Showing posts with label GM Style. Show all posts
Showing posts with label GM Style. Show all posts

Monday, March 31, 2014

On the OSR Thief and Hate

“I’m a musician you see. I call myself a repercussionist.”

Excerpt From: Brust, Steven. “Tiassa.” Tom Doherty Associates.

It seems everyone tries to "fix" the OSR thief via Houserules at least once. Why? It's because in a skill light system the OSR thief clings desperately to the deplorable skill system. All the things wrong with skill systems are evident right here at the beginnings of the game. The "new" editions expand and perpetuate the problems found here. Scaling, balance and the "all" you can be good at symptoms originate right here in Greyhawk Supplement I. The thief is that fine line example of mechanics that defines a class. It's existence is a self fulfilling prophecy leading to greater and greater specialization and limitation.

Everyone can attack, anyone can kick in a door or listen. Other classes stand out. MUs have spells. Clerics support via healing and buffs not to mention the Turn undead feature. Fighters are tougher but the thief stands apart. The thief has a handful of specialities that only they excel at. After several months playing OSR, I hate calling for or making in secret a hide in shadows roll. Why, because the Thief excels at this. As a former 4E DM this a wierd statement to make I know. Why do we have this mechanic? Defenders of OSR point to the Grey Mouser as the reason. I get it, I really do. We all have a hard time facing up to our sacred cows. As you can see below there are several proposed ways to nix this trend.

http://smolderingwizard.com/2014/03/29/a-different-take-on-the-thief-the-rogue-for-swords-wizardry-whitebox/

http://nilisnotnull.blogspot.com/2013/05/thieves-evolved.html

http://forum.rpg.net/showthread.php?713543-OSR-The-thief-in-a-skill-free-system

None of these really fix the issue though do they. They just move the problem around. I have a similar issue with Turn Undead but that's an article for another day. So what do we do about this? We can eliminate the thief. We can Houserule the thief as above or similar. Is there another solution?

Thief Skills

  • Climb Walls
  • Pick Pockets
  • Pick Locks
  • Disable Traps
  • Hear Sounds
  • Hide in Shadows
  • Move Silently

Thief Special Abilities

  • Backstab
  • Read Magical Writings
  • Read Normal Languages

The above skills are all things that another class can do, but the Thief "does them better". Why? It's part of their background and training. While his fighter was playing with pointy bits, her MU was nose deep in books, and my cleric was on his knees the Thief was slogging it out in alleys, running for their life and being subjected to Oliver Twist style training. So is it really as simple as a matter of background? Can we sum everything a Thief is as a sneaky underhanded fighter? Is that not just the ideal of a modern day rogue? I don't think so. At the core of the Thief is the idea of an expert. Someone who isn't the best fighter. They are the epitamy of the jack of all trades. The person that picks up these little tid bits of real world, practical hands on knowledge and combine them into surprising results. Now how do we demonstrate this with out creating the skill system above? I think this comes down to luck.

Solo: I call it luck.

Kenobi: In my experience, there is no such thing as luck.

- Star Wars, George Lucas

Make Your Own Luck

Thieves make their own luck via their knowledge. Typically, when a PC kicks in a door, listens, or hides etc. the DM or Player rolls for success. This is done in one of two ways, roll a d6 and compare to a table or roll 3d6, 4d6 or more under a given stat. In the case of the Thief, why not roll an extra die and remove the highest result. Thus when rolling 3d6, instead roll 4d6 and remove the highest die. For example a roll of 1,3,4,5 would remove the 5 and yield an 8. This represents their improved ability. This coupled with any DEX abilities gives them a huge advantage, reflecting their ability. The only "skill" off their list they aren't better at is then Listening. Gone is the need to track individual % for each skill. The harder the task or less likely to succeed the more dice are rolled. Want to pick pocket the Liche of Unholy Doom roll 7D6 and drop the highest result, if less than DEX success!

Leave the special abilities as they stand and roll on.

