Finding The Right Game To Run

I’ve been working on putting together a modern fantasy setting for a new game I’m going to start in a couple weeks. We’re planning to play Dungeons and Dragons fifth edition since I’ve already got a ton of books for that and I’ve yet to find another system that feels as comfortable and malleable as D&D 5e does (most other things I’ve looked at feel a little too rules-light for the game my players and I want to play). Sure, there’s a lot of other much more open games where the only limitation is your imagination, but I’ve learned from trying to get people to play those games that a lot of people will freeze up if they’re presented with tasks or choices that seem too open-ended. Not everyone has the improvisational experience required to enjoy those kinds of games and a lot of people just want to play a game they already know so they can relax and enjoy themselves. Plus, I kind of miss it. D&D 5e, I mean. I’m still not planning to give Wizards anymore money, though I’ll admit that I’m running into a few problems with having all of my digital access to the 5e books I bought prior to last year’s debacle locked into one website since, unless I pay them money every year, I can’t share that access with anyone else. If I’d bought PDFs instead of digital access, I’d be able to share those with my players easily, but I honestly never thought I’d end my subscription to DnDBeyond and yet, here I am, subscription-less and trying to figure out how to make sure all my players have access to the same information I do.

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Roleplaying Magic Item