Showing posts with label Players. Show all posts
Showing posts with label Players. Show all posts

Monday, August 16, 2010

UnFamiliar

As a player, I've always liked the idea of playing a magic wielding character. Something about the idea of bending reality appeals to me for some reason. As a person, I'm much more comfortable in the woods by myself than I am in crowded cities. I also enjoy reading and learning. I'd have to say that if I were to step through some kind of inter-dimensional portal and end up starting a life on Greyhawk or some such place, I'd probably end up as a Wizard or Druid.

Something about the Wizard has always bothered me though, and it's not just the common clichés I've talked about before (i.e. pointy hat, robes, long beard). I will admit that the idea of a wizard having a familiar is at least interesting, but I almost always have trouble getting it to fit the persona I have in mind. Granted, a wizard isn't required to have a familiar at all, but it's one of the things that contributes to the class, and presents advantages that are lost otherwise.

Perhaps it's the familiar's table that turns me off, I guess. Bat, Cat, Hawk, Lizard, Owl, Rat, Raven, Snake, Toad, Weasel. The guy shoots bolts of magic, shouldn't he have access to something better than a first grader's class mascot? And why the hell does a toad give you three extra hit points? Depending on the wizard, that could be half again his own hit points out of a six ounce critter! Lizards give you bonuses to climb checks. Don't cat's climb too?? Oh, but wait, cat's give you bonuses to move silently. Since when has Move Silently been a wizard's class skill?? Ravens give you bonuses to appraisal checks, cause, I dunno, they know a lot about fine art?? Owls give bonuses to spot checks in shadows. They also give you an unexplained urge to eat rats, which by the way grant bonuses to fortitude.

Picture a powerful wizard. He's tall and slender. His face stern with the confidence of someone who knows the arcane secrets that bind existence together. His eyes peer through the pettiness of the common folk, squabbling over the scraps left on the noble's tables. With a mere thought, he could blink into another plane, or ignite whole villages with a volley of fireballs. His tower is lit with candles set on the skulls of creatures from other dimensions. His walls are lined with ancient tomes and. The air smells of ancient leather bound volumes of forgotten lore and... feces? Ugh, time to change the cat box... Meow!

Unlimited cosmic powers, and he's dangling a string at a playful tabby, or collecting bugs to feed his toad. Better yet, why not a gold fish?? Bonus points to swimming, but you forget everything every six seconds.

Meh. My sarcasm is getting away with me.

Anyway, my usual first conception of a wizard has nothing to do with household pets, vermin or other such pests. I sort of feel like the whole animal buddy thing is more the druid's schtick anyway. Rangers too maybe. I'll rant about rangers in another post though.

My distaste of the whole familiar ideas only gets worse the more I think about it. What if some celestial being from some other plane decides to summon himself a familiar, and suddenly the player character ends up finding himself granting silly skill bonuses and delivering touch attacks??

I was psyched to find that there was a "Bonus Insert" that WotC put out on Familiars, but I was again disappointed.

I have some thoughts on alternatives to familiars, but I thought I'd see what you guys had for it first. I'll be posting a followup with some of the things that I and my group have come up with to use in it's place. Please comment with any ideas you have, I'd love to hear them!

Friday, August 13, 2010

Nonstandard use of Standard Classes

Though D&D means different things to different people, the fact remains that it's called a "roll playing game". Feel free to shun the designation, if all you're looking for is adventure and die rolling, but those of us who prefer to create a three dimensional character know what this blog post is about. Personally, when I sit at the table, I enjoy getting into the mind of the character I'm playing. I like to make this character's personality as real as possible. I find it much more of a challenge than simple skill checks and attack rolls. I like to explore the classes to their utmost potential, and I encourage my players to do the same.

Each class has a certain set of skills and guidelines that differentiate them from each other, but players can fall into the trap of doing certain things because that's what they believe someone of their class would do. That is to say, because they rolled a Rogue, they think they are supposed to head out at night when everyone is asleep and steal things, or that because they rolled a ranger, they are at home in the woods. While these things are commonly accepted conceptions, there's nothing that says they have to be the case.

One of the most developed characters I play is a Halfling Rogue named Laren. He had a semi-stereotypical background... I admit, he started with a dead parent... His mother died when he was very young, and his father made some tough decisions. He didn't have much to work with, so he turned to a life of crime just to survive. Really, he was a donkey for the local Rogues guild, and was set up as a patsy... Anyway, Laren learned the tricks of the trade, but he wasn't looking for a quick fortune or anything, he was just trying to survive.

One thing lead to another, and where he is currently, he's got no interest in stealing anything at all. Still though, he's able to use his Rogue abilities, even though he's not "thieving". He's also not overly comfortable in combat, and (somehow) grew up learning next to nothing about Psionics. One of his companions is a Psion girl, though Laren just thinks she's a "normal" young lady (with dead parents and a horrible background full of abuse, of course). This young lady likes to throw an occasional Mind-Thrust, which tends to cause heads of things to explode. Laren knows nothing of this ability, and is afraid it's just happening randomly whenever he's around. He thinks that it's a curse cast on him by enemies of his youth. Last time it happened, Laren hit the dirt, provoking an attack of opportunity. I also gave up my next round's attack, scrambling for cover, just for the RP.

