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!

Characters – Who’s who, What’s what

Being responsible for the story, the GM should know as much as possible about the characters in her campagin. I’m not necessarily talking about character names, height, weight, or color of hair and eyes, although these things are also good to know. I’m talking about the things that make a character come to life; the reasons the players spawned this creation. Is this character pious? Does this character have any prejudices? Is this character allergic to anything?

Origins. Everyone comes from somewhere, and most of the time, where someone comes from has a lot to do with who they are. Give your players an opportunity to explain things to you, have them generate a background story. Give your players as much room for embellishment as possible without detraction from the balance of your campaign. Obviously you're going to have to step in if these backgrounds include factors which you didn't plan on having in your campaign, like certain creatures or magical items, etc.

Players, this is your chance to tell a story. This is not an opportunity that presents itself very often. This might actually be your only chance, so take it! The GM has many, many things to do, other than come up with a history of your life. If left to the GM, you may just end up with something uninteresting, which takes away from your character. Don’t let this happen!

Example: Ed wants to play a paladin. In the description of his character, Ed makes it a point to mention that he’s got a scar on his left cheek. When you tell Ed that he needs to come up with a background, make sure that you tell him to explain where he got the scar. You tell him, “Your parents were eaten by an owlbear when you were four-years old, while you were traveling from the Great City of Somewhere to the Vast Sands of Nowhere. A great swordsman, Sir Larry McGoobers happened by, killed the owlbear and took you to his home in the village of Dumpwater.” Now you leave it up to the player to come up with why the family was traveling, what was his father’s occupation, where he got the scar, and why he decided to become a paladin.

Of course, you could also leave all that up to Ed entirely, if Ed's the type of fellow whose judgement can be trusted. (i.e. you won't get some crazy story about him defeating a red dragon with both hands tied behind his back!)

Naturally, you may run into some issues along the way. Some players may try to add in things like a history of fast riches and incredible conquests. “My father was the only merchant allowed in the palace and he was best friends with King Stormwell. I have since kept in contact with King Stormwell, and he has offered to adopt me because he’s got no children and he’s sick. Now I’m a crown prince…” and so on and so forth. You are the GM, so it’s ultimately up to you. Do you want him to be King of Burntlandia? You have the power to say no, or to let him do it only to be overthrown by the King’s secret mistress, Penny Pincher.

On the other hand, your players may all draft up good, plausible backgrounds. Now you have something to work with. Ed decided that his father was a farmer, and they were traveling because his farm was burnt down by Baron Von Greenbacks, who gave Ed the scar. Well, you’ve seen enough sci-fi movies to know that Ed is going to be the one to finally go against Baron Von Greenbacks in the final parts of the adventure – only to find out that they are brothers. I’m sure *no one* will see that coming.

It’s a good idea to have a chat session with players about their respective characters to get a feel of who they want their characters to be. This way you can get a fair hold on what types of reactions these characters are likely to have in certain situations. Perhaps one of the characters lost a loved one at the hands of an ogre and his life’s mission now is to eradicate all manner of ogre. You know what he’s going to do the first chance he gets to fight an ogre regardless of how powerful the ogre may be. Any GM, new or experienced, could use this in a campaign.

Don’t rely too heavily on assuming that the character would act a specific way however. If you set up the adventure so that the character reads a sign that says something like, “Help, heroes wanted to guard against ogres! Apply within!” and the characters decide, “Nah, sounds boring,” your whole session just went down the drain unless you find a different way to shove the players in the correct direction, which is usually unappreciated by the players. Make sure you have a backup plan, otherwise, you may find yourself sitting behind your GM screen reworking the adventure that took you all last weekend to plan. If you are hanging the storyline up on an assumption of how your characters react, give some thought to what you can do if your assumption doesn’t work out the way you had hoped.

Knowing the types of personalities and proclivities isn’t enough. A GM needs to know what the characters have for items and abilities to effectively create an adventure. You as a GM might layout an adventure that includes a sleep spell being cast against the party and it needs to succeed for the storyline to run smoothly. You tell the party, “someone is making magic-looking movements, next thing you know, you are waking up in a dungeon” when a player reminds you that a few sessions back, (Which these days are further and further apart, at least for me) she found a treasure trove from which she acquired an item that prevents sleep or charm spells. Now your story line is botched. Sure, you could always say something like "Gee, that didn't work this time, maybe you spent all it's charges?" but that can seem a little thin and sloppy. Likewise if you know that your player’s characters have an item that shield them from psionics, you probably wont waste the time to generate a paraplegic psionicist with no armor for an arch villain. Or maybe your sense of irony is such that you would.

Keep a separate notebook to keep track of things like these. I personally like to have a couple sheets of paper (I prefer graph paper) dedicated to each specific character and one master sheet for the most general notes. I keep notes like “Zippy hates goblins” “Cowboi is allergic to goblin hair,” and “At some point, these guys are going to have to fight some goblins” on the master sheet. The individual sheets are filled with as much information about the characters as I can get. You can of course go high-tech. These days I keep track of the info that I need to keep on my trusty laptop, and a backup copy on my phone.

Something that you have to remember as a GM is that just because YOU know that the character has a specific item doesn’t mean that the villain knows about it. In other words, that same spell caster that I mentioned before would still cast the sleep spell. This is not something that you want to omit! Why bother letting the character get an item that has a specific purpose if you are never going to let them use it? Have the spell fail, but have a plan B ready. (Bad guy runs away or brings in henchmen is always a good one.)

The other side of the coin is that if you know what your player characters are capable of, you can (and should) allow them the chance to use their abilities. Player #1’s character has the uncanny ability to slip through very small spaces. Make it a part of the story that he has to do this in order for the party to triumph and save the maiden, or the planet… what have you. What’s the point of allowing a special ability if they’re never going to have the chance to use it. (It used to drive me nuts when I'd take "swim" as a non-weapon proficiency, and never have to use it...)

You have a good handle on what your characters would do in some specific situations, and you also know what they are capable of doing, given their items and abilities—now you have only to learn what it is exactly that the characters want. Have your players set down on paper (or electronically for you Green Beans) some short term and long term goals.

For instance, the fellow who was hunting the ogres knows that he will never eradicate all of the ogres on Earth (or whatever you call your world) and thus instead, a goal might be to run the ogres out of the local caves, and see how he feels after that. Having met a short term goal, maybe he got it out of his system. If not, then it’s off to the next cave network.

It is sometimes easy to lose sight of the fact that who a character is, can be strongly impacted by where he came from, who he was, and what he has lived through. Above all else, have fun. After all, that’s what you’re there for. Think of your campaign as a story in the making. What would you like to read?