I only played with long-time (childhood) friends for most of my gaming career. As time went on, as time is wont to do, those friends left the roleplaying fold for myriad reasons.
A big reason why I stopped playing for years was my fear of trying to reach out to strangers in order to play.
Plus there was a supreme lack of a nearby FLGS in my area in which to congregate. And I was alway loath to invite lots of strangers to wherever I was living at the time...I know that sounds a mite paranoid but there you go.
But the need to return to the table-top was so overwhelming in the last couple of years that I was able to overcome my trepidation and get into some groups of strangers, in the hopes of becoming accepted among them.
I played in a Pathfinder game with a large group of people, but that didn't work out (no harm, no foul). I just didn't fit in with the Pathfinder system that they loved. And yes, there were some personality differences that made things a tad uncomfortable. But I got out of that situation without my drive to roleplay being damaged at all.
Then I lost my old job, and got a job much closer to one of the few great FLGS in the area: All Things Fun!
I saw my chance to get into a game with some new people and I ran with it! I went to TrollCon East in early 2011 and met some great folks. One of those people started a Castles & Crusades game, and I joined up. Since then I've run my own C&C campaign, and now I'm ready to run some Labyrinth Lord starting in May.
I'm glad that I pushed through my wariness about meeting new gamers. My current group has definitely become a group of like-minded friends. I'm doing some great roleplaying now, the kind of roleplaying that is nearly as good as when I was a teenager starting out in the hobby. And all this thanks to some new comrades-in-arms.
So, please, if anyone wants to share about your own experiences with gaming with friends, getting into games with new people, all of that stuff...please, I'd like to hear from you!
Wednesday, April 11, 2012
Monday, April 9, 2012
E is for Effort
Well of course Easter, another E word, interfered with my E entry. I know I'm a bit behind the "official" A to Z Challenge pace. I know that one is supposed to wrap this up in the month of April. I still plan on doing that, but if something causes me to to slip into May...again, I don't care! I'm making this thing my own!
Anyway, EFFORT! I'm making this into a question for the masses: how much effort do you put into prepping for a session, as it relates to time spent prepping? I'd especially like the hear from the Labyrinth Lord people out there.
Me? Well, I'm planning on one hour of prep time for a three-hour session, roughly. Anything more than that, well...I don't really have the time for that. MAYBE I'll do 1.5 hours now and then.
Hope to hear from you crazy kids on this one!
Anyway, EFFORT! I'm making this into a question for the masses: how much effort do you put into prepping for a session, as it relates to time spent prepping? I'd especially like the hear from the Labyrinth Lord people out there.
Me? Well, I'm planning on one hour of prep time for a three-hour session, roughly. Anything more than that, well...I don't really have the time for that. MAYBE I'll do 1.5 hours now and then.
Hope to hear from you crazy kids on this one!
Labels:
a to z*
Sunday, April 8, 2012
D is for Dungeon
Could it be anything else? ;-)
So when I told one of my current players about running an old-school game using Labyrinth Lord, he said it would be cool to do some dungeon crawling again.
And I found myself assuring him that it would be more than just about dungeon crawling. There's another OSR sacred cow that I want to send to the butcher: that the focus of a Classic D&D campaign needs to be on dungeons.
Now granted, I personally do intend to feature some big dungeon crawl opportunities. But to tell the truth, I've never been too focused on getting characters down into the "mythic underworld." I haven't run too many dungeons over the years, and especially not megadungeons. My players have not scoured multiple levels of massive underground complexes on a regular basis. I've been much more fond of wilderness and city-based adventures.
But like I said, I want that to change this time around. Not to spill the beans too much, but I'll be running the awesome Stonehell Dungeon, and I also acquired the more recent Barrowmaze. I'm also brushing up on my resource depletion skills and keeping track thereof. Yes, I need to get better at keeping track of those torches that burn out and those supplies of rations. I can't wait to have some PC go into those dungeons, and see who returns to tell the tail, and who is never seen again...mwahahahaha!