Wait A Minute

Isn't this method switching one set of skills for another? In a way yes it is. It's balanced against what other players can do, but still gives Thieves a leg up. It doesn't reflect increased power as a Thief levels. Neither does a fighters ability to open doors, a dwarf's ability to detect stone work, or an elves ability to detect secret doors. Rolling that extra die could level just as back stab or turn undead does, but it doesn't need to.

The only other method to keep the Thief not already mentioned is to add mini games, like lock picking and trap disarming. How you indicate a thief is better at these tasks is up to you, though the suggestion of unjamming is workable.

I close having added my take on the senseless enterprise of trying to fix what can not be fixed, and may not even be broken.

 

Saturday, March 8, 2014

On Answering a Ten Question Troll Poll

Slacking a bit this week and to get myself back on track while I work on finishing my three half done posts. I will answer Random Wizards Trolly Troll's Top Ten Troll Questions for Your Game.

(1). Race (Elf, Dwarf, Halfling) as a class? Yes or no?

No, heretical I know. I have too many sub-races and background based on Races not being classes.

(2). Do demi-humans have souls?

Yes, but not human souls. Dwarves souls are hung amongst the stars and elves fade to the Feywild.

(3). Ascending or descending armor class?

Ascending. Sue me.

(4). Demi-human level limits?

Absolutely.

(5). Should thief be a class?

Yes, roguish is a character personality, thief is a character class.

(6). Do characters get non-weapon skills?

No. Player skill. If you want to roll to do something roll 4d6 under your stats.

(7). Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?

Yes, but only after 6th level.

(8). Do you use alignment languages?

Yes. Even Mordor had the black speech.

(9). XP for gold, or XP for objectives (thieves disarming traps, etc...)?

XP for gold, bonus XP for playing to flaws, player voted MVP and most damage by inventive means

(10). Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E DD, 4E DD, Next ?

They all have there place and niche they fill. If I picked the most creative and complete edition of any game it would be Hackmaster 5E. Right now I want rules light, fast combat, exploration and out of the box problem solving so we are playing Sword and Sorcery.

Bonus Question: Unified XP level tables or individual XP level tables for each class?

Individual XP and death that resets to 1st level unless a protege is in play.

Friday, February 28, 2014

Ack Poison, Save Or Die!

“Poison!" Grover yelped. "Don't let those things touch you or..."

"Or we'll die?" I guessed.

"Well...after you shrivel slowly to dust, yes."

"Let's avoid the swords," I decided.

― Rick Riordan

Prompted by a post on Google+ and This Gents Blog I decided to throw a quick post up on poison.

Firstly, let me say I killed off my daughter's 1st level fighter with a giant spider's Save or Die poison a few weeks ago. My 8 year old, thief level 1, tried to suck the poison out but she failed her save again. Luckily, he succeeded.

Since, then I have thought about ways I could have made this encounter cooler. The following are thoughts that coalesced in the conversation tonight. The blog entry deals with specific creatures, but what about those situations when you are creating a creature or an assassin and want an effect that is consistent with the rest of your world? Check the Virulence table and roll the appropriate die on the effects table below.

To be clear I am in no way promoting DM's to shy away from Save Or Die! nor am I promoting DM fiat! though the option rules at the bottom of the effects table walk a fine line of eliminating Player Agency. Inexperienced DMs are warned to use these with caution lest they end up tied from the ceiling fan.




Poison Virulence

  1. Man Made poison distilled from nature - roll 1d20
  2. Man Made poison as weapon - roll 1d12
  3. Magic Creature Poison as Weapon - roll 1d10
  4. Magic Creature Poison as Defense - roll 1d8
  5. Natural Creature Poison as Defense - roll 1d6
  6. Natural Creature Poison to Hunt - roll 1d4