I enjoy this character because not only does it give me the chance to play a total goofball, but it also allows me to try to figure out how to do the job at hand with a different set of tools. Laren, aside from having ghosts from his past haunting him, has several tasks at hand, for which he's not exactly well suited, and I enjoy the challenge.

I've been thinking lately of a few other types of characters that I might play in the (probably not as near as I'd like) future. The base class is a fighter. Naturally, it wouldn't make much sense to roll a fighter if you didn't want to swing a weapon from time to time. It'd also be difficult to explain where your skills and feats came from. However, not every fighter has to wield a sword or axe.

A fighter who only does non-lethal damage. In the case of a bounty hunter, it may be necessary for a fighter to subdue their targets and bring them in alive. Weapons like clubs or maces would be handy in this line of work. Also the use of a net or a bolas.

Or

A fighter who only defends. Which is to say, instead of actually attacking the target, this fighter's job is simply to occupy the attacker, blocking, dodging, deflecting, while someone else in the party sneaks in for the kill. (Perhaps I've been tanking in World of Warcraft a little too much!) A high armor class, and a shield specialization would useful. Take any feats that allow you to boost your armor-class and hit points.

The fighter class could also lend itself well to a brawler or wrestler. Unarmed fighting and grappling would be this character's primary features.

Anyway, those are just some thoughts I'm toying with. If any of you have played a character like those listed above, please let me know your thoughts and experiences. Also if you have other ideas like this, please share!

Wednesday, May 12, 2010

First time D&Ders


(Note: Through out this post, I use "he" and "she" interchangeably when talking about a character.)

I roll a what? A d20? Which one's that?? Ok, I got a 4. What do I add? I didn't hit? Why not? But I have a bonus to hit I thought? I do? But I missed? Can I roll again? Why not? When can I roll again? Ok.

It's your first time at the gaming table. You've heard your friends talk about the game, and you understand what they're saying when they talk about the foes they've fought, but you get a little confused when they mention their critical misses and failed saving throws. Testing the waters of D&D is somewhat involved and the first game you play may seem like a hurdle.

For the best scenario, try to get close friends or family members in your gaming group. As the new player and new group member, you may feel intimidated. If you're surrounded by folks you don't know, you're more likely to avoid asking questions. This is only going to make the learning process longer and more difficult. If you can't find people you know to play with, let your group know that you're new, and ask a lot of questions!

First, don't rush out and spend a lot of money. Pick up maybe a set of dice for yourself, but do your best to borrow someone's player's handbook and get familiar with it. See if you can get that and a character sheet, and have one of the folks from your group sit with you during character creation.

(Oh, and if you need a 3.5 character sheet, click the link at the top of this blog!)

Character creation can seem difficult due to all of the necessary decisions. Start with deciding on race and class. There are probably races and classes in some of the non-core source books that are allowed in this campaign, but stick to the core book for your first time. Ask your GM what kind of campaign this is going to be, because depending on the environment, you may want to play a different kind of character. A Human Fighter can be frustrating to play in a subterranean campaign, since they cannot see at all in the dark!

In your off-time, you could make good use of resources such as the forums at Wizards.com, Enworld.org, and posting comments on this blog will certainly get you some answers!

Your character's attributes are the next step. These numerical values will determine things like how smart your character is, how fast he heals, how hard he swings his sword, and how likely he is to succeed in skill checks. There are many different ways to generate these numbers. Check with the GM on how they are asking players to come up with these numbers. It's very common for a GM to not bother going by the rules in the book for this.

Following the attributes, you pick your feats and allocate your skill points. This can be confusing so make sure you've got someone around to guide you. If you can't, just stick to the source books, and you should be okay.

Now that you've got your character fleshed out, you know what he wants to do and what he's capable of, you're going to need some equipment. Once again, there are different ways to figure out how your character gets his equipment so check with your GM. In some cases, the GM will say go by the book, in which case, there's a chart for each class that tells you how to determine how much starting gold your character has, and then you can spend it as you see fit. The equipment section of the Player's handbook has prices for all the gear in there. Make sure you've got yourself a weapon, and whatever armor suits your class. After all that's done, I like to spend my remaining gold on things like flasks of oil to keep my armor from rusting, a length of rope, perhaps a tinderbox for starting fires, and maybe torches. They're all pretty inexpensive things, so even if you never end up using them, at least you've got em!

With your character created, you can look forward to your first gaming session. As a first time role player, you may find yourself getting distracted at the table. If you're lucky, your gaming group won't cause too much trouble that way, but there are sometimes those who would rather check the score of whatever game is on, or read a magazine. Do your best to listen to the GM, and think about what he's saying. Don't get caught up stacking your dice either. I know it's fun, but you've got learning to do!

Another thing that you will notice around the table is that the people in the group do different things to "get into" their characters. A player might wear a certain piece of clothing, or even a piece of armor. The person might talk with a particular voice that they only use for their character.

You may also notice that your fellow players' personalities might be vastly different than those of their characters. One of the wonderful things about role-playing is that you can be anyone you want. If you usually shy away from conflict, for example, then you can play as someone who always gets in the face of anyone who crosses your path.

For your first game, though, do not worry too much about your character's personality. The easiest (and most common) thing to do for your first game is to play yourself as far as personality goes. If the situation would make you afraid, then let it make your character afraid. As a player, you have to learn to pay attention to a lot of things going on at the table. Focus on rolling the dice, accumulating experience, keeping up with all of your combat abilities, and other such game mechanics. Once you feel comfortable with the mechanics of the game, then you can think about how to make your character's personality unique.

