Confessions: 4th Edition D&D with the family...
Last night, I ran my first D&D game in about a decade. It wasn't too long and was filled the a couple of fantasy conventions (as required by gaming law). What makes this of particular note, though, was that I ran it for my wife, my son (9), my brother in law and his girlfriend.
My wife and my son had never played any roleplaying game before. My bro-in-law (Creatureparade) is a big ol' geek like me, and his girlfriend is a gamer who's played D&D, but not much. I'd like to confess of the lessons learned from the experience. Periodically, I'll add to the thread as I learn more.
Start with minimal exposition
I thought I had written very little, but I'm going to operate under the "less is more" rule from now on. All supplemental material that I didn't read (pertaining to the game world) will now be emailed to the players. It's the perfect sort of down-time stuff.
The 'quick' talk with a town-representatives felt awkward, especially for those who weren't my bro-in-law because it felt weird. My wife can't instantly snap into "acting mode" in a situation where she's never played an RPG. Everyone failing to make persuasion rolls to get more money for a mission was a great ice-breaker, though. Soon enough, they were on their way.
Run with their intent
The new DMG is really good about drilling this into DM's. For those of us who aren't asshats or new at it, it's good to read repeatedly that this is collaborative storytelling. Go with what they want to do, not what they've explicitly stated. For instance, if they want to insert themselves as a barrier between potential monsters and a threat (in this case, a farmer's farmhouse), tell them all the things they do that they might not have thought of. They're new, the whole experience is introductory, don't punish them because they didn't obsess on their options like an OCD on crack.
It felt good to tell them not to worry about provisions. I didn't write a D&D game so we could go shopping for bread. If it's not a long journey, then you have what you need.
All children are halflings
I gave a lot of thought about how to interject my son into the game. He's nine and a boy - there isn't much intensive character stuff and he's going to act like a goof. Turns out the halfling is the best thing for him. I pretty much run him like the Kender from the old Dragonlance setting. He doesn't know it yet (it's a surprise), but he's immune to fear. This solves a lot of problems, too: he gets to feel like a heroic character with a cool extra power and I have a justification for why he runs maniacally into combat.
If you think about it, too, it makes sense. Traditionally, I have played halflings as very childlike, inquisitive, slightly inarticulate short-people who get frustrated at the lack of respect granted them. Fits like a glove.
Generous with the XP
I still have to figure out exactly what to do with XP - perhaps some of you can help me out. The whole encounter last night (with four PC's) resulted in a total of 525XP. Do I split that somehow? I can't seem to read it properly in the rules (I'm sure I'm just blind), I just want to know. All I do know is that I'm going to glob some extra on top for each session because I'm a veteran of 15-hour gaming sessions when I got about 344XP (what's with the oddly precise numbers, ya know?)
Also, it's not like we get to play on a strictly weekly scale - though we are also going to play the morning of the 5th and possibly the 6th if we aren't all sick of one another.
Bottom line - a very basic, rote encounter was extremely fun. I didn't fudge a single die - the combat felt authentic even though it was just a bunch of wimpy goblins in an open area by a farm. I've missed roleplaying - it's good to be back. I'm going to have to special order those glasses that are taped in the middle.
DocBadwrench (timeline)
Steam Profile & Blog


Cool.
I can't wait to do more RP with my family too, but I don't think they're QUITE there yet. I did some Fairy's Tale last year with my daughter (7 at the time) and she had difficulty. Now that she's a complete reader, I think she'd be better at it. My wife's done a session or two, and is coming to gencon, so there's hope.
Gamertag: GWJ Rabbit | Last.fm | Twitter
"Think of it as 'grinding SO rep in the Kitchen instance.' " - Montalban
I love that world... The books, the campaign, just everything about it. Hmmmm... wonder if there's a 4th Ed Dragonlance planned...?
You are a very, very lucky man. Buy that women some flowers tonight or something. Last night when I logged in just for CharGen my wife was on my case mercilessly and I can't ever imagine her coming to a Con with me.
Gamertag: RiverRatMatt
Witchlight Cycle: Sithis of the Thelis'Thale Clan, Dragonborn Paladin of Moradin
Like the tips. I'm probably running an intro session of this for my summer boardgames group. Can't wait.
XBL Gamertag: Bear Patrol
First time I've played in almost ten years, though I've DM'd sometime in the last 5. The 4th edition ruleset is so, so good. It was awesome to me that my girlfriend ended up liking it even though she came into the experience actively trying not to. It was the first time in a long time that I've played a tabletop RPG without feeling like I was fighting the rules and game mechanics every step of the way. Having an excellent DM really helped, too.
As far as the XP thing goes, I believe that it's at the DM's discretion how he wants to distribute it all. How I did it when I ran a brief 3rd edition campaign was to divide it equally between all players, then increase the sum by 50%. In our case, it'd be about 195-200 (525/4 = about 130, 130+65=195). But, I'm not going to complain if you put me halfway to 2nd level after one encounter.
The girlfriend - Apple commercials always remind me of heaven: white, not a whole lot going on, and trying to come across as better than it really is.
Keep the updates coming. I love these types of posts on GWJ!