Poison Effects

  1. DMG 1 + Save vs. Poison, Fail - Ill for 1D4 rounds -2 to all rolls (Sickened) - After Recovered
  2. DMG X + Save vs. Poison, Fail - 1D4 rounds Sickened - After 1 turn (Fatigued) can not run/charge, -2 to all rolls, increased spell mishap, -10% skills - After 8 hours rest recovered // Success Effect 1
  3. DMG X + Save vs. Poison, Fail - 1D4 rounds Sickened - After 1D4 turns Fatigued - After Sickened until 8 hours rest // Success Effect 2
  4. DMG X + 1d6 dmg + Save vs. Poison, Fail - Paralyzed for 1d4 rounds - After Effect 3 // success no damage + effect 3
  5. DMG X + 1d6 dmg + Save for half, Fail - Paralyzed for 1d4 rounds - after Effect 3 // Success half damage and effect 2
  6. DMG X + 1d8 dmg + save for half, Fail - Paranoid Delusions 01-40 attack adjacent person, 41-80 hurl weapon/cast spell on random person, 81-100 Role Play Past experience - success half dmg effect 4
  7. DMG x + save or die, success as effect 5
  8. DMG x + save or die, success as effect 6
  9. DMG x + save or die, success as effect 6
  10. DMG x + 1d6 - Save vs. Poison, fail paranoid delusions for 1d4 turns // half damage sickened
  11. DMG x + 2d6 - Save vs. Poison, fail 1d4 stat damage for 1d4 days // success for half
  12. DMG x + 2d8 - Save vs. Poison, fail Blind, 1d4 stat damage for 1d6 days // success half dmg
  13. DMG x + Blind - Save or Die
  14. DMG x + 1d4 Stat DMG - Save or Die
  15. DMG x + 1d6 Stat DMG - Save Or Die
  16. DMG x + 3d6 dmg + Save or Die
  17. DMG x + 4d6 dmg + Save or Die
  18. DMG x + 4d6 dmg + 1d4 stat DMG + Save or Die
  19. DMG x + 6d6 dmg + Save or Die
  20. DMG x + 6d6 dmg + 1d6 Stat DmG + Save or Die

13-19 the die effects here progress as 1 thru 7 but instead of recovering the character dies. This allows a character to roll up a new PC between tragic ending moments of their characters life.

20 the character takes ten steps and dies.

No Playtesting has been done on these rules. I take no responsibility for flipped tables.

 

Wednesday, February 19, 2014

Utter Randomness(Pt 2) - Falling Damage

Today I have been running around town and thinking about Dungeon Entrance A. #A is reached via the surface. The room is the pinnacle of a 150' tower built above the city, reminiscent of the Pharos of Alexandria. Only two walls and a partially covered staircase remain of the upper story. The oaken staircase is rotting and has the potential for a nasty fall. This hazard has the makings of a gotcha or zap trap. To eliminate that I want to be sure my players are given agency, ie given the clues to perceive the risk before the outcome is determined. To do this I will start with a warning description like:

The oaken stairs are choked with wild grasses and partially clogged with soil. As you approach a strong musty odor assails your nostrils. The dark limestone walls are slick with mildew as the wooden stairs descend steeply 10' feet ahead of you before turning out of sight. The smallest sound echoes into the deep chambers below, it is clear these stairs continue down a great distance beneath you.

My hope is this conveys 1) the disuse and lack of maintenance of the stairwell 2) the potential weakening of the wood. If this does not prompt further action a second warning will be issued thusly.

As you make your way to the first landing the stairs shudder and creak beneath you. The damp wood sags under your weight. The sound seems to reverberate from deep beneath you.

If this prompts further inquiry I will provide some of the following information based on player/character class asking, area being observed etc.

  1. Dwarf - you can make out the faint traces of masonry marks that were probably covered over by paint before the elements washed them away centuries ago. They read 150' feet above base.
  2. Mage/Druid/Ranger - you recognize the black rot fungi growing on the walls and wooden stair case. The wood is likely in am advance state of decay and has a decent chance of giving way.
  3. Fighter/Thief examining wood- the grain of the wood seems to be separating from itself, probably due to the high moisture content in the air. This has likely weakened the wood components of the structure

Mechanics - Roll All the Dice Method

The PCs will be thru this area several times in searching the dungeon. A single roll for the entire trek down or up will indicate the circumstances.

There is a 10% chance that after the first landing that a PC will fall at some point during the climb down. A role of 1,2 on a d20 indicates a fall. This will accumulate 5% on each subsequent venture up to a max of 50%.

