Retooling the Draconic Ampersand

Dorklord_Canada_Logo_Wht_BG_Lo-Res.jpg-01I have been playing roleplaying games for most of my life. It’s been my passion and my inspiration since I was ten years old, dreaming of dragons and the deeps of space. Unsurprisingly, I have played a LOT of Dungeons & Dragons in that time. It was my first TTRPG, for a while my only TTRPG. It has sat in the tabletop space, its gravitational force at times waning but never absent. I have at times loved the game and hated the game, and sometimes those times were the same session of D&D. I’ve played it, I’ve DMed it, I’ve organized game days and cons around it. I’ve used it to draw folks into the hobby and I’ve seen it become the vehicle which drove some people out.

“It’s Complicated” doesn’t begin to touch how I feel about Dungeons & Dragons.

One thing that has come up in discussions around D&D’s unsquared corners and oddly built steps, though, is the common refrain from many of the game’s stalwarts whenever someone brings up an issue with the game rules.

“Well, if you don’t like it you can house rule it!”

Now, I’m not opposed to house ruling in principle. In fact it’s been part of the hobby since there was a hobby. I don’t even think I was six months into playing Basic D&D before I was suggesting ways we could do what I considered cool new things in the game. Of course, back then we house ruled not so much to change rules as add to them; the environment was not as supplement rich as it is these days, so we often had to build out aspects of the games we were playing ahead of any “official” expansions, if they ever came. So we love a good house rule around these parts.

I do think there is a discussion worth having about whether I should have to house rule a game for which I paid fifty dollars a book, but that lies outside the scope of this post. Consider a pin firmly stuck in it, we will return in a future article.

So no, I don’t oppose the idea of house ruling per se. But I was giving this a good think the other day and it niggled at me that so much of the house ruling going on is piecemeal in nature. And I mean, of course it would be. It’s happening at individual tables, as differing mixes of player and DM come up with their personal blend called “D&D”. I’ve even done it myself, both at the table and in one-off articles on bits and pieces I would change in the rules.

So all of this is to say, I got to thinking what if. What if someone (spoilers, dear reader, that someone will be me) treated D&D 5e like a broken down classic car. You haul it into your garage and look it over. All the parts are there and more or less functional, and in its current state it is certainly fun to drive. But what if someone…okay, fine, I…took it and instead of fixing a tire here or and a door there, I overhauled it from top to bottom? Just dove in, pulled it all apart, and rebuilt it from the ground up. What would that look like?

“But Brent,” I hear you say, “Why wouldn’t you just write your own fantasy TTRPG? Then you could make it however you want.” And you’re not wrong. But in my heart I know this about myself. I am maybe a second tier writer, and on really good days I have flashes of first tier writing. But I am a first rate editor. There is nothing I love more than digging into a big old pile of words and figuring out how to make them better than they were before. Basically I want to take the D&D books, starting with the PHB, and treat them as something I have been asked to developmentally edit.

Because lets face it, there are so many parts of D&D 5e that exist solely as artifacts to keep older players happy with the game. Let’s take an example I talked about in an article on The Rat Hole years ago: Ability Scores. As I opined then, they serve no purpose in and of themselves. You generate them when making your character, the ability score tells you the bonus you get in that ability, and then you never use the ability score you generated ever again. Sure, the game tells you to raise your ability scores at certain levels, magic items can raise them, etc. So then you blow the dust off this unused bit of crockery, quickly calculate your new bonus (ie, the thing you actually use during play), and toss the ability score back in the cupboard until you need it again.

So why have them in the game? Because so many old gamers would get grumpy if you took them away, it “wouldn’t be D&D anymore!”

I’m proposing to go ahead with this little project under the belief that: a) keeping old gamers from getting grumpy should never be part of a healthy design philosophy, and b) it not being D&D anymore might not be the worst thing.

Keeping the classic car analogy going, this is something I’m going to tinker with in my spare time. Of course I’m going to talk about it here and likely over at The Rat Hole as well. And when I have something in a readable form, I’ll post up a design doc so folks can watch as I add, remove, and flat out redesign all the parts to this classic.

I know other folks have looked at D&D and made their version of a “fantasy heartbreaker” inspired or in spite of it. Maybe this will come to nothing in the end. But from where I’m sitting now it looks and sounds like fun, so I’m going to give it a go. Stick around to see how it all works out.

Extra Life Follow Up

This past weekend I took part in the Extra Life Game Day, playing games for 24 hours with my friends to raise money for sick kids. The Game Day was long, as always, but a whole lot of fun, as always. Despite douchetrumpets trying to crash the site for most of the day, games were still played and donations were still made. I had a goal of $500, and with the help of generous donors I hit $633, so thank you to everyone who donated or spread the word!

But the fundraising isn’t over! I can accept donations until December 31, 2019, so I would love to see that total get to $750, or even $1000, before the year is out. So I am putting together this post so I have all my donation information in one spot for easy linking. You can expect to hear about this a few more times between now and year end.