Of - power - insessantly
Plagued - by - malefisense
Doomed - to - insidious -
Death - is - he - who - breaks
this - monument - i - prophesy
I really want to get into 4th I had it in my hand and was about to purchase the damn thing the other day. However, all my friends pretty much say that they'll no longer look at me if I try and drag them in.
And I call these bastards friends.
www.robotpanic.com
Drunken Gamers Radio
Hilden - time for some new friends.
Thanks for the recommendation, CreatureParade. As much as you all would love to hit level ten in a month and a half, I'd like to get somewhat closer to reality.
I'll scale it down, but if you guys keep focusing on the whole "heroic" thing - specifically when dealing with the zero-level peons that many players would consider redshirts... you'll still climb pretty quickly. To that end, there's another element that came into play last night:
Rewards for keeping people alive
I specifically wrote in XP awards for keeping people like incidental guards and important structures ailve/in-tact. I consider it to be like the old ST:TNG episodes - you aren't just killing monsters and cruising off to the next monster-bash, you're preserving order amongst friends and behaving like, well, heroes. You're part of a virtual community. That will always grant you more XP when I'm running a game.
Somehow, Rabbit, I suspected you'd take an interest. When you were talking up 4th edition on the podcast, I took the time to listen to some WotC D&D podcasts with (of course) the Penny Arcade/PvP one pretty much cinched it for me. Now I'm hooked all over again...
If there's any additional interest, I'd be very happy to post my campaign materials somewhere. It's not like I'm imagining myself a module-creator or anything, I just know that with 4e so new, it'd be nice to see what other folks are doing. Any of you that know of some links to such stuff, please feel free to post them.
Oh, and LockandLoad, you have no idea how right you are. I consider myself a very lucky individual. Watching my wife stress out about moving her mage on the combat map was priceless. Watching her fret over her magic missile even moreso. She was adorable.
DocBadwrench (timeline)
Steam Profile & Blog
Adventure #2 was this past Saturday. I have to say that the rules are getting easier, bit by bit. Discovered something after the adventure was over: We hadn't realized that daily and utility spells were "prep beforehand" things. My wife should have had two dailies to choose from rather than one. Now that everyone hit second level, she's got the Expanded Spellbook feat so she can have three to choose from, plus two (not one) utilities. Live and learn; the WotC (Gleemax) messageboard has been very helpful to post questions to, by the way.
Encampment Encounters
The PC's defied my expectations and took an enemy hostage to bring back to town, so his superiors tried to take him back that night. I had to improvise this one and, though it went off well, was a pretty hairy encounter, and caused me to think about how I run encampment encounters in the future. If any of you have any best practices you'd like to share, I'd love to hear about them.
Cool Combat Maneuvers
I know the PC's are (now) second level and all, but I really want to find a way to properly illustrate all the cool things that players can do in combat. My interest in this grew when I had a zombie successfully grab the cleric in the group (first Zombie flanders joke, by the way). The players' apprehension visibly grew when they found out that wimpy first level enemies would be doing cool things. I have to applaud WotC for recommending simple, but different combat strategies for monsters. It really helps to establish that encounters have a different flair each time.
Time Out
Now that first level is concluded, I'm creating some "down time" of a week or two to create a break in the action, which is all the more appropriate since it may be a few weeks until our next adventure, anyhow. The wizard will research what the heck their minor magical item is and I'll flesh out more of the story that guides them forward from here.
Cool Observation
Yesterday was officially the first time I've ever woken up to see my wife flipping through a PHB, thinking about her second level feats. After discussing the mechanics of spellcasting and how different all the feats were, she remarked how difficult the game was. For a second, I thought she was complaining, but she clarified. "People put this game down as simple and stupid. This is much harder than I would have thought."
What she was getting at was that the rule structure and the powers all require that you pay close attention and use some serious logical skills. She thinks it's far more engrossing than a video-game not just for its narrative quality, but because the mechanics are front and center. It's not like WoW, where the algebra is buried beneath the interface. In D&D, the mechanics are simpler, but you have to do them, not the computer.
This endeared her to the role playing game more. What was interesting, though, is that I think she "gets" why MMORPGs are so engrossing now. It may not be D&D to her, but she understands all the stat-mongering a bit more now that she's stepped through the looking glass. What's coolest to me (as a dad) is that she can justify hours of our son playing D&D with the family, because it's a social group project and requires logic/lateral thinking. Where we tightly regulate Adam's time with the gameboy, we don't care one lick if he stays up late RPG'ing with us.
DocBadwrench (timeline)
Steam Profile & Blog
I think WotC did such a superb job with 4th edition in lowering the barrier of entry for new people. In a way I almost thing they have to. As gamers grew older, the 'fighting the rules' as you put it, just tends to wear people out and make new people not want to play. 4th edition is almost like a table top revival for those old and new. Plus it's going to work fantastically as a gateway drug into the world of gaming.
I'm not really a girl. I just play one in video games.