D12+D3 (or D30 div 2) indicates the 10 ft section that the fall occurs in. A result of 1 should be ignored as this is the "safe" section. A percent roll indicates if the fallen hits room 1 at the bottom or comes to rest in one of the lower sections of the stairway.

D4 will indicate the number of individuals to fall and a D8 will indicate the party member in marching order to fall. If multiples the persons immediately behind then ahead of the indicated fallen will also be affected. If a 4 is rolled the two individuals behind, and one ahead will be affected. Saves are allowed for those near the edge of the hole.

If individuals are tied together or tied to the structure additional save rolls for the rope (DC 2), the wooden structure DC (2 + 1 for every 200 lbs) or the stone structure (DC 1) will effect the outcome.

Falling Damage

This brings me to the final bit of my thinking and an old issue of Dragon #88 where physics were used by two authors to argue for and against the AD&D systems. I have done extensive reading today from Dragonsfoot to GiantsInThePlayground and every where in between, the same arguments are still alive today. Rather than rehashing these age old debates I will simply list out a few of the systems and let you read the debates for and against linear falling damage on your own time.

DX mitigated

  • In 4E falling damage is 1d10 per 10 feet, Reduced by Acrobatics div 2
  • In 3E falling damage is 1d6 per 10 feet, with 1d6 being non lethal if on purpose with a successful Jump/Tumble check DC 15
  • In OD&D it is 1d6 damage per 10' fallen – but with a saving throw (up to 50') on a d6 to reduce some of this damage. For each increment of 10' there is a 1 in 6 chance of limiting the damage. Thus a result of 6 is all damage reduced, 5 is only 1d6 dealt , 4 is only 2d6... 1 is all 5d6. At 40' 6 and 5 is all dmg reduced etc.

DX straight

  • In 2E it is 1d6 to a max 20d6, interestingly there is admonishment of the physics based discussions and listed is the 1972 record holder having survived a 33,000 foot fall. The runner up is also mentioned
  • Hackmaster 4th Edition uses the 2E rules except the witty commentary is much better
  • Sword and Wizardry it is 1d6 per increment of 10 yards per the aerial combat rules

DX cumulative

  • In 1E AD&D it is 1d6 up to 20d6 per 10' though later dragon articles claim this was meant to be cumulative with 1d6+2d6 being a 20' fall
  • Hackmaster Basic* it is a complex chart but at 10' 1d6p-1 maxing out over 55' at 9d12p, the p referring to the penetrating die, a unique feature of Basic. Additionally there are rules for the substances being landed on and the intent of the fallen
  • OSRIC it is "Falls of less than 5 ft do no damage in game terms; falls of up to 10 ft cause 1d6 damage; if the distance fallen is 20 ft or less, 3d6 damage is inflicted; falls of up to 30 ft cause 6d6, 40 ft is 10d6, 50 ft is 15d6, and falls of over 50 ft cause 20d6 points of damage." A saving throw is DM optional
This is my experience with falling damage in rule sets. Given my extensive reading I haven't seen any house rules that make more sense than these to me. Though there is a thread on Giants... that takes creature size into account that might be workable.

Falling damage Conclusion

For my games I will use 1d6p per 10' feet for a fall, I will allow a save when near a surface to reduce damage fallen thus far by a d6 as in OD&D. If a character falls over 50' they save or die. A save indicates they are unconscious and stable at 0 hp. An intentional jump down of 20' or less succeeds.

* I haven't gotten my hands on the Advanced rules of the new addition yet but it is on my wish list. The new Hacklopedia is a thing of beauty.

 

Saturday, February 15, 2014

Old School Renaissance

 

Next seems to be looking to old school games like LL, OSRIC, BX, AD&D, Swords and Wizadry to revive some of the things that were missing from the 4E experience, at least for me. I noticed something when 4th Core debuted and captured my attention. Player agency was severally lacking in my game. I believe the skill system and skill challenges had turned some of my players into little automatons. They stopped thinking about what their characters wanted and started focusing on getting the next bread crumb to get to the next fight. This was probably my fault as much as theirs. 4E focus on combat encounters and skill challenges, led me into the trap of designing adventures for the characters rather than for the players. Instead of trying to challenge my players I was focusing on challenging the characters. Not just in combat, but in skills and even story.