So when I told one of my current players about running an old-school game using Labyrinth Lord, he said it would be cool to do some dungeon crawling again.
And I found myself assuring him that it would be more than just about dungeon crawling. There's another OSR sacred cow that I want to send to the butcher: that the focus of a Classic D&D campaign needs to be on dungeons.
Now granted, I personally do intend to feature some big dungeon crawl opportunities. But to tell the truth, I've never been too focused on getting characters down into the "mythic underworld." I haven't run too many dungeons over the years, and especially not megadungeons. My players have not scoured multiple levels of massive underground complexes on a regular basis. I've been much more fond of wilderness and city-based adventures.
But like I said, I want that to change this time around. Not to spill the beans too much, but I'll be running the awesome Stonehell Dungeon, and I also acquired the more recent Barrowmaze. I'm also brushing up on my resource depletion skills and keeping track thereof. Yes, I need to get better at keeping track of those torches that burn out and those supplies of rations. I can't wait to have some PC go into those dungeons, and see who returns to tell the tail, and who is never seen again...mwahahahaha!
Labels:
a to z*
Thursday, April 5, 2012
C is for Campaign
Let me start out by getting something off my chest, something that's been bothering me for a while. I have to say that there are some OSR sacred cows with which I take issue.
Most of these dastardly bovines take the form of "truisms" or "either/or" situations. For instance, I've read opinions such as:
Anyway, with all that said, onward to the letter of the day:
Blasphemous as it is to many OSR ears, I've always run something of a "story" campaign. By story I mean: players develop backgrounds for characters of varying depth, and these backgrounds help form the foundation for the campaign and have some influence in the potential adventures that lay ahead as the campaign progresses. This means that, as a GM, I can use pieces of character backgrounds as potential options (quests, if you will) for the players to pursue in whatever order/manner they see fit (if they follow them at all). To me, none of this robs players of agency (big buzz word right there) nor does it lend itself more readily to railroading. To me, your average pre-made adventure module is much more likely to lead to the old choo-choo boogeyman.
When I started out as a teenager, my friends used to like to develop elaborate backstories for their characters. To my young self, who was I to deny them that, something they clearly saw as fun? And I was more than happy for the help in fleshing out the world, elaborating on their backstories. To us, that was the source of motivation to sally forth to adventure. It was all in the spirit of "cooperative storytelling." And I find that this type of game makes players more invested in the campaign, usually.
Call "teenage-me" a victim of the dreaded "Hickmanization" of D&D from back in the day. I really don't care. I've had plenty fun gaming this way, and last time I checked fun was one of the big reasons for roleplaying...or any other pastime for that matter.
Again, I was just as guilty of cancelling as the players. But I felt the need to do things differently with regard to the foundations of a future campaign, i.e. make the next campaign less about the backstory of characters. In other words, play what many consider to be a more "traditional" old-school fantasy RPG game.
The downside of story-based games, to me, is the dependence on players showing up. I don't want to keep a game going without the players (and their characters) that were integral to the formation of the game. It can also make it hard for new players to join the group, as their characters will not have been in existence at the creation of the campaign (and therefore are not part of the campaign's inception). This may lead to a lessened feeling of investment.
That's why I'm looking forward to a more sandbox approach to characters. Not that old-school characters are generic and disposable. But I want to go with little to no backstory for once. I feel like there's a fine line between cardboard PCs and interesting PCs in Classic D&D, and a player's creativity and attitude is what places them on either side of that line. The players will get out of it what they put into it. That's one of the strengths of Classic D&D: your character isn't just a gestalt of feats, powers, equipment, and all the other stuff that goes into what can be called a "character build." Your character is who he/she is thanks to how you play that character, how you describe their appearance, personality, actions...you know, how you ROLEPLAY that character.
So, what I'm doing is trying out a different style of play. I'm not rejecting my story-based gaming past for the "true religion" of the idealized/deified sandbox concept. But this Labyrinth Lord campaign will be my first real foray into a different style of play for me, and I'm excited as all get-out!