My WotLK Beta Blog
Elysium wrote:
Recently, I ran another campaign with my family. I thought I'd add to my GWJ campaign notebook:
In preparation for this latest game, I did something different. Usually, I improvise the particulars of a battle map. This time, I have run my first custom-designed battle-map (drawing on the wet-erase board). It took place inside a watermill, where well-organized goblin agents were attempting to kill the proprietors and steal supplies (among other nefarious aims).
A Cool Battle
One of the things I wanted to do with this battle-map was to create a more fleshed-out working environment. Upon the start of combat, there were three humans left defending, all others had been killed. The idea was to have the token defense force that would show they "got there in the middle" of the battle. There was a balcony along two sides of the mill where goblin sharpshooters (and sharpshooter minions) were firing down into the mess. Add to that: a mysterious NPC off-set that was contributing minimally with his arquebus - this was the introduction of the NPC, meant to add a dash of steampunk.
What I learned is that big battles are a challenge. I hadn't run a battle with so many moving parts in about a decade. Initiative Cards were not an option - they were a necessity and helped tremendously. I never wondered whose turn it was, I just moved through the cards in order and kept moving. That said, the entire battle lasted two and a half hours. I consider this to be a rousing success because all the players considered this the coolest combat so far, and that time just zipped by. As a DM, I loved telling the players "use your daily powers" for this one. I didn't want them to worry that I was going to throw some really hard combat after this... there was another combat encounter afterward, but it was minor and most definitely did not require daily powers. Telling them this had a powerful psychological effect - it caused them to treat the fight like a big deal (which it was, there were tons of enemies).
Battle Highlights
Around the mill were crates to climb on. I used the following rules to handle moving vertically through the battle map.
Remember that you can "get on top of" things. For instance, if there's a crate around your height, you can make an Acrobatics check with a DC of 10. If it succeeds, you spend 1 movement point and can jump on the next higher-level crate (where possible). If it fails, you still move into the space, but you spend 2 movement points instead of 1. You can't move any higher, either, but can otherwise move normally. When you are on a crate, you gain +2 to your AC when in melee combat, but cannot make an attack of opportunity if someone on a lower level moves out of your melee range. You can also move away without provoking an attack of opportunity.
This rocked, by the way. I know a bunch of you would handle it differently, but it basically made it relatively easy for characters to act heroic, while still allowing for a 20-sider to influence events.Being on top of a crate may make you a more inviting target against ranged opponents. Also, you have no bonus to your AC, though there is no penalty.
My son's halfling weaved through the battle, jumped on a few crates, then ran on top of the waterwheel (DC15). Then he spent an action point to not end his move on a moving waterwheel and dove into a sharpshooter (opposed strength check). While he didn't topple the sharpshooter (the halfling fell down on the balcony), he basically forced the sharpshooter to abandon his primary (best) weapon to fight melee instead.
The female cleric drastically altered the flow of battle with her priestly powers. Adding +2 to all allies armor class turned the humans that were supposed to die into amazing assets. They held the line and were continually healed when they got hurt. This is the first time that a few throwaways were able to take on a non-minion goblin and be successful and it's all thanks to excellent combat-roleplaying. My players are heroes. They defend good-guys, and the got some good XP for their trouble.
My wife's wizard was ridiculously effective. Spellcasters - please use your daily Flaming Spheres. It eats minions for breakfast and provides solid hurt to all major enemies. She delivered more than half the damage needed to the Goblin Hexer that was running the fight. Also, she moved the sphere up to the balcony (add 1 movement square to get "higher up") and damaged/trapped the other minions.
The tiefling warlock also used the crates to get himself higher, delivering solid damage to the enemy and further pressing the situation to their advantage.
Overall this was super-fun and worth the extra crafting that it took to design it.
NPC's Aplenty
After that cool fight, there was a lot of opportunities for the players to improvise what they wanted to do. I've been working on good ways to create roleplaying options with a minimal of preparation. Usually, this involves a name for the person, some keywords to describe their "essence" (ie - shifty, guarded, stutters), and a short description. If there are any other relevant bits, they get short bullet-points. I busted out a half-dozen NPCs in about 20 minutes. Any further details about them flow from the interaction with the player characters. This was my first time trying this and it rocked for ease of use.
Improvisation
The player characters and I improvised an entire "root out the mole" sequence that was a problem in-town. This is, incidentally, where 4e shined: the opposed check system has really helped with things like chase-sequences and conversation-threads. With literally nothing but a few impressions of what I wanted to do, the characters built a plan and executed it with great alacrity. They did a lot of great role-playing, had a lot of fun, and got to discover more about the backstory, all with no railroading whatsoever.
Moving forward
The great thing about this new "as little work as possible" approach to my NPC's, is that it saves time for me to flesh out the cool NPC's that I want to develop. Also, it allows me to plant seeds, which the players then water. Once they've watered it, I know what to write for the next time. This gives me even more to work as a result. I have been obsessing about the twin problems of DM'ing (in my experience): railroading and overpreparing for useless stuff. I will be applying this method of developing NPC's to the towns in the area too, which should allow me to quickly develop areas that the PC's can feel free to visit.
