. The difference is that the player is taking a specific action to demean the character in a way that relates to their gender. As a woman, I can forgive someone for playing a little bit of a stereotype. I cannot ignore someone treating a female character as a sausage wallet to satisfy their own sexual or misogynistic fantasies.

If you are uncomfortable in a game talk about it. Ninety-seven percent of gamers are great people who are not setting out to insult you. Usually if you can have a calm conversation they will try to fix things in future games. If you are not comfortable speaking directly to the other player or if the other player doesn't agree with you, speak with your GM. You are as important as any other player at the table and if someone's role-playing is making you uncomfortable, it's important that the situation is fixed. Be logical, non-judgmental, calm, and have the first conversation in private. Nobody likes to have their mistakes pointed out in front of their friends, so having the approaching them in private increases your chances of really being heard. Also, take action immediately when something unacceptable happens at the table. Get in touch with the player or GM after the session or when your group takes a dinner break. If you say nothing, you are setting the precedent that things of that nature are acceptable. It's sad that some boundaries need to be pointed out, but to be perfectly honest, some gamers need help with social cues and understanding that some actions aren't ok, even if they fit with their idea of a character. (Sheesh, there I go stereotyping...)

What is the most important thing to remember about playing with cross-gender players? Relax. Don't try to psychoanalyze them. It doesn't mean that they are homosexual, have penis/vagina envy, mommy issues, need to get laid, or anything else. Most players just try it as a change of pace or for a new challenge. If you aren't interested in playing a cross-gender character, fine, but be open minded with those who want to try it. The purpose of gaming is to enjoy ourselves. Some of us do that by playing characters very similar to our real selves, some of us love to try out completely different personalities for a few hours. Whatever your preference, the purpose is for everyone to have fun! It is a game after all.

(This article was originally posted on CharismaBonus.com)


Jumping into GMing

GM Screen

GameMASTER. The title itself has a way of excluding about half the population, and that fact is reflected in every game shop and on every convention floor. The number of female gamers may be rising, but the number of female GMs is still pathetically low by comparison. This has to change if we are going to continue to grow as a demographic.

GMing is something that every gamer should do at least once. It's an incredibly educational experience, and even if it doesn't end up being something that you stick with, you will be a better gamer for giving it a try. I was terrified the first time I ran a game, and consequently over prepped my game. It was a 4e game, based in a fantasy ocean world that I created called Nenesto. I had such a blast coming up with the NPCs, the cultures, and the challenges! I completely fell in love with the creative process and the power... THE POWER!! MWAHAHA... ahem. To date, I have run more than twice as many convention games as I have played in. Once the GMing bug bites, it doesn't let go, girls!

I have never run an adventure path or company published scenario for a group of players. I know that a lot of GMs start this way, and it can be very enjoyable. I've had a blast playing in many published campaigns, but I find that it is harder to run a game like that than just create my own world. No, I'm not crazy. Actually, I would argue that it would be easier for most people once they got over their fear of trying. Think back to when you were a kid. You had to study and practice the information that people gave you to learn, but you always could remember the smallest details about the stories, games, and worlds that you dreamed up yourself. It's much the same with self-created gaming worlds. I created the details of the world, so it's harder to forget them or mess them up... and if for some reason I do mess up, it's really easy for me to change to world to accommodate my mistake.

But how does one start to attempt such a daunting task as creating a game from scratch? First, you need to find a group of (kind) players. I was lucky enough to already have a gaming group that encouraged me to try GMing, but if you aren't so lucky, try recruiting friends and family members. Even if you end up running a game for two people who aren't gamers, it will be great practice and break the ice for you. Actually, running your first game for non-gamers has it's advantages. They are less likely to notice your mistakes, and you get a lot of practice explaining the system mechanics to them. I do not recommend running your first game for a group of strangers at a gaming store or convention, because you never know what type of players you will get.

Book

After you have your players, pick your system. It should be a system that you are pretty familiar with, ideally one that you have played a lot. I recommend this because the more you know about the mechanics of a system, the easier it will be to tailor a good story around it and keep your game running smoothly. Have most of the basic combat and skill stuff memorized or on cheat sheets so you don't waste your players' game time looking stuff up. Cheat sheets are your friend! I'm convinced that's why the GM screen was originally invented. Another great trick is to have more obscure combat rules other important information marked so you can easily find it. Your mind will go blank at some point and it's great to be able to quickly find that info. My Wild Talents book is covered in multicolored sticky tabs for this very reason. Your players will appreciate your efficiency and be impressed that you are so prepared. Make no mistake, they will always do the one thing that you can't remember the mechanic for... darn players!

Step three, create your world based on something you know and love. Most likely the system you picked has errata with details about races, monsters, kingdoms/cities, etc. Feel free to use it or lose it. Don't feel that because you are running a DnD game that you HAVE to have dwarves, elves, and all the usual DnD suspects. Maybe your world only has humans, or maybe it takes place completely underground in the dwarven cities. It is YOUR world. Also, don't be afraid to go in a completely different direction than the game designers intended. One of the most successful games I have ever run was a Wild Talents game (a superhero system) about the Salem Witch Trials. The poor puritans started developing powers and panicked because they assumed it was the devil's work. What made it so great? I picked something I knew well and was passionate about. I'm a history teacher by day, and my love for the setting made the players equally passionate. You know your game is a success when they are standing up in the middle of a convention room yelling at each other completely in Gmingcharacter, and completely oblivious to the other games around them. It's those moments that I live for as a GM. Do you know everything about Tolkien's elves? Are you a huge Firefly fan? Could you write encyclopedias about vampires in your sleep? Those will be your most successful games. (This also comes in handy when you have a really knowledgeable player! One of my players for the Salem game had recently taken a class on the Witch Trials, so it was a good thing I knew my stuff!)

After you have your system and your world imagined, start refining it into a (somewhat) linear plot. Just like writing stories, start with a basic outline and then slowly add in the details. For your first time, stick to a one-shot game that can be completed in four to six hours. Remember, the world that you created can be used again and again so all that prep isn't a waste for one game. Your adventuring party might save a specific kingdom from a demon, but there are many more kingdoms for them (or other players) to explore! Don't feel like you have to cram all of your creative material into one game. Keep it secret, keep it safe, then use it later.

I will be providing more helpful advice on GMing specific types of games in future posts, but the first step is always the hardest. Don't be afraid to "borrow" ideas from your favorite source material and realize that you will make mistakes, and that is ok! Be secure in the knowledge that EVERY GM screws up sometimes, and jump in with both feet.

(This article was originally posted on CharismaBonus.com)