Most of these dastardly bovines take the form of "truisms" or "either/or" situations. For instance, I've read opinions such as:
- 1st level/low-level PCs are "amateurs" (funny, aren't 1st level fighters in B/X called Veterans?)
- PCs are not heroes, they are "adventurers" (an adventurer can't become a hero, willingly or not?)
- Story games vs. sandbox games (never the twain shall meet)
Anyway, with all that said, onward to the letter of the day:
When I started out as a teenager, my friends used to like to develop elaborate backstories for their characters. To my young self, who was I to deny them that, something they clearly saw as fun? And I was more than happy for the help in fleshing out the world, elaborating on their backstories. To us, that was the source of motivation to sally forth to adventure. It was all in the spirit of "cooperative storytelling." And I find that this type of game makes players more invested in the campaign, usually.
Call "teenage-me" a victim of the dreaded "Hickmanization" of D&D from back in the day. I really don't care. I've had plenty fun gaming this way, and last time I checked fun was one of the big reasons for roleplaying...or any other pastime for that matter.
However, I'm willing to concede that there are also limitations to the story-driven game (and I keep using that term but it really irks me, because I don't want people to think that I accept the standard negative connotation of that phrase).
When I started my C&C campaign in summer 2011 (the first campaign I had run in years) I carried on my old tradition of story-based gaming with the new group of people I met. And they were also very inclined to that sort of game. We had a lot of fun. But, unlike when I was a kid, we adults don't have time to show up to every game session on a consistent basis. Therefore, there were nights when, if a couple specific players didn't show up, I was loathe to run a session without those players being there. There were nights when sessions were cancelled due to this fact of adult life.Again, I was just as guilty of cancelling as the players. But I felt the need to do things differently with regard to the foundations of a future campaign, i.e. make the next campaign less about the backstory of characters. In other words, play what many consider to be a more "traditional" old-school fantasy RPG game.
The downside of story-based games, to me, is the dependence on players showing up. I don't want to keep a game going without the players (and their characters) that were integral to the formation of the game. It can also make it hard for new players to join the group, as their characters will not have been in existence at the creation of the campaign (and therefore are not part of the campaign's inception). This may lead to a lessened feeling of investment.
That's why I'm looking forward to a more sandbox approach to characters. Not that old-school characters are generic and disposable. But I want to go with little to no backstory for once. I feel like there's a fine line between cardboard PCs and interesting PCs in Classic D&D, and a player's creativity and attitude is what places them on either side of that line. The players will get out of it what they put into it. That's one of the strengths of Classic D&D: your character isn't just a gestalt of feats, powers, equipment, and all the other stuff that goes into what can be called a "character build." Your character is who he/she is thanks to how you play that character, how you describe their appearance, personality, actions...you know, how you ROLEPLAY that character.
So, what I'm doing is trying out a different style of play. I'm not rejecting my story-based gaming past for the "true religion" of the idealized/deified sandbox concept. But this Labyrinth Lord campaign will be my first real foray into a different style of play for me, and I'm excited as all get-out!
Labels:
a to z*
Wednesday, April 4, 2012
B is for Brevity
Ok, I'm not sure this post pertains directly to my theme for my A to Z list, but it has some indirect relationship. You'll see what I mean. I think.
Anyway, I've been told many times in my life that I am a good storyteller. I've also been told that my stories are too long. And I've been told I take forever to make my points when talking.
Oh well, I'm something of a natural storyteller, for good or ill (or more likely both).
Anyway, I've come to a conclusion: I'm going to make a choice to write short blog posts. I feel like the trend is to feel the urge to write long dissertations on our hobby with each blog post. But, this is impractical for me at this time in my life, when I have so little free time. I'd rather spend that time gaming, so blogging has to take a back seat. BUT I still want to blog.
So for my posts going forward, I'm going to try to get my point across as efficiently as possible. I believe this is possible, not just for me but for bloggers in general. This may be a delicate balancing act, of course, but I'm going to make the effort to say what I want to say clearly but without a lot of filler. That's tough for me most of the time.