For instance, I previously thought it would be cool to develop maps, but those take time which I am trying to save. My new approach? Lift pictures of medieval villages and then label the buildings. It gives a great sense of place without requiring me to figure out how many half-orc villagers live in the northeast quadrant. I'm now figuring on using the following labels to fit info into: Outskirts of town (is the town walled, not walled, farms, forest?), Traveling feel (when moving about town, does it feel like tight quarters, open areas, green, developed), Resident style (are folks generally gregarious, guarded, fearful). Plug in your keywords and then move on to the next one. I figure on including a "dominant trait" (ie - big eldarin rune in the center of town, a giant big-ben style clock by the river, steam-pipework railings everywhere) to have an easy way to make a town feel differently. Those of you who have moved from town to town and found them all the damned same know what I'm talking about.
Anyway, I just spent my whole lunch hour typing this one message so I'm going to call it quits. I hope a few of you DM types find it useful, for myself, it's nice to be able to offload my thoughts so I don't entirely forget.
Grats GWJ-crew.
DocBadwrench (timeline)
Steam Profile & Blog
Seconded. As King Mob and the others in his game will attest, it can be used to great effect, except in situations where it would be unfortunate if everything burned to the ground.
XBL: fourdswisschees | Steam: 4dSwissCheese
That two and a half hour fight was one of the best I've ever had in D&D. My girlfriend's cleric practically carried the first part of the fight with her 1st level daily and 2nd level utility, and the values of that Flaming Sphere CAN'T be overstated. I just wish my warlock had more of a showing in that fight. I had this glorious image in my head of throwing a goblin sharpshooter out the window with a my Claw, and then spending an action point to set the Hexer on fire with my daily. Not to be, sadly.. it would have been so cool if I'd just rolled a teensy bit better.
The girlfriend - Apple commercials always remind me of heaven: white, not a whole lot going on, and trying to come across as better than it really is.
This is a great little journal, please do keep it coming.
Gamertag: GWJ Rabbit | Last.fm | Twitter
"Think of it as 'grinding SO rep in the Kitchen instance.' " - Montalban
Welcome to the Wonderful World of Game Mastering ..Right now i am running a 3.5 campign for a group of friends that has gone on well over the last two years I would give you details but some of my players visit this site and i don't want to leek spoilers .. I am always happy to give you general advice (although from what you have posted so Far the basics you have down flat ) as far as Assigning Xp what I tend to do it total up the Xp from encounters, traps and other things and divide it by the total number of players ..then assign bonus Xp for good Role playing or creative thinking ... I would catuion you that I only show up to a game with a handful of notes at most, In fact I often toss out several possible plots and see which the group bites at ..But while i have looked over the 4th edition rules we have not converted to it as my players Dont like the system (to be fair many have been playing since 2nd edition and we had to drag them kicking and screaming into 3rd and 3,5 so i give it a year ..have fun and if you have any genral questions feel free to PM me (that goes for any other Dm/ Gm out there Allways happy to swap How i salughtered the players stories
)
Yea though I have walked through the valley of the shadow of death I shall fear no evil because it will kill the clothies first
Terase - lvl 70 balance druid
Elorin - lvl 70 frost mage
Teriine - early 30s marksmen hunter
Terrion - early 20's warri
Just stumbled into this thread... neat! Really interesting to read.
Your comments about overpreparing strike me as very good. Many years ago, I used to play in a D&D campaign. It was a fairly custom ruleset that used mana for spellcasters; we couldn't stand the idea that a mage would forget his or her spells. You got one mana point per spell level you could cast (that is, 1 for your first 1st level spell, 2 for your first second level spell, three for your first third level spell), and then one point for each additional spell slot. This made you much more flexible, and strengthened spellcasters at low levels where they were traditionally weak, but reduced the total number of spells you could cast in a day, which overall left mages about the same at high levels. You couldn't cast as many spells, but you were almost certain to have the RIGHT spell for a given thing, so it worked out.
This led, however, to some odd results sometimes. There was a time when our small party had to escort a wounded dragon to an island on a sailing ship. The dragon was supposed to polymorph to human form, as it was too injured to fly. (I don't remember why, anymore.) The DM spent a bunch of time creating the ship and a couple of fairly major encounters for the trip. But the dragon was Not Happy about riding in the rickety wooden contraption; being unable to fly, if the ship sunk, it could drown. It observed how it'd take us on its back if it could.
So, my mage told it to go to dragon form and get everyone loaded: I then cast "Fly" on it. Voila, instant transport. Fly lasts a long time, and with the mana system, casting enough fly spells to get it to the island was pretty easy.
Uneventful trip, prep time wasted, annoyed DM.
Thanks, this is a great journal. Now I just need to convince Mnemnosyn to start one for the game she's running for us... twelfth level characters have a lot of fun! And she's great at political and influence-based games.
Anyways, you split the xp equally (if no one's said that yet). The idea is 8-10 encounters per level, and if you look at the xp required for 2nd level it's 1,000 xp. That's about 100xp per encounter which makes sense with the average level one encounter being 400-600xp.
That said, Benticore has another approach - in his game, he levels the characters at appropriate points in the plot. That makes a lot of sense, if you want to do it that way.