 

This realization has lead me to wonder what is the use of skills in the game. I find my self agreeing with Courtney on Hackslashmaster.blogspot.com This site is chocked full of great advice. Both On general RPG design and On adventure prep ideas. The DM/GM aids are fantastic and easily plundered. As soon as I get a chance I will pick up his NPC booklet. Also check out his Patreon http://www.patreon.com/hackandslash. This writer deserves the shameless plug after all he has contributed to the web over the years. Spend a few hours reading thru his blog with edition-less eyes and you can see a lot of his points.

Another must read is the Alexandrian.net, though I can't support all his ideas his node based adventure design is brilliant (http://thealexandrian.net/wordpress/7949/roleplaying-games/node-based-scenario-design-part-1-the-plotted-approach). There is a lot of other great posts here but his commitment to 3.5 isn't my style. Been there done that I suppose, boxes of mags and books in my garage piled beneath the 4E stuff.

My campaign is off and running seven players, a few hirelings and four sessions of the most fun I have had in years. If you burnt out on tactical combat, lame threats and too much rolling instead of thinking, look thru some of these sites and go back to roots of the game, I understand WoTC reasoning now. Next might not be the right design but the their instincts are. The future of D&D is in the past, OSR.

Some more things I have been reading:

 

Tuesday, September 6, 2011

My DM Credentials - with back-story

My Early Days with 1st Edition

Back during the OD&D days my father was known as Raymon the Barbarian, my mother was a Cleric of Corellon. No, this isn’t me starting a character back story, but maybe I am relating a bit of my own. In 1982 and 1983 I used to lay awake in my bed and listen to the late night gathering of my parents and their eight or so friends rolling dice in our basement. Fortunately, growing up my room was also in the basement. A magical world opened up to me, this was the first touch I had with D&D. A few years later my father read all of us kids “The Hobbit”. We stayed awake late on weekend nights to watch B-movie awesomeness like “Hawk the Slayer”, “Beastmaster” and the “Dragonslayer”. At twelve I checked out the Lord of the Rings. At this point I hadn’t yet picked up any dice, but my younger brother and I played pretend walking home from schools. In some ways a gamer was born.

Moving to Second Edition and Older Brothers

My eldest brother inherited the box containing my fathers D&D modules and rulebooks. His friends gathered and gamed in various peoples houses around the neighborhood to play. I followed them around a lot trying to get on their game. Some much so that they nicknamed me hawk. They meant it as in “being watched like a hawk” but I took the nickname in stride and pretended it was because of “Hawk the Slayer”. In those days the only requirement to play was to be able to calculate THAC0. I spent a lot of time learning the rules (when I could get the book from under my brothers bed). Eventually, I got my shot. It was “TOTALLY WICKED!” The group broke up shortly thereafter, hanging out to play fantasy games with your little brother isn’t as cool as hot girls and faded blue jeans.

No One to Play With

For the next couple of years, I started writing fantasy short stories. They weren’t good. My obsession with world building began when I discovered the bargain bins at the local comic shop. A whole new set of worlds opened up with Dragonlance, Forgotten Realms and Grayhawk sourcebooks at my fingertips. I collected and read everything I could afford, including some Battletech books that I never actually used to play. For the next decade I built a world centered on my collected knowledge. Imagining I was Tolkien, I would sit for hours in my room sketching out maps and realms of kings and their histories. It was during this time that my brother was gifted Heroscape for his birthday. We quickly exhausted the scenarios included with the game and I started coming up with my own. Eventually, my father was drawn in and dusted off the persona of Raymon the Barbarian

Moving into Real Roleplaying

Before I left for the Navy, I was visiting my brother when I discovered Magic. He had picked up a pack of cards from somewhere and we sat on the back porch drinking and playing with a set of alpha’s. The game was a ball. More tactical then D&D, but still with a bits of story attached on every card. I continued my magic obsession throughout boot camp. Yes, I am from that generation that played Magic rather than Poker in the military. When I got to my first duty session people where playing something called Third Edition. We rolled up some characters and broke out some dice. Soon, it became a regular thing. I don’t know if our DM converted his Ravenloft adventures or if they were something published, but that campaign was the hay day of gaming for many years.