The best way to donate is through my secure donation page on the Extra Life site. You can donate any amount securely, and if you donate $20 or more you will receive a tax receipt via email almost immediately. Besides a crisp tax receipt, I have a few other incentives for folks who donate:

  • If you donate any amount before the end of the year, I will create a magic or special item for your TTRPG game. You pick the game and give me a one-word prompt, and I’ll come up with a 300-500 word description for this item. DM me on Twitter once you have donated with your game and prompt.
  • If you make a $50+ donation I will edit up to twenty pages of text for you. For every increment of $50 you donate I will edit another twenty pages, and so on. Those pages can be all one project, or split between projects, as you require. The project doesn’t have to be right away, you can lock in my services for a future project if you like. You can also donate to get editing for someone else, so this makes a great gift for the TTRPG or sci-fi/fantasy writer in your life. When you have donated, shoot me an email at brent.jans@gmail.com with “Extra Life Editing” in the title, outlining your project details.

Finally, I created a deadly, adorable creature for my home game, and I shared it on DM’s Guild to raise money for Extra Life. All proceeds from The Hedgicorn go to Extra Life, and you get a unique fey creature for your D&D table. It currently enjoys a five-star rating, and you can read a wonderful review of the creature on the page as well.

So plenty of ways for you to donate, help sick kids, and get some rewards for your generosity. Donations of any amount are appreciated, and if you can’t donate please help spread the word. If I hit my $1000 goal by the end of the year, I plan to release something else on DM’s Guild for free, as a thank you to the community. But we’ll have to get there if you want to see what that is…

Uncaged Anthology

Good morning! I won’t bury the lead: I edited a few of the adventures featured in Uncaged Anthology, which is available today over at the DM’s Guild!

I was lucky enough to see this project come into existence in real time on Twitter. It started as a question posed by Ashley Warren about a series of mythology-based one-shots. The response was amazing, and Ashley took the wheel and brought the massive ship that is any anthology project onto an even keel, and it was underway. When the call went out for editors I eagerly put my name in, and was lucky to be asked to take on some of the adventures.

I only grabbed my copy this morning, so expect an in-depth review later. But if the two adventures I work on were any indication of the overall quality (and I have every reason to believe it is so), you will want to grab this book post haste. It is a beautiful book packed with one-shot D&D adventures which could be dropped with ease into your campaign. Given the mythological theme which binds them, they could even form the basis of a campaign, as your players explore the myths and legends of your world.

I’m really excited to read this and get some of these adventures on the table. Even more exciting, this is only Volume One, so expect even more adventures to come!

Once you’ve had a chance to pick up a copy and look it over, I hope you’ll stop by and let me know which are your favourites. And should you be looking for an editor for your TTRPG project, well, I have a page about that. Let’s talk!

Foreign Element RPG

Yes, the title does mean that my next 30 Days of GMing post is delayed. Again. Bit busy finding my illness/work balance, and something had to give. But I wanted to take a moment to promote something cool I worked on.

The Foreign Element RPG is a game for anyone who likes fast-paced, B-movie style fun at the gaming table. Published by Mystic Ages Publishing and written by Nathan J. Hill, the game is set in a dystopian far future, where mankind has reached out into the stars…and discovered the stars don’t really want us. It is a great storytelling game with a fun narrative mechanic, and it really includes the players in constructing the action. It is also straightforward and easy to learn, making it a great game for a one-off, but with enough depth in the setting that you will want to stick around and play your characters a while. At least until the universe catches up to them and their number is up.

And, oh yeah, did I mention I edited the game? Because I did. Nathan contacted me after I posted in the Freelance section at the RPG.net forums, offering my editing services. We exchanged emails, got a good feeling about each other, and I was lucky enough to get the job. Lucky, because it’s wonderful to work on a game you know you’d enjoy playing. also lucky, because while I have been editing a number of supplements for people, this was the first rules set I’ve edited. So I was happy to get that experience, and it’s given me a taste for more of the same.

So please, if you like your sci-fi gaming fast and furious, pick up a PDF copy of Foreign Element. And if you are working on an RPG project and need an editor, drop me a line. My rates are reasonable and I love working on good, new RPG material.

30 Days of Game Mastering, Day Twenty-two

We are close to the end of 30 Days of Game Mastering Challenge, closing in on the final week. I hope folks have enjoyed this. I had and am having a lot of fun, and with the exception of a minor hiccup last week, I like having a constant stream of posts. It is very likely I’ll go back to daily posting when the challenge is over, but for now on with the show!

A novel solution: what’s the best advice you have borrowed from a totally different field?

I freelance as an editor, and spend a lot of my working time with genre fiction. One of the best pieces of advice I received early on and spread around wherever I can is: show, don’t tell. In fiction this means instead of writing “He felt sad.”, which is static and frankly boring, you write something like, “His gaze lingered on her scarf by the door, and he choked back a sob. He poured himself another drink and curled up on the couch in the comfortable dark.” Both methods convey the character’s sadness, but the second method is both more interesting and conveys much more information without using a huge exposition dump.