I would suggest http://www.gwjrpg.com/pmwiki.php/Main/HomePage as a good place for people to write up campaign journals / campaign materials. True, right now it's for the GWJRPG stuff, but there shouldn't be a problem with setting up separate areas for other games people are running... otherwise just post here and we'll read it!
It might be convenient for your players if you had them go here:
http://www.enworld.org/forum/showpost.php?p=4274554&postcount=568
There's a program and a patch and so on so you can print out D&D powers. You can even print them out on photo paper so they keep better. This is a great way for new players to have something to look at when they're deciding what to do.
Anyway, keep up the good work, keep us posted
ps. More unsolicited advice:
Roleplaying will always feel weird but you have to make people do it. New players will have trouble getting into it but before you know it they'll develop a voice and an attitude for their character, and it really helps to get people into the game in the long run. Gently encourage RP by talking as NPCs, asking players what they're saying to each other, etc. and eventually your game will run itself (not true).
Planning is a two-sided coin. Personally I'm an off-the-cuff DM but I still write up notes before each session with characters and places I want to use. I've never written up an entire dungeon module (before I started my GWJRPG game but that's a different matter), I've always just noted what kind of encounters I wanted to have and sketched stuff ahead of time. However there's a downside.
You have to make scrupulous notes during play or else you'll forget the names of the NPC you invented when the characters decided to go to unexpected places and do unexpected things. You also have to prep a lot more "possible" encounters if your people tend to run off rails, cause you don't want to have to stop the game to stat out the town guards when they start a riot.
What I've done recently is think about "themes" for my encounters. For example, if I were running the "dragon" game Malor was talking about I would have prepped an air, sea, and land encounter so I could run whichever depending on how the PCs decided to get around their problem. They're all riding on a dragon - that makes them more vulnerable to attacks from the air.
On the other hand, puzzles and traps are harder to do if you don't know the terrain beforehand. That's why sometimes I have to paint very bright signposts explaining to the PCs why they need to go into the Big Bad Dark Place. Of course if they decide to tunnel there rather than taking the brightly marked main entrance, I guess I have to move the trap... hehe.
We seem to have a compulsion to bury time capsules..... I have placed some large samples of dynamite, gunpowder, and nitroglycerin. My time capsule is set to go off in the year 3000. It will show them what we are really like.
-- Alfred Hitchcock
Good stuff, Doc! Insightful and interesting, I am glad King directed my eyes this way.
I am in a very similar situation as you are. Although we have included our 9-year-old in some on-line RPGish games, including her into true tabletop roleplaying with the advent of 4th edition has been a new experience for her. The Kender analogy is a humorous take on their attitude at this stage and I generally agree. I couldn’t get away with granting her extra powers as you have with Adam, though, as she’s far too cognizant of the rules and has a strong sense of fair play.
If you don’t mind my interjecting some of my experiences with her into your journal, here’s some aspects of playing with Shaylandria that I have observed:
Visuals: A couple years back, I picked up a booster pack of D&D Miniatures just out of curiosity. I opened up with Shay’s help and she was instantly hooked. The quality was pretty high for what amounted to a few bucks. Being able to plop down a handful of goblins on the battlemat adds a level of detail to the game that’s hard to match, especially when the figuring for the Dire Warg suddenly bursts upon the scene or a Red Fire Drake makes an appearance. Her eyes light up and the battle becomes so much more interesting before it even begins. Beyond that, she eats up things like treasure maps, scraps of old text that riddles out some important clue, and illustrations of what her character might be experiencing.
Enthusiasm: The more enthusiastically I narrate the encounters (non-combat included), the more captured my young audience becomes. The gravelly, booming voice of the Hobgoblin Slaver, the eerie, whispered detail of the catacomb entrance, or the bustle and energy of the city market is given with gusto which she soaks up eagerly. In fact, I would say this is true for all ages.
RP Inclusion: It was daunting for her at first, this world of endless possibilities where her every spoken action translated into effect within our imagined setting. She wanted to let the “olders” (three female adults and a teenage sister) do the interacting with the NPCs, but we didn’t allow that. I found reasons for an NPC to seek her character out specifically and the others encouraged her to interact as well. I had to translate some of her dialogue from 9-year-old to mature elven, but with ever positive experience in roleplaying, she grew more confident in her ability to play along. Soon enough, Shaylandria was comfortable even when interactions didn’t go as she planned (she started a rather unfortunate ripple of panic through the little township they were staying in with a comment about a demonic cult) because she has seen that even the eloquently speaking adults have had roleplays go awry.
You covered a lot of other points I wholeheartedly agree with. The heroic sense of the moment that entices the young mind. The fun of action and the joy they take in bringing their own creativity to the game.
It *is* a wonderful thing, though, being able to play with the whole family. The social aspect, shared experience, and simple fun & excitement the game brings carries over well beyond the game itself.
I could go on and on, including my own experience with a wife and female dominated play, but I don't want to hijack your thread.
Looking forward to the next installment!
4E D&D Campaign: Valley of Shrouds
Steam Community: ShadeRaven
Wow. You people gave me lots to chew on - thanks for that.