War-gaming Era

When I got out of the military my brothers and I played table top war gaming for a while. Mostly war hammer and war hammer 40k. We picked up the CCG Warlord and I still have the cards in my collection of miscellaneous games. It was a good game but it didn’t have the following of Magic and died off. I stacked away the setting in the back of mind like so many other things.

Hack-master and KoDT

For many years I worked away and started my own family. Time and effort for gaming faded to be replaced by the need to raise and feed small children. I stumbled across Knights of the Dinner Table while talking to a co-worker. That lead me to Hack-master and the game reminded me of my dad and brothers old sessions. For many years, the comic strips kept the gamer in side of me alive. Jolly Blackburn and the guys at Kenzer Co. are simply amazing.

Virtual Tables 3.5 and 4E

Between postings my little brother brought home a game he had been DM’ing in Korea. For his short leave we played a few sessions and the things I disliked about 3E seemed to have gotten an overhaul. He soon departed, a year later he called me and directed me to a site owned by Smiteworks. I downloaded a program called Fantasy Grounds II. We were connected. No matter where in the world my brother was stationed we could play. I felt like a little kid again. He put together a group and soon Orcs were mowed down and ogre’s chased us from their lairs. Good times. When my brother came home from Germany, WoTC was unveiling 4E. Some very creative gents put together a rule set and a small adventure to demo. My brother and I signed up and played from the same room via the VT with guys around the world. That first dungeon crawl had us hooked, he cast sleep on the dragon in the final room. When it was bloodied it tried to flee and my range twin striked it hitting once and missing once by just two. The dragon fled with only my missed arrow sparing its life.

We quickly put together a new group, some of our previous group made the switch and others didn’t. My brother DM’ed for the first six levels of that campaign and then handed over the reins when he got dispatched to Iraq. Since then I have been running the gaming group. The first campaign started at 6th level and continued on until 30th. We just rapped up a campaign thru 20th and our starting a new one now.

Enough Back-story



So this is my unleveled DM back-story. All this leads up to where we are today. I recently read Strange Magic’s/The Action Point’s articles on GM Merit Badges. The real cause for this whole article. This lead me to wonder about the type of game my player’s expect at my table. In an effort at transparency here it is:

1. Let the dice fall where they may - I roll my attacks etc in the open, the software can hide ‘em but I don’t. I only hide my rolls or ask my player’s to roll “in the box” for things they shouldn’t know they succeeded at. Whatever number on the dice comes up, I let stand no fudging.

2. Run - If it looks big bad and terrifying, it very may well be. I don’t protect my player’s from the unknown. At any level my encounters contain everything from house cats to elder dragons. If you run into it you should be able to deal with it, out think it or out run it. Going out into the wild is what the brave do. If you’re not brave buy a tavern.

3. PC Death - I have never had a TPK, I have come damn close. One character, the ranger, hiding in the woods with a single hit point left while the goblins search the country side. If you make a tactically dumb move I will kill your character. Ask the thief who was trapped in a ships hold with a dart trap. The trap triggers on a failed check, if the PC takes a short rest and heals, no death. WoTC lowered the skill check DCs six months later. I lowered them a month later.

4. House ruling -I will house rule a broken rule, or change a mechanic if it will bring the player’s more fun or add to the story. I won’t house rule a combination because it trivializes a single encounter and I won’t house rule something to make the game more tedious. If it improves the entertainment of combat or the story absolutely, change the rule. Stunned and Dazed slow the game down, I use them for very Iconic monsters or not at all.

5. Challenges - My challenges are meant to not only threaten the Player Characters but invoke the minds of the Players. Puzzles use the PC’s talents but need to have the gray matter of the player involved. My Character sheets all contain the Do Something Cool power set.