By your second session you should have at least a fair grasp of the game's mechanics: things like how to deal with combat and what to do with your experience points. Depending on the campaign, you may even have gained a level or two. Now that you understand the game a little bit better, you can think about making some changes. Your GM might allow you to change your current character or substitute a new one. This might be a good opportunity for you to try a different character class, perhaps trading a spellcaster for a fighter, or vice versa. Alternatively, you might make the same type of character, but distribute the numbers differently; trade a higher strength, for a lower constitution, perhaps. This would make for lower hit points, but a more damaging swing of the sword. I would recommend sticking with the same character though, for at least five or six gaming sessions. Give yourself a chance to get to know him!

Watch what happens when your fellow gamers change characters. Watch for changes in their new characters' personalities, tendencies, habits, etc. The player might have a different voice, or different shirts that they wear, or perhaps a different set of dice.

Gaining a little confidence in the game mechanics? Try to add some personality quirks. Pick something that does not conflict with the group or hinder gameplay. For instance, giving your character an aversion to clothing might draw a lot of attention to your group, most of it negative. You do not want your character to get his or her group in trouble with the local authorities. An example of something minor that can add to your character's personality is a musical instrument. If your character plays the flute or harp, it adds a dynamic to the character's personality, and it just might earn you and your group a free room at the local inn or a little extra spending money.

You might also want to experiment with adding a small character flaw. Again, avoid choosing something that would hinder your group or the game play like a severe allergy to sunlight. You want your character to seem unique, not annoying. Make the flaw something small: a minor stutter, a slight nervous tick, maybe a fear of heights. Be creative.

Soon you will have a solid handle on the mechanics of the game and a decent understanding of your character's station in life. At this point I suggest thinking about some larger undertakings, such as generating a background for your character.

Where we came from and what we've done goes a long way in explaining why we are who we are. We wouldn't be who we are today without our background. Why is your character a fighter? Obviously something in his background afforded him the opportunity to learn how to use a sword, what was it? This is your chance to tell a story, and it can be as detailed or as vague as you'd like. Beyond simply being a story though, this is your chance to give the GM some ideas as well.

Your character's background will be wrought with this that the GM could use in the campaign. You're a fighter now because your father was a fighter, perhaps. Well, maybe your father had some enemies in his day, and they're coming back to look for the +2 sword he won in a tournament. They've been training for all these years, and they want a second shot at that sword your father had given to you, all those years ago.

Our characters are our chance to play sides of our personalities that we don't always get to explore in real life. Your devious mind might sometimes say it would be nice to have some more money, but you know you can't simply take it. (right!?) So why not roll up a rogue who might not be quite so worried about right and wrong? Whatever you choose to play, always remember the goal was to have fun. Make sure you've got your bases covered, and the sky is the limit!

Monday, May 3, 2010

Questionnaire

Every player has come to a point during game play where they're presented a situation, and they're not quite sure how their character would respond. Would my character run, or fight? Would he take offense to that remark or simply ignore it?

It's simply impossible to anticipate everything your character may come up against, and from time to time, we're going to have to ask the group to hold for a moment while we collect our thoughts and figure things out.

Here is a survey I found online some time ago that I found incredibly helpfull in fleshing out my character. I can't remember where I got it, or I'd gladly give credit to the original creator... If you've seen it before, please comment with a URL or at least a name!



Player (you) Name:


What is the character's full name? Nicknames?


What is the color of the character's hair, eyes, and skin?


What is the character's general appearance?


What is the character's age?


Where was the character born?


Describe the character's family.


Has the character begun his/her own family?


Has the character ever done anything else (besides adventuring) for a living?


General attitudes & approach:


When or how was the character educated?


What are the character's political and religious beliefs?


What is the character's moral code?


Does your character have any prejudices?


How would your character handle an insubordinate servant?


What would the character die for? What would they be willing to sacrifice
the lives of their friends for?


Who is the one person your character trusts the most?


How would your characters parents describe him?


What was the best moment of the characters life? Worst?


What flaws does the character have? Is he quick to judge people? A slob?


What advice would you give your character?


List the 5 most important people in the character's life.


What is the character’s “big secret”, and what will happen if it is discovered?


"Hey, I've got an interesting job for you..." Name 3 jobs that your character might find interesting.


How will the character die? What would you consider a good end to a life well lived for this character?


What might someone seeing the character for the first time think?


Does the character have any goals?


What is the character's personality?


Any reoccurring mannerisms?


What is this character's "thing"? That is, what action, activity, saying, motion, mannerism, etc., would be considered their "trademark", such that if I were to do it, others would say "oh, now you're acting like [this character]"?


What is her first reaction to a situation?


What would be the ultimate magic item for this character?


What would be the worst curse this character could ever receive?


Are there certain things the character just cannot do? Get close to people; perceive himself realistically, etc. That is, what do people who know this character well criticize about them?


What does your character hate?


What does your character love?


How does the character perceive government? Those who are opposed to the government?


How did the character gain his abilities?


What motivates him to act as a hero now?


How did his peers treat the character as a child? His elders?


What does your character hope to accomplish by adventuring?


Why is this goal more important than his safety? (i.e., Why would you take up adventuring, rather than being a nice, safe accountant?)


