As I’ve been working on recovering from all the stress of the past few months and trying to find ways to still make progress on my goals without worsening my current degree of burnout, I’ve realized that my most restful days of late are days that include a mixture of actual rest, enjoyable activities, and moderate productivity. While I’ve always known this to some degree or another, I’ve never been able to nail down a formula for it. Experimentation over the last few weeks though, has had startlingly positive results. If I have enough rest and relaxation intermingled with a moderately busy day of self-directed activity, it is usually a net-restful day for me, even if I’m cleaning my apartment and doing all my laundry. If I can be a little productive on a day set aside to not need productivity while also engaging in restful occupation, it is usually quite restful.
Continue readingAuthor: Chris
Walking Away From Pokémon Go
For the first time in what might actually be years, I logged into Pokémon Go. Once I updated the app, remembered my password, and waited several minutes for it finish loading up on a phone that wasn’t new four years ago when I got it to play Pokémon Go (my previous phone overheated and died within an hour of starting the app which made it intolerable for the special events), I was in. Before I could do more than register that the app had forgotten my preferences for zero volume and no vibration, I was inundated in notifications, pop-ups, and notifications that there were activities to explore that didn’t exist the last time I opened the app. It was a truly harrowing five minutes as I felt like my phone was going to melt through its case because the game was demanding so much from my poor “old” phone, but eventually I cleared everything and the app settled down enough for me to look through the many Pokémon I had collected in a surprisingly bittersweet stroll down memory lane.
Continue readingThe Secret To My Success As A Game Master
In one of my Dungeons and Dragons campaigns, I recently leveled up my players and gave them access to some a few magic items each since the next adventure hook they chose was to explore an incredibly dangerous area that can cause magic to go haywire. In the time since that session, I’ve been working with some of them to select the items they want and ensure that they understand their new abilities or powers. It is fairly typical for this group, but it’s something I provide to any player who needs it because I have a fairly broad knowledge of the content and I know enough to find anything if I can’t remember it. It’s a useful skill to have as both a DM and player, and I feel like I’ve managed to present myself as a resource to other players and DMs alike without being overbearing.
Continue readingBank The Coals For Tomorrow’s Efforts
Sometimes, on a day that is busy beyond measure, I find myself settling down at my computer to write a blog post with the thought tumbling through my head that, maybe, this would be a good day to skip this exercise. I am frequently full of eloquent and entirely reasonable justifications for why it would best for my mental health and physical well-being to skip a day. I constantly remind myself that I can always make up for lost time by writing an additional post some day in the future, when I have the energy to spare, or that I could simply allow myself to skip a day since there is no reason not to take days of rest when I feel the need. “Rest,” I tell myself, “and you will be better prepared for whatever comes your way tomorrow.”
Continue readingThe Fuel To Your Fire
Spite can be a powerful motivator. I can think of a huge number of things I’ve done just to prove people wrong, and I can think of times spread across my entire life that it has motivated me to act when I otherwise might not have. It is growing less and less frequent, though, as time passes. Spite burns brightly, but it burns quickly as well. Spite can be used to alleviate exhaustion from burnout, but it generally leaves me feeling worse once I’ve burned through it. These days, I’m pretty much out of everything I used to burn as the fuel that drove my work. I get by on discipline and inertia, but nothing has really stepped up to take the place of the hope I once felt.
Continue readingRecorded and Reposted: Tending A Garden
I have planted countless thoughts in my garden.
Though many took root on their own,
Unminded and without attention,
More still are those I set in place
With all the tenderness of a parent
Caring for their first-born child.
Making Interesting Characters for Tabletop Games
In the final entry of this week’s “Making Interesting Stuff for Tabletop Games” series, we’re going to talk through the process of what makes a character interesting. I’m going to continue to reference stuff from the past few posts, so read up about Interesting Worlds, Interesting Events, and What Makes Stuff Interesting if any part of today’s post is confusing (or, you know, if you’re interested in that stuff). If that’s too much for you to read, the main thing I’ll be referencing are the difference betweening knowing (being able to recite facts you have established) and understanding (being able to make decisions and answer questions for things you never anticipated). There’s a bunch of world building that I reference throughout the series, building further as I go through the posts, but most of it is fairly basic and shouldn’t be difficult to run with.
Continue readingMaking Things Interesting for Tabletop Games
Today’s post is a bit more difficult. I know it might sound strange, given the general assertions of the last two posts, about creating interesting worlds and filling those worlds with interesting events (both of which are suggested reading for today’s post since I am using the same examples and techniques across all of them), but I can’t give you a sure-fire method of making something interesting. I do my best to make things interesting for my tabletop games, but I still fail with a frustrating degree of frequency. I’m good at pretending otherwise because I’m quick enough to cover for it by pivoting to what my players are indicating they’re actually interested in. There’s no real way to teach the ability to pivot on-the-fly other than experience and getting to know your audience, so all I can do is hope that the general rules and guiding principles I use for determining what is “interesting” will be enough to help you get started. Like most of the worldbuilding and GM prep I’ve talked about recently, if you keep your preparation focused on understanding things rather than knowing things, you can almost always find a place to recycle them if your original use doesn’t pan out.
Continue readingFilling Worlds With Interesting Events For Tabletop Games
Once you’ve created an interesting world for you tabletop game, the next step is to fill it with stuff that is either currently happening, about to happen, or has happened. You really only need one to have one built out, since the others tend to grow out of exploring one, but it doesn’t hurt to have a few different options of each kind so you can run the game your players are interested in playing. You could try to predict that ahead of time and build the precise number of interesting things you need in that direction to make the world feel lived-in, but it’s usually more fun if you have a bit of each. In my experience, it always feels rewarding when the players find ties to past events that get them excited to learn more about whatever situation they’re in, when players can tie current events to past events when they initially seemed unrelated, and everyone loves a bit of foreshadowing that pays out.
Continue readingCreating Interesting Worlds For Tabletop Games
Creating a setting for a tabletop roleplaying game is a lot of work. Regardless of whether it is supposed to be the backdrop for an entire campaign or a temporary location your players find themselves, it takes a lot of work to get it ready. I have had a lot of experience creating worlds, given that it was always my favorite part of writing stories and running D&D games, and I’ve learned a lot of lessons about how to do it effectively and quickly. Not every setting can be created quickly, of course, some things just take time to work out, but I have a few tips and principles I stick to that help me create something I can use without making it so rigid that there’s no room to improvise and adapt as your players (or characters, for written stories) explore.
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