To Rabbit, I definitely plan on continuing this. I find it really cool that there's a ready-made audience in this community for RPG'ey stuff, and none of the asshats I see on other board. To Robert Douthitt, thanks for the XP-thoughts. I realize that I'm going in a different way with XP now that I've ready you and KingMob. I'm sure that my old group would be dead-set against 4th edition since they had so much invested in the old way.
To Malor, I remember running mana rules from way back, but hadn't even thought of it until your comment. We, too, hated that starting wizards had maybe three spells that they blew in the first few rounds of combat, then spent the rest of the time fretting about their 10 hit points.
To KingMob, excellent advice there. My group is a tride-and-true believer in using the power-cards. We have nice cardstock-printed color power-cards which we use, without fail, to keep all the relevant options on the table. I also started using shiny, silver Jillian's tokens for action points. We just used those last game and my group has really taken to it. Probably your most compelling point is one that I learned years ago - take tons of notes. Improvising is creative work, trying to remember all the crap you made up is much harder. A pen and a piece of paper does wonders.
To ShadeRaven, I'm thrilled to learn of another person who is involving his child in a game! I feel like that's a whole new subject that I'm now learning lots about. You are right about using miniatures - I only wish I could afford them. I did a lot of searching and couldn't find anything that I could afford. What I have done is a great cost-effective way of getting some visuals in-mind.
I went here and downloaded the free counter pack. I printed two copies of it out on cardstock. I am now finishing up the process of making double-sided square counters that I fit into these things (scroll down to card stands, bag of 20). Presto - instant baddies that just-about everyone can see without having to turn them around and knock everything over. If you need a little heft, glue pennies to the bottom of the base. Optionally (like my son), you can use lego-characters if they stand up. My boy was quite tickled that two of the skeletons (among some decrepits) were lego skeletons from his Indiana Jones set. They stood out nicely as "boss" characters in the small encounter.
Damn straight, RP-inclusion is a big one. I've read Goodjer's elaborate on this one in various threads. My wife is still getting-the-hang of the RP-encounters. She's still trying to feel comfortable with it, but I am working hard. It helps that Creatureparade and his girlfriend feel extremely comfortable with it. I think that the highpoint of the non-combat encounters for her, so far, has been watching me roleplay a rotund community leader. She is large (and in charge? oof), runs the theaterhouse and is head of the Merchant's guild. I wanted to model the whole "local folks want to get to know these people acting like heroes". My wife got a giggle out of some of my comments and she got to learn that not everyone you run into is hiding something. Luckly, that +9 to insight gives me the cover to tell her "you sense nothing malign in this person - she's just curious". I think my wife subconsciously expects everyone she meets to be someone they're going to oppose, but I will dispel that.
Oh, and as far as giving Adam extra power, he really doesn't get terribly much - just a way for me to (somehow) resurrect him if he dies (and he doesn't actually know about it, by the way). Right now, he fears death like any other. Even if (and when) I do the thing, there will be penalties - some kind of price, for sure.
About the XP, I suppose that if you figure on all the combat and non-combat encounters, I'm still awarding a bit more than is usual. I can tweak it going forward, but even with the mechanic that creatureparade and I use for combat encounters (total monster XP, divide by number of party members, and then double), it's still working out to be "level on a break". Regardless, I'm happy with the pace so far. The players really get into it and they are certainly earning their XP and loving the process. That's more important to me than stretching it out. I don't know if I mentioned it previously, but I played in a game where you'd slog through an admittedly great game session that lasted 10 hours, but then come away with 235xp or something. I think that still affects me...
Thanks to all of you - lots to chew on, here. I look forward to writing more. Also, KingMob's recommendation on contributing to the Wiki is one I can definitely get behind. I've never worked on a wiki, though, so if you have any recommendations, I'd love to hear it. I have been doing all my work in Google Docs and then going in to revise the adventures with what did happen (as well as tracking what they did on what adventuring day). I'm happy to make any of what I've been using available if it will help any of you gain perspective. I'd love to compare notes with any goodjer that wants to - we all just want to have the best damned games we can.
DocBadwrench (timeline)
Steam Profile & Blog
That counter pack stuff is very nice! If I can figure out a way to resize them so that they fit comfortably onto my battelmap (or the premades from WotC), I'll be definitely using them as backup. We have quite a few minis here, but not everything is covered to be sure.
I have it a bit lucky with my wife. She's an ardent reader which includes fantasy works (kind of hard to avoid being married to me) so she has a lot of material to draw upon. Regardless, though, we are both lucky to be able to share this with our significant others. I, too, found it a nice change to see her grabbing the PHB away from me to decide what _she_ wanted for her powers rather than hearing what I suggested. In the MMOs we’ve played, I’ve always been the one to determine what is the best possible build for her character (with her play style in mind). The fact that 4E doesn’t require complex theorycrafting to understand the possibilities … well.. that’s a wonderful thing to see.
Oh, and I saw no harm in giving Adam those Kender powers and I hope you didn’t misread my intent. Shay just loves reading the PHB and if I tried to slide something like that by her, I’d be called out.
Anyway, it’s great to see someone else experiencing the same “adventure” with family. Looking forward to sharing more of our experiences.