What is the character's kryptonite? What is their weakness or what will paralyze them with fear?


What does the character do to relax?


Describe the characters ideal mate.


What is in your character’s pockets, right now?


What do they normally carry in their pockets that they don't have right now, but wish they did?


What is the silliest thing your character has ever done?



Monday, April 19, 2010

Superstitions: Dice

Game night. You stopped by the local smash-N-grab corner store, picked up your bottle of carbonated high-fructose corn syrup with taurine and a bag of Funions, and finally you're planting your ass in the game chair. You drag out your character sheet, your Players Handbook, your Unearthed Arcana, The Complete Whatever, and you dump your dice bag on the table in front of you in an epic display of your chance-cube horde.

Your dice are like the neck tie on a business man. Everything is fairly standard, shirt, slacks, shiny belt and shoes, clean shave, sports jacket... boring. But the neck tie is that droll fellows chance to insert a little self expression. Tie-die, Dilbert, Mickey Mouse... You can likely get away with just about anything for color, as long as it's on a neck tie. Perhaps you'll draw a few inquisitive looks, but a simple "My kid gave it to me for father's day" will dispel any questions that might arise. And hell, if you can actually get your kid to buy it for you, you're not even lying!

The dice on your edge of the table are your chance for self-expression, and it's a very personal thing! I like to get each character (assuming said character is going to be a staple for me and not some throw away almost-npc). Some people like just one set of dice, others aren't that picky. Perhaps you have favorite individual dice? A deep blue 20-sider that represents the cool-headedness with which you swing your axe. A red D8 for damage; red symbolizes the blood of your foes spilling on the ground! Golden D10 for your percentiles! ...ok, you caught me, no one rolls percentiles anymore. I was just checking to make sure you were paying attention... well done... 

Anyway, point is, it's not uncommon for there to be a reason that a certain die is rolled at a given time, and chances are that reason will make no real sense to your or anyone else who is not the owner. The reason you use the dice you use can defy logic, and become a down right superstition.  But that's okay! It doesn't need to make sense to you. Get your own weird behaviors! I personally like to set all the dice on the table, (which will only be the set that was assigned to the character I'm playing,) on the number 1. My thinking is that if it's on the 1, chances that I roll a 1 are lower. Light lightning striking the same spot twice in the same round... (A theory that I completely dispelled at my last game night. My Dwarven Fighter is +13 to hit and I missed an AC-15 creature four freakin times in one melee!)

You wanna see a gaming session get mean, you tread on the wrong player's dice. Touch my dice, I dare you. Set it to anything but "1". You get your nasty non-me karma on my dice, and there'll be issues. Unless I had you a die because you can't locate the one you need right away, thou shalt not touch my polyhedrons. 

Saturday, April 17, 2010

House Rules

I've always sort of cringed when hearing people refer to the Player's Handbook or the Dungeon Master's Guide as a "Rule Book", even though that's technically what they are. However, I think anyone who believes that there are really "rules" in Dungeons and Dragons is sorely missing the whole point. I always go well out of my way to make sure I say "guidelines" instead of "rules".

D&D differs from other game formats, because as long as everyone involved agrees, the "rules" can be bent, broken, or completely revamped to suit the story. Over the last twenty years and more, my group of players has always played by a certain set of house rules that help make sure we stay on track as far as the goal of playing: fun.
  • Max Hit Points.
    You're a fighter, tasked with spearheading a group of elite adventurers into the enemy's domain. Valiently you brave certain doom to protect your friends and emerge victorious. (ding!) You gain a level bringing your greatness to new heights!

    You grab your PHB, your pencil, and your character sheet. You've selected your next feat already, and all that's left to do is roll for your HP increase. /roll: 1. ...Talk about a suck-fest!

    You are the heroes here. You're supposed to be better than the average citizen. If the average citizen goes up in level, why should they have just as good a chance as you at gaining more HP? BS, says I. If you're at the table with us, you get max HP for your class. If your hit die is a d10, then you get 10 + your con modifier, period.
  • Food.
    Within moments of being born, a baby knows it's hungry. Nobody goes off on a trip without making sure they have food, yet you, a seasoned veteran of adventure might forget? Pff...

    Food and water are things that we always just assume the adventurer picks up before they leave. Give your characters the benefit of the doubt here, even if the players behind them might be a but dull. Anyone conscious is going to think of food.
  • Stats.
    If you're at my table, and I'm the GM, feel free to not bother rolling your stats. You want 18s? Go for it. That's right, you heard me, I don't care how you come up with your stat rolls. If all 18s is what it takes for you to enjoy your time at my table, go right ahead.

    This is of course based on the fact that when I generate a character, I've got the personality in mind long before I put pencil to paper, so if my character is stupid, I'm certainly not going to give him an 18 wisdom. I give my players that same benefit of the doubt. But like I said, you players are heroes! If you want to play a perfect scored fellow, my job is to make sure the game is enjoyable for someone controlling such a character.

    At the end of the day, the story will probably have little to do with the ability scores anyway.
  • Leave room for style.
    If something doesn't really matter, leave it up to the players. For example, does it really matter what a magic missile looks like? It manifests from the caster, and stops on the target causing X damage. Who cares if it looks like a flaming tennis ball, or a blue streaming thing, or a beam of light? Let the player decide what it looks like. This adds a certain style to their character that helps the player define the character. 
Don't discard the books altogether, obviously. I'm not saying they're useless, there's an awful lot of material in there that is very sound, and should be observed, but if it gets in the way of your story... a little creative license isn't going to make a "TILT" alarm go off. Keep balance and fairness in mind, and loosen shackles!