6. Player vs. Player - If you are taking out your frustration about another player out in character seek medical or psychiatric help, we are playing a game after all. If your characters actually come down on opposite sides of an issue and there is no way in character to solve the dilemma, I will not force a player to capitulate. I don’t believe in the excuse but that’s what my character would do. However, I have seen two players make decisions in character that have led to cross-party conflict down  the road. Example: One player, a paladin, promises to find a characters murderer, and another player, the rogue, swears a god oath to rescue an innocent man from being hung. The players at the time didn’t know it was the same guy. If it comes down to blows, so be it. If both individuals know out of character that its not personal. Let the dice fall where they may. That being said I don’t find the situation entertaining but I won’t hand wave it away either. I don’t use alignments.

7. Story - My story doesn’t matter. Your story does. My campaign is all about exploring your character, his/her/its weakness, strengths or values. If you come to bash heads you may not be as entertained as if you come with some idea of what you want to happen. Your characters goals drive the story. The more believable and heroic the goal, the more central to the story it becomes.

8. Mirror - I said it above, it's about its your story, I just fill in the mad libs. If you have a cool idea or a cool moment, I will take it and make it bigger and deeper and feed it back to you. So I guess I am a fun house mirror.

9. Improv - Nothing is set in stone. I will end conflicts early, never start them or turn a peaceful situation into a battle all on the attitudes and motivation of my NPCs. The adventure is a baseline. The city is interactive, the mission is abandon able, the quest a choice. The players choices make the story.

10. In Charge - I am in charge. If you know a rule I don’t, reminders are welcome. Debating the realities of the situation vs. the rules or my interpretation of the rules in game is a no-no. After the game I will listen to whatever evidence you can provide and make a ruling. Once, the ruling is made it will stand until new evidence is provided.

11. By the Book - If the rule exists and you can find it fast, amen. If not see above. I use the book to the letter unless I house rule it. House rules are announced at least a week before a game and put to a vote via the forums. Objections are raised and debated and a final group ruling posted. I am willing to change the situation as the story unfolds.

12. Maps - I make my own maps as time allows and plunder shamelessly. I always have access to thousands of maps and if push comes to shove will draw one on the fly for those spots that are marked here be dragons. If I have a map, I know what the challenging hindering, threatening terrain, single-use terrain, and hazards are. If not I have a chart for those maps I draw. The map is pretty colors so you can interact with it. If a map and description differ… the map wins.

13. Disturbing - I see mapped terrain in 3D. I see powers much in the same regard. When you behead that kobold with a critical hit. Bits of brain goo will fly up into your face, and blood will roll down his face. If you are eating or squeamish you better warn me. Before that warm bit of intestine spills out of your enemies gut and pools upon your brand new forest green elvish hunting boots.

14. Frightening - My bad guys are bad, they may have reasons and deluded justifications for why they are doing what they are doing, but they commit horrible acts that make my skin crawl. I want you to hate them. When I can pull it off ghosts and dungeons are creepy and full of the weird and fantastic.

15. Tactics - It’s a game, part of it is tactical combat, part of it is tactful negotiation either way the stakes are based on your ability to play your role in a group. Lone rangers tend to die. Groups that don’t work together lose characters. Groups that don’t think on their feat get eaten. Sometimes they get thrown up, most times not.

16. Drama - The dramatic element is your character living out his life. Its your choices and choices have impacts good and ill. Nothing happens in a pure vacuum and everything has unexpected results both good and bad. “In life I have failed more than I have succeeded but I love my wife and I love my life and I wish you my kind of success.”, Jerry McGuire. Stories are full of struggles and set-backs. You are never guaranteed victory, but you are guaranteed a climax.

17. Fate - You are fated to be a hero, so act like one. Get up when you get knocked down. Escape when you are captured. Die and have the love of your life fight the demon’s of hell to keep them from taking you. Heroic tales are not guarantees. Sometimes a hero doesn’t come home and we tell his tale any how.

18. Unknown - If it ain’t covered above then it can only be covered by saying “Don’t be a dick”, if you play nice with others, work together and have fun you will get no problems from me. If you are disruptive, rude, cruel, distracted, or down right no fun then I will tell you to hit the bricks. Everything else is a negotiation.