I'm excited about this experiment, because I have a big backlog of ideas for posts that has been piling up. I'm hoping that I can start getting those ideas out without having to write massive posts, and still get my point across in a manner that feels satisfying.
Future posts will probably be about the length of this post, if not shorter.
How does this tie into my current work on a new Labyrinth Lord campaign? Well, less time blogging means more time for preparation! So, excuse me while I go back to work.
Anyway, I've been told many times in my life that I am a good storyteller. I've also been told that my stories are too long. And I've been told I take forever to make my points when talking.
Oh well, I'm something of a natural storyteller, for good or ill (or more likely both).
Anyway, I've come to a conclusion: I'm going to make a choice to write short blog posts. I feel like the trend is to feel the urge to write long dissertations on our hobby with each blog post. But, this is impractical for me at this time in my life, when I have so little free time. I'd rather spend that time gaming, so blogging has to take a back seat. BUT I still want to blog.
So for my posts going forward, I'm going to try to get my point across as efficiently as possible. I believe this is possible, not just for me but for bloggers in general. This may be a delicate balancing act, of course, but I'm going to make the effort to say what I want to say clearly but without a lot of filler. That's tough for me most of the time.
I'm excited about this experiment, because I have a big backlog of ideas for posts that has been piling up. I'm hoping that I can start getting those ideas out without having to write massive posts, and still get my point across in a manner that feels satisfying.
Future posts will probably be about the length of this post, if not shorter.
How does this tie into my current work on a new Labyrinth Lord campaign? Well, less time blogging means more time for preparation! So, excuse me while I go back to work.
Labels:
a to z*
Tuesday, April 3, 2012
A is for Aspiration
Just a note: I didn't participate in the A to Z Challenge last year, but this year I'm going to try it out as a way to give myself an outlet. An outlet for what? Well, for my current efforts to get a new campaign going in the wake of my last campaign's ending.
I'm not sure if I'm going to adhere to the exact rules of the challenge, and I don't really care. I'm just going to do this damned thing.
Now, onward!
To what am I aspiring? To use the month of April to prepare for a new campaign slated to begin in early May. I am planning on running "Basic D&D" for the first time in my life. As some may know, I've only ever played AD&D and variations (Castles & Crusades). I never played Moldvay / Cook / Marsh or Mentzer.
But I've been feeling that urge (been reading too many blogs that extol the Basic D&D virtues, especially B/X Blackrazor)! So, I want to run Labyrinth Lord at my FLGS on Wednesday nights, now that I've ended the Castles & Crusades campaign that I was running on that night.
So for the next month, I'm going to bring you my trials and tribulations as I prepare for this new roleplaying journey! Here's hoping I don't crash and burn! ;-)
Here's some of what I hope to accomplish over the course of April:
I'm not sure if I'm going to adhere to the exact rules of the challenge, and I don't really care. I'm just going to do this damned thing.
Now, onward!
To what am I aspiring? To use the month of April to prepare for a new campaign slated to begin in early May. I am planning on running "Basic D&D" for the first time in my life. As some may know, I've only ever played AD&D and variations (Castles & Crusades). I never played Moldvay / Cook / Marsh or Mentzer.
But I've been feeling that urge (been reading too many blogs that extol the Basic D&D virtues, especially B/X Blackrazor)! So, I want to run Labyrinth Lord at my FLGS on Wednesday nights, now that I've ended the Castles & Crusades campaign that I was running on that night.
So for the next month, I'm going to bring you my trials and tribulations as I prepare for this new roleplaying journey! Here's hoping I don't crash and burn! ;-)
Here's some of what I hope to accomplish over the course of April:
- Finalize preparation of some house rules
- Finalize preparation of my campaign setting
- Create my plan for advertising for new players (to augment my existing group)
- Set up a second blog dedicated to the new campaign
- Try to get my hands on the official Labyrinth Lord Screen
Labels:
a to z*,
basic dnd*,
campaigns*,
gamemastering*,
labyrinth lord*,
milestones*
Monday, April 2, 2012
"April is the cruellest month..."
Labels:
randomness*,
self pity*
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