What are some of your house rules?

Characters: The NPC Exposed

A few words on The Non-Player Character
Game masters across the world over will attest that most character parties are not complete without the Non-Player Character or NPC. The NPC is a character who travels with the party and is controlled by the GM. There are many reasons a GM might decide that there is a need for an NPC, not the most uncommon of which is that the GM is also a player and wants to opportunity to play as well! Whatever the reason for the NPC, there are some things that you should consider as a GM controlling an NPC as an adventuring companion or as a player interacting with one.

Game Masters
Every person in your world is by definition an NPC, save for the player’s characters, of course. They are all going to have personalities, preferences and habits. They all have “lives.” Of course, you don’t need a character sheet for everyone in your world, but anyone who is going to be accompanying the players is going to need one. The good part about this is that you don’t really have to spend the time rolling stats or gaining levels. You want a 20th level fighter with 18’s in all his attributes, go for it! It’s your world! However, you don’t want an NPC that out-shines the PCs too much as it makes things less enjoyable for the players when they are always trying to catch up to someone who eradicates enemies in one turn.

Your NPC should be there to serve a purpose. You already know, in a general sort of way, where the adventure is going, and you know the types of things that the characters can do. You also probably have a good idea about what the characters can handle if you have been GMing for a while. Even if you are new to GMing, you should be able to give a guess at the kinds of situations that would be appropriate for the group.

For example, the characters are going to be entering a dark cave that leads to a den of owlbears. If all your characters have darkvision, the darkness isn’t a problem; likewise if they have torches or a light spell, no problem. However, if they do not have torches or a light spell, and they all happen to be human, then maybe you need someone who can see in the dark or cast a light spell. (Or maybe you need to find a human with a torch...) Maybe they are all elven spell casters; they can all see in the dark, and they can all cast light. The darkness isn’t a problem now but a den of owlbears may be. It might be a good idea to give them an NPC with a high strength, high con, and a big sword.

Sometimes the missing component has nothing to do with any sort of oversight on the part of the players, but just a lack of players to fill the gaps. Gaming in a smaller group is necessary due to lack of interest or conflicting schedules, so it’s just the GM and a player or two. If both players want to play wizards or something else with low hit points, an NPC cleric and/or NPC fighter may be in order.

Perhaps there are enough players and all the bases are covered. They have spellcasters, fighters, healers, rangers, the kitchen sink and everything else under the sun. In this situation, the group probably won’t need an NPC. If you still would like to add one, try making the NPC more interesting than effective. There’s no gap that needs to be filled so maybe there needs to be someone of conflict. Try someone like a rogue who isn't very good and is wanted in most cities. This would make for some excitement, and can also be the basis of the entire campaign. The party is seen with the brigand, and is chased out of town. The group tells the criminal to bugger off, which he does... however, now he's not just an NPC, but perhaps a villain bent on stopping the team from achieving their goals, which he may or may not have learned while traveling with the group!

If you don’t want to generate conflict, then maybe the NPC is there just as a friend to one or all of the player-characters. Perhaps the NPC brings music into the situation or is always trying to keep up the general spirits of the PCs. Maybe this NPC needs to get captured or killed in order to tempt the party to fight!

Something you must be mindful of when playing an NPC is that you must never let the NPC take too much away from the players. The whole point of you being the GM is to present the players with a story and let them be the players. It should remain up to them what the group does; avoid letting the NPC become too much of a group leader. He should never be the main character. (Unless it’s necessary to help new players learn the ropes. In that case, an NPC group leader is a very effective role model.)

As I said,, every person in your world is technically an NPC and not everyone is a good person. Your villains are NPCs whose goals happen to conflict with those of the PCs. Sometimes adventuring companions can become bitter enemies. This gives the characters some history with the villain and makes things a bit more interesting. There are many movie examples of this; Professor Xavier and Magneto for example. Having a history with a villain like that gives the characters a reason to want to chase the villain, bringing the conflict to a more personal level. Maybe the villain is the father of one of the heroes… I know it’s a little bit cliché, but so what? It’s all about having fun.

Sometimes the need for an NPC isn’t so obvious to a GM at the time of campaign creation and it would be a very helpful addition to the party. Here are a couple of rules of thumb to keep in mind when having to add an NPC on the fly:

What role does the party seem to lack? Are they taking too much damage? Are they not doing enough damage? Are they falling into too many traps that you had expected them to see through?

Let’s say the group isn’t doing enough damage. They are all very high in armor class, so they aren’t taking much damage, but the fight could last forever and in the end, the enemies might end up winning. A passer-by sees the fight and decides to help the party because he’s some distant relation to one of them, or he’s been a long time enemy of the people that are engaged in combat with the party. This person is going to need to come into the fight and do a lot of damage.

Don’t spend time rolling up his hit points and attributes, fill in the ones that you need right at that moment. Remember the character’s role—he’s there to do damage, he doesn’t need a high intelligence or a sack full of gold. Things like saving throws, skill points, and feats can all be figured out later, although you might want to pick a few on the fly. You know what level he is and you know generally how many skill points he should have, so take a few here or there.