4E D&D Campaign: Valley of Shrouds
Steam Community: ShadeRaven
I'm enjoying this a lot, thanks for posting! I'm running a 4th ed game for Certis, Gaald and Trachalio, but I'm pretty new at the whole thing. Your watermill fight sounds really cool, I want to get into more terrain type fights at some point.
The point about failing at a task being a good way to break the ice is very true. Nothing is as boring as constant success.
My ongoing D&D campaign, Gaald, Certis and Trachalio playing
I think the thing I like the most about the 4th edition ruleset is that they seem to have gotten the idea that if your players and DMs are having to fight the rules to play the game, something is wrong. I started in 2nd edition with a Planescape campaign, and as fun as the setting was, I was fighting the game mechanics every step of the way. 4th edition does a great job of giving you some basic mechanics, making it easy to look up specifics and improvise, and other than that just getting the hell out of the way.
I hadn't DM'd seriously in something like 5 years, but after one session playing 4th edition and skimming through the player's handbook and monster's manual, I was able to run a successful little adventure on my own. I didn't even touch the Dungeon Master's Guide before I DM'd a 4th edition adventure. That's unprecedented. The rules are just that transparent.
EDIT: Full disclosure, I had listened to some of the Penny Arcade D&D podcasts before I ran my adventure. I'd be lying if I said that that didn't help out.
The girlfriend - Apple commercials always remind me of heaven: white, not a whole lot going on, and trying to come across as better than it really is.
I am really thirsting to play in a Planescape or Dark Sun game at this point - anything other than the traditional fantasy settings.
We seem to have a compulsion to bury time capsules..... I have placed some large samples of dynamite, gunpowder, and nitroglycerin. My time capsule is set to go off in the year 3000. It will show them what we are really like.
-- Alfred Hitchcock
Damn right Creature - the podcasts helped me, that's for sure. Just hearing how the flow of the game worked (even though you couldn't see the battlemap) was very helpful. Oh, and KingMob - you just listed my two favorite campaign settings. I'm pretty anxious, myself.
I thought I'd share an additional tool I developed for my game.
Settlement Sheets
After much bus-ride-thinking, I came up with a template that captures what I consider to be the necessary elements of any town. For an example of how it works, just take a look at the following two files:
Sample Settlement: Lakefall
This is the starting location of the players in my game. The idea is this: page 1 is all the necessary descriptive information. Page 2 is a list of useful NPC's.
Settlement Template
This is a word document that you can use if you want to run with this idea for yourself. If you do, feel free to staple, fold and mutilate as you see fit. Let me know what you come up with.
I only started with the first page. The second page comes in handy only after you've done something in a game-sense to justify someone being added to the list. I tried out another settlement and found that I was able to generate the feeling of the place pretty quickly (though I initially ignored the land/water travel stuff). It took me fifteen minutes to whip up a neighboring settlement, too. I have an overland map and plan to have a few of these things.
Aims: To quickly generate settlements. To make it possible for the PC's to decide "I wanna go there" and not worry about the troves of data needed to make the place feel special or unique. I hate it when I go from village to village to town and everything feels the same way. By capturing a very few key bits of data, I can make the place feel different.
All constructive criticism is welcome.
DocBadwrench (timeline)
Steam Profile & Blog
I recently jumped back into the D&D world after a decade or more with 4E - I did the same thing you did, docbadwrench; starting up a simple campaign with the wife (a renfaire/theater/scifi-fantasy geek) and kids (daughter, age 9, geek in training, son 7, who's a little less inclined).
Like rabbit, we've played a bit of fairies tale (a great game, and a great activity for slumber parties!), and the wife and I have gotten together once or twice with a local 3.5 group, but nobody had much experience at all besides myself.
I basically padded out the "kobold hall" adventure in the back of the DM's guide by playing out the journey from town with a couple homebrew encounters, since I'd been out of GM experience for a LONG time, and to get everybody used to the rules - nothing fancy, a party of goblin bandits and a group of kobold sentries, but it all worked out well...
The kids surprised me with their completely embracing the roleplay aspect; my dragon-obsessed daughter got a real kick out of playing a dragonborn warlock (and made some really innovative use of the mistwalk ability in battle that completely blew me away). The boy's playing a dwarf fighter, high strength, low wisdom - generally fits well with his single-minded "charge into battle swinging" strategy. The wife played an elf ranger, and I did double duty as GM and a human cleric to offer the occasional hint when the party got confused about what to do next, and to patch them up if necessary.
I'm finding the 4E rules really intuitive, and actually pretty great for less experienced players (some have complained about this, but it works in our case); the kids can follow the mechanics really well with minimal assistance; we had a great time just hanging out around the kitchen table playing out the story.
Glad to hear everyone else is having a great time with it as well!
"For business reasons, I must preserve the outward signs of sanity"
Wow, Doc, I am impressed with the detail and structure of your Settlement Notes. In fact, I downloaded a copy for myself. As much as I enjoy winging it, the forethought and attention you gave to Lakefall has me thinking that it wouldn’t be much trouble to do a little extra pre-planning than normal… especially with just a handy template in hand! The only change I will make for myself is to compress the NPC section down a bit to allow for a more personalities to be kept on one page.
Interesting that we have three of us with 9-year-olds. Like Chuck’s daughter, my own loves dragons. I am not sure about you, Chuck, but Shaylandria here owns ever single dragon figurine that has come out through the D&D miniatures game. She also has a love of equine type creatures (nightmare, Pegasus, unicorn, regular horses, etc.) as well as almost anything that is an interesting flier (griffons, hippogriffs, phoenix, coatl, …).
I picked up some card stock and printed out some pretty professional looking Powers Cards (Ander00 makes some amazing ones) and that has allowed everyone to have everything they need in an easy to read, fingertip ready format.
With Hit Bonuses, Damage Results, and Extra Effects in boxes along the left hand side, no one struggles to figure out what they want to do and what to roll. I highly recommend at least giving those a peek, too.
4E D&D Campaign: Valley of Shrouds
Steam Community: ShadeRaven
Chuck: You know, I've never even heard of Fairies Tale before this thread... I guess I was missing something, eh? I have also been impressed at the ease with which my son takes to the game. He's playing his halfling pretty-much as I expected, though: a little goofy, brave, eager to gain the acceptance of the other players (Mom, Uncle Kyle..er Creatureparade, and Carole) - all much older than him, but everything's been syncing up nicely.
A moment in the last adventure that was precious: Adam's halfling was made to look like a goblin. The wizard used her herbalism knowledge to make him stink, the warlock used his bluff to help with the approach and other conniving, then they 'locked him up' in the basement of the watch-house. The idea was to lure out a mole that was revealing the humans' reprisal plans against the encroaching goblin tribes. It was definitely an A-Team teamwork moment that was very fun to play. It was gratifying to me to reward their ingenuity since the whole thing was unscripted.
Yes, the kids have a knack for roleplaying, it seems.
Raven: I made a slight update to the current draft of the settlement notes, basically lumping art & export together (a farming village with a theater community, for example). On the bus yesterday, I pumped out two more towns in around 20 minutes - already the thing is helping me to fill out my whole region. Once it's in a more fleshed-out (read: typed) format, I'm going to post more links. I see another lunch-hour where I don't leave the office...
I think that Ander00 cards are required for making the game so streamlined - our sessions are so very improved by those wonderful creations. I'm glad I'm not the only one finding them useful.
It no longer surprises me that we have this little tykes playing the game we played as awkward adolescents. It did at first - until I realized that we've had a few decades to work out the kinks and sift through the sand to get to the essentials of what makes a good RPG in the first place. It sure as hell doesn't include individual item saving throws for everything in your backpack after a fireball spell, does it?
DocBadwrench (timeline)
Steam Profile & Blog
ShadeRaven: My daughter pretty much loves any sort of fantastic/mythical beastie; dragons (especially friendly ones...), fairies, unicorns, the whole bit.
That's why Fairie's Tale worked out pretty well - my wife's the one who actually found it (ordered the PDF online from here, if you're interested, docbadwrench or others); and it's actually pretty great; a nice rules-light RPG aimed at the younger set (the rules they use are reminiscent of Shadowrun, though I've never actually played that one), and tends to reward players for being innovative with problem solving and good roleplaying. We had a blast running a simple game with my daughter and some of her friends during a slumber party a couple of months ago; again, the girls really got into it.
"For business reasons, I must preserve the outward signs of sanity"
Aww... at a certain age, it's really fun to roll lots of dice for unimportant reasons...
We seem to have a compulsion to bury time capsules..... I have placed some large samples of dynamite, gunpowder, and nitroglycerin. My time capsule is set to go off in the year 3000. It will show them what we are really like.
-- Alfred Hitchcock
Of course, nowadays, the computer does that for you (MMOs)
Chuck: Yeah, we have minotaurs, faeries galore (Tink and others), she still has a great fondness for mermaids (Ariel), but of late, she's gravitating towards more "grown-up" fantasy creatures and settings. The Hobbit, Dragonlance, Groovy Tube Fantasy Books, and she loves paging through all the RPG stuff I own. They don't even have to be nice. I think Tiamat is her favorite figurine (5 dragon heads, pretty big - what's not to like?
).
Doc: After playing our first session without any aids (no initiative trackers/cards, no power cards, etc.), just character sheets and a battle mat, I realized things will be much easier if I grabbed some game enhacers. I found Ander's work after a bit of searching about, and, oh, what wonderful work he's done for us. I use folded index cards as initiative markers and have a couple of DM Screen type sheets now as well. Plus, we use Shados' character sheet now as they are well organized and visual pleasing. Good stuff!
4E D&D Campaign: Valley of Shrouds
Steam Community: ShadeRaven
Okay, for the record, I've started a blog. Because, well, I'm a gamer, I'm a geek, and in accordance with federal law, I have to start a blog. In reality, I was inspired by Carla's blog and then found out lots of other DM's are doing it, and I'm nothing if not a follower.
Of course, there's much to be done, yet. But since I'm doing tons of writing in Google Docs, it doesn't help to share - keeps me from working in a vacuum, eh? I have to continue this thread, of course, because it's too much fun to talk to all of you.
DocBadwrench (timeline)
Steam Profile & Blog