“Show, don’t tell” can be applied to GMing as well. Instead of telling players how evil the villain is when he’s introduced, show him doing something despicable. It’s cliche, but have him punishing a subordinate as the characters approach. Have the vampire villain stop in the middle of his conversation for a “snack”. It’s much more interesting and exciting for your players than just telling them the villain is evil. It also opens up the chance to surprise your players with the villain. If she’s been acting normal up to that point, then suddenly stabs someone to death in alley, that’s a great “Holy crap!” moment for the players.

And it doesn’t have to be reserved for villains. You can use the technique for any of your NPCs to give them a bit of flavour and bring them alive. Don’t tell them the blacksmith is angry; instead describe him hammering more furiously. Don’t tell them the innkeeper is obsequious; describe how he instantly switches on a smile and agrees with everything the characters say. Giving your players these types of descriptions instead of just telling them what an NPC is like also makes their Perception and Sense Motive checks more useful. After all, how a character acts may or may not have a connection to what they actually think or feel.

Showing instead of telling opens up a whole new way of both providing and hiding information from the players. If you aren’t used to it, don’t feel bad if it takes a while to get into the habit and rhythm of it. Just keep plugging away, and spend a bit of time practising your descriptions, and you’ll soon have a whole new tool in your GM’s bag of tricks.

What’s your best bit of advice from a different field? Drop it in the comments and share with the group. Tomorrow we talk about mechanics and story.

How I’m Keeping Busy

When I was laid-off back in April, I had mixed feelings.  At first there was a moment of “I HAVE NO JOB! AAAAAAAAAAAAAAAHHH!”, which luckily soon passed (sustained screaming makes my throat bad-tingle).  Once that moment was gone, I realized that my old job had made me…not miserable, that’s too strong.  It made me enervated; I would start the day with ideas of the things I would do once I finished work that day, but by the time I got home I was drained.  Not that the job (shipping/receiving) was hard, it wasn’t.  I was really good at it, which was the only reason I had survived through two prior rounds of lay-offs.

But being good at a job and loving your job are two different things.  So while I certainly miss having a job, I don’t miss that job.  Because of this, I made the decision to stay on EI for a while, and try my hand at some things I do love.  So here is a quick rundown of some of the things I’m working on at the moment:

Freelancing:  I officially hung out my shingle today as a “white collar mercenary”, providing editing, data entry and research services on a freelance basis.  You can check out my Rate Sheet, hidden under the About Renaissance Dork button above.  I think there is a “freelance office worker” niche to be filled for self-publishing authors, small press houses and small businesses that can’t afford a staffing agency.  And since I both enjoy and am good at editing and research, and am willing to perform data entry (can anyone be said to enjoy it?), I might as well fit myself into that niche.  I am excited about this, and curious what will come of it.

Volunteering for On Spec:  I have been a fan of short SF fiction for a real long time, and a fan of On Spec for almost as long (as I talk about here).  Shortly after Aluma gave me my walking papers, I contacted Diane and asked if I could help out, maybe read some slushpile stuff that was piling up.  She was gracious enough to allow me to do some copy-editing, as well as putting me in charge of the @OnSpecMagazine Twitter feed (which you should follow if you love Canadian SF and cool stuff like that).  I’m loving both, but the copy-editing has been the best fun so far.  I’m currently editing two stories, and one of them is in my favourite (though somewhat scary) stage, working with the writer.  I won’t say any more, other than you will love these stories when they come out!

RPG Writing:  Oddly, while this is the one I was most excited to get to work on, it is the one that has stalled the most for me.  I’m still working out for myself why that might be, though I know the fault lies with me and not any outside source.  But in the meantime I have worked up the second draft of a Pathfinder Society scenario submission, started the second draft of an article to be submitted to Wayfinder Magazine (a fan published/created magazine on Pathfinder), and am picking out three article proposals to send in to Kobold Quarterly.  I did complete a paid assignment for a game product coming out soonish, but I don’t know how much I can talk about it prior to it being announced.  So let us say I am cautiously optimistic about my future as an RPG writer, and leave it there for now.

The Blog: Well, you’re here, so I don’t really need to explain what this is.  I’ve wanted to focus on writing for a while, and the blog is a big part of that.  Not only does it give me a chance to sound-off about the geeky things I love so much, it has also helped me form relationships with other bloggers/writers.  And as part of my daily writing process, it does two things. First, I can use it to clear out the cobwebs at the start of the day, by banging out a blog entry, freeform (which I later edit and re-write; don’t worry, only the best for you guys!)  Second, if I’m stuck on something else I’m writing I just pull up the blog and work on that.  At some point that unsticks me, and I can go back to what I was working on.  So whatever else happens, the blog is too important for me to give up.

The Sorta Secret Project: Used to be Super Secret, but I couldn’t contain my excitement and told a few people.  I’m not going to give away too much…oh, all right.  Here are three clues: I’ll still be talking about geeky stuff; I’ll be working with a fellow geek I’m rather fond of; and it will start (as far as you are concerned) in February.  Beyond that, my lips are sealed GABBO!

And that is what fills the days and sometimes nights of the Renaissance Dork, padded out with role-playing games, television and the occasional movie.  I hope you enjoyed this glimpse into my life, and hey, tell all your friends about the white collar mercenary thing, eh?

Comments, in perpetuity, below.