Of course, once the fight is over, the party is going to want to know where he came from, and why was he where he was. If the fight had happened in or around a city, the possibilities are very numerous. He lives in the city, and works as a blacksmith to the city guard. That would account for the high quality weapon, and a blacksmith with great strength is not unusual. Try to stay away from giving an NPC too high of a station though. It’s difficult to juggle things when you are trying to control an NPC who would have a large involvement with city politics unless the whole basis of the campaign is exactly that. If the NPC is going to stay with the party a while, make him from a place that isn’t going to miss him too much when he’s gone. Kings and queens make for complicated on-the-fly NPCs.

Remember too, that your players are the main reason you are GMing. Sometimes it is a good idea to talk to your players and get their opinions on having an NPC in the party. There’s a chance that they don’t want any part of it. Maybe they see it as something that they don’t need or something that would take away from their playing experience.

Players
For those of you who have played with an NPC before, you probably have a good idea of what they are all about. Those of you who have not had the opportunity to play in a group that includes an NPC, there are a few things that you can expect for most GMs. There are several different roles for an NPC. If you are new to the role-playing world, the NPC is most likely there to help you along, show you the ropes, and the do’s and don’ts of the gaming world.

As a guide, the NPC usually has a number of attributes or personality traits. Generally, if the NPC suggests a course of action and you are new to gaming and unsure of the consequences of your decisions, take it (...or if your character’s nature would dictate otherwise, don’t!) This is the GMs way of giving you hints. Sometimes the NPC might say something like, “You know, I don’t think this is the best route. Let’s go a different way.” You really ought to seriously consider listening to her. NPCs in the guide position usually have an uncanny insight into the GM’s plans. (They are being controlled by the GM after all.) This will get you used to thinking as your character and not as yourself. Just because you understand something doesn’t mean that you character does or should.

There is no such thing as a perfect GM, and you can expect there to be some oversights. If you feel that you are perhaps out growing the need for an NPC, let the GM know. In other words, you have been playing for a year now, all the time with an NPC cleric who used to routinely save your hide by healing or reviving your character, but now you’re a little more battle-savvy and not taking the damage you once were. Maybe you picked up the heal skill and that works well enough. This might be time to bring to the GM’s attention that she needs to re-evaluate the role of the NPC. Maybe this NPC should take a back seat in the campaign, or maybe even pursue opportunities elsewhere.

The GM may control the campaign but it’s there for you, the player. This is your game too, and it’s no fun to just have to sit there and let the GM control everything. Don’t feel bad about assuming responsibility in game. This is, after all, what the whole point of you being a player is about! Doing this will alleviate some responsibility from the GM and allow her to concentrate on the story development at little more, resulting in a game that’s much more fun for everyone.

Whether a guide, a strong arm, a source of knowledge, or just an irritant, the NPC has earned his place in our games and in our hearts! Without him, there would be nobody for the player-characters to interact with save for other player-characters. If you need him, he’s there, if you don’t want him anymore, he goes away. He is there for you to shape, to mold, and to take advantage of. Use the NPC! Exploit his knowledge and abilities as a player; manipulate characters and situations with him as a GM! However you use him, remember that he is there for a reason. If the reason is not so evident, maybe his usefulness needs to be re-evaluated—then again, maybe it's not so evident for a reason!

Computers as a Pen and Paper Gaming Tool

Once upon a time (1971), there was a small start-up company named Intel who produced the 4001 microprocessor. Since the 4001, there have been manysuccessors. The computer as gone from simple formulas to highly complex programs with mind-blowing graphics and sounds. So what does this have to do with pen and paper role-playing? Well, I’m glad you asked, because I was about to tell you anyway.

There are many, many uses for a computer within the constraints of tabletop role-playing games. A computer is a very useful tool for a player or a GM, and I’m going to spend the rest of this article illustrating the pros and cons of computers in the tabletop role-playing environment.

Being that a role-playing group usually sits around a table together, I’m going to just say now that anytime I talk about using a computer for the rest of this article, I am talking specifically about using a laptop as opposed to a desktop machine. It is possible to have a desktop within easy access of the group, but a laptop provides minimal diversion and can be taken to any place your group games.

GMs

A laptop can bring an entire new world of possibilities to your gaming sessions—even in terms of simple word processing. Think about the amount of rules, notes, and general written verbiage that you have to have on hand at any given moment for any given game. You could fill an entire notebook with blurbs about your NPCs, relevant information about your players, plans for you campaign, keeping track of time and weather.

A laptop can put all these things at your fingertips. The best parts about having these things on your computer is that there is no paper to lose, damage, to take up space in your binder, fall into the wrong hands and such. With just the simple click of a mouse, you can bring up any one of your documents.

Here is a list of things that you would benefit from having in digital format:

Introduction to your world. This file should not only be an introduction to your world as in "You were born in the Zombiewood forest, and there’s been a war going on for the past…" but also a summary of the way you like to game. In other words "Welcome to my gaming table! No biting, spitting, stabbing, or cross burning at my table… etc."

Game world history. As you probably expect from the title, this file should be filled with the history, or at least the important events from the history of whatever world you are playing in, be it a pre-generated world, or one of your own.

Players’ backgrounds / descriptions. One thing that I like to have players do when I GM is have them generate a background for their characters explaining where they came from, why they left, who they were and how they became who they are now. (See "Characters – Who’s who, what’s what".) If they were kind enough to type these backgrounds up into a text file, ask for a copy and keep it on hand. If they gave you it on paper, see what you can do about making or obtaining an electronic copy of it. Having a copy on hand is also handy for a quick copy and paste into an email. If you plan on incorporating the characters’ pasts, which I suggest that you do, then you are going to need them. As for the descriptions, have detailed information like their personal short and long term goals, physical descriptions, and a brief list of the skills and items that they have. This will come in handy when planning for the next session, as you will have at your disposal a summary of what each character is or is not capable of. You can add pretty much anything you want to this that you think should be there. You could also list a running record of the experience points that you have awarded each player. Highlight the parts of the history or descriptions that you think would make for good tie-ins to your campaign’s story line. If a character grew up in a specific town or city, maybe you would like to have something interesting going on in that city to lure the character back.

People of importance. Skulking about town or plodding down the road, the party is without doubt going to meet NPCs. Some of these people might be people of great importance, such as dukes, earls, lords, kings, queens, doctors, or network administrators. Have a file ready with a list of people that are going to be reoccurring. For example:

  • Ed – Baker. Likes his beer just a little more than what is healthy.
  • Biff – King of town. Likes to wear pink headdress, and no one knows why…
  • Sir Evan – Town guard. Can’t run because of a bum leg, but could hit an acorn at 100 feet with an arrow.
  • Johan – Town handyman. Quick with a smile, suspicious type of guy, always has money and women, but never a job for more than a week.

These are all things that you may want to incorporate at some point in your campaign. The beauty of doing this on a computer is that as the characters evolve, you can go back and just add the little blurbs, instead of having to get out another sheet of paper, writing it down, punching the holes or whatever…

Plans for the party. This is something that you are going to need regardless of how you do it. Pen and paper is fine for something like this, but you may find that you go through a lot of paper as plans for the party will change. As the party moves along, you might have a plan for them to come into money somehow, when for some reason or another, the players all take a vow of poverty. Sure, they can still find the treasure, but the pending visit from the tax collector or the thief-villain-NPC is a moot point because they are doubtlessly going to be giving it away soon anyway. With a text file of some sort, you can highlight, delete, and replace.

Time and weather. You are going to need to keep track of the time of year, the days that pass, and you might want to include the weather if you’d like. Some Wizards of the Coast products have a few calendars already made up and they get fairly descript. Creating a digital calendar is always a possibility.

Optional

Random number generation. Instead of rolling dice, which the players can hear and might start to get alarmed, there are programs that you can download that will generate a random number between X and Y (where X and Y are numbers that you define, like X=1 Y=12 – That would be like rolling a d12). This is something that you can use if you like. The advantage to doing this on the computer is that the players cannot see the rolls (if you already use a DM screen, then this is not a problem). You can also pre-generate numbers and keep them in a list.

Music. In planning your adventure, you have a good idea about what is going to happen and when. You can get yourself a little playlist of MP3s or WAVs or just use the albums themselves and play music to go along with what’s going on. It’s easier to do this from a computer because if you are using one already anyway, it is already in front of you and you don’t have to get up and go to the CD player and click buttons or switch CDs. You can also organize all your music beforehand by making playlists of certain types of music. With just a quick click you can go from your traveling play list to your "going to be eaten by trolls" play list. There are many programs with which you can play MP3s, including winAMP and Itunes. You can queue the songs that you want and make a play list. Then when you want to hear that particular genre, you simply click that play list.

Software. There are programs out there on the Internet that are designed to help you do things like quickly generate characters, towns, and cities. I’ve seen character sheets designed as a spread sheet, and when you enter your ability scores, everything else fills in automatically. One program that has been mentioned before on Silven.com is the DM Genie. Mac has a program called Crystal Ball.

Players:

A computer is a good tool to keep track of just about everything you need as a player as well.
Here is a list of some things that you might find a computer useful for as a player:

Character Background. If your GM allows you to come up with your own character’s background, it is a good thing to have on hand as a text file. It is easier to be elaborate on a computer, because you can go back and forth in the text, move it around or change a word here or there without having to write it up all over again by hand.

Character description. This section should be about the physical appearances as well as the dominant personality traits. Include things like eye color, hair color, height, weight, body mass, scars, types of clothing worn, and if she’s generally happy, angry or always worrying… just about anything that someone would notice after a couple minutes of talking to or watching her. Include any possession that is visible.

Item list. Have a section for everything you own. You can include a brief history of where the item came from, or where the character carries it, or how it’s used; just about anything you would like to include.

People of importance. This is going to be much like the list that the GM would have prepared, however it’s going to include some different information. The GM is going to need to know a little more about the NPCs than you are, so their descriptions in the GM’s file is going to be a little more in depth. Most of the townsfolk are going to remain unimportant to you. The things that you would need would generally just be something like, name and station. "Ed – baker" would probably be lengthy enough. What you are going to have that the GM doesn’t would be any plans that you may have regarding any of these contacts. Where the GM’s list might say: "Laran – Librarian" yours could says something like: "Laran – Librarian (need to see if I can get my hands on the history of the broadsword. Laran would be a good person to ask.)

Goals. It’s always a good idea to keep a running list of long term and short term goals for the character so that you don’t lose sight of your character’s motivations. As a role-playing gamer myself, I know that it’s not always convenient to get the whole gaming group together at once, so sometimes a session can get pushed back for quite a while. It’s nearly impossible to keep a thought in your head for as long as it might need to stay there. With weeks or maybe even months between sessions, you will find yourself wondering, "What was it that I wanted this character to be able to do?" or "Which feat did I want to take again?" With your goals listed, all you have to do is check the list. Maybe during character conception, you had had a particular prestige class in mind, but you keep forgetting the required combination of skills—check the list.

Numbers. There are many things in a game that involve numerical values. Character ability scores, experience points, money… etc. A text file is a great way to keep track of these things. Depending on how computer savvy you are, you can set up spread sheets to calculate certain things that depend on other things. For example, you want to know the exact value of money you have, but you want the numbers to refer to the value of 1GP (gold pieces) and all you have is PP (platinum pieces). There are 10BP to 1 PP. On a properly configured spread sheet, you can enter the 40 PP and it will tell you that you have 400GP. Of course, with further configuration, you can add Electrum, silver, and whatever else you would like.

Communication. Assuming everyone at the table has got a computer, and they are networked, there are instant message programs that do not require Internet access that you can install. This way, if you need to, you can send a message that only one or two other people can see. Passing sticky notes can be troublesome if the notes end up with the wrong person! If there is something that you need to tell the GM but you want to keep it between the two of you, this is an excellent way to do it. Yes, I know… those of you who are familiar with computers and networking know that this is going to take a lot of time and effort to set up and may not be worth it. If you do this successfully, you no longer have the right to wonder whether or not you are a geek. There is no longer any question… you ARE a geek.

Everybody now!

This section of this article is full of things that computers can provide for all gamers at the table.

Recording. Every now and again, you are going to wish that you could rewind the session and listen again to the details that you might not have been paying attention to. With a computer and a microphone, you can do exactly that. Get yourself a web cam and not only do you have audio, but video as well. Granted, a gaming session could last hours and hours, but with the proper hard drive space, it can be done. You can then play the antics later for your friends, or to help you keep a log. This brings me to…

Game log. As I stated above, you are going to want to know what happened in the past. This is going to come in handy if you, like myself, only get to play once or twice a month. I keep a log of the game, and I post it on the Internet. This is a great tool for remembering things like people’s names, riddles, clues, and just basic facts of the game. Eventually, if the log gets long enough, it can be turned into a story, and possibly submitted for publication.

Die rolling. Depending on the leniency of you GM, you might be able to get away with using programs to randomly generate your die rolls. There is little reason to want to do this other than you don’t have to take your dice along with you.

Graphics. If you have the time and the talent, you might think about making some graphics for your game. If you are a GM maybe you want to have a drawing of the medallion that you players find. A picture equals a thousand words. If you are not all that handy with a mouse, the Internet is a vast ocean full of graphics that you can use. If you do so, remember to check with the owner or creator of the graphics and give credit where credit is due. On the topic of the Internet and graphics, sometimes a website can be made to store all your gaming information! Most of the time, things that look great on the computer just don’t have the same radiance when printed out. Going along side graphics would be legibility. Those of us who are none too handy with a pen or a pencil (and you know who you are…) might benefit from typing your text up and being able to email it to another person or print it out.

Find an official ruling. If you happen to have an Internet connection at or near the gaming table, you have at your disposal almost countless forums in which you can get information about the gaming rules. Wizards of the Coast have all sorts of downloads for you to use in game.

The Cons
Naturally, as with any technology, there are cons to introducing computers to your role playing world. The cons are the same for both GMs and players and go a little something like this:

Cost. I mentioned something in the section about recording about hard drive space. A video recording of a long gaming session can grow to astronomical sizes, which means that you are going to need a very large hard drive. Of course, once recorded, you could always burn them to CD, or better yet, DVD. That of course means that you are going to need a CD or DVD burner. These are not free. Nor is the blank media. You can print things, but that requires a printer, paper, and ink or toner.

Availability. Many of the things that I had talked about would require either you or everyone to be on a network with Internet access, and that is not always a possibility. Not everyone is going to be able to get a computer or a network connection.

Inherent computer problems. Anyone who owns or operates a computer knows that sometimes computers are not the most reliable things. One might argue that they have never had to run a virus scan on their mechanical pencil, or reboot their notebook. I’m sure you’ve never had your three right binder crash, erasing your data. The connection between your pen and paper never really need a lot of troubleshooting short of changing the ink.

Atmosphere. Gaming, especially in the medieval setting, might be a little difficult with a computer sitting in front of you. Being that you are trying to get into the characters mind in a pre-technology setting, a distraction like a computer might be something that just gets in the way. I have also heard of groups that prefer to play by candlelight. The glow of a laptop screen would certainly impact the ambience.

Granted computers are something that just might not fit into your image of the perfect gaming session, but whatever your personal preferences are, computers are here to make certain jobs easier. As a computer technician myself however, I know just as well as you might find that certain things are simpler without them.

Regardless of this, this article was designed to show you that there are times a computer can help the gaming run a little smoother, make information a little more convenient and the session more enjoyable for both the players and the GM. Time is marching on and technology is advancing in leaps and bounds. Is it something that you welcome, or is it something from which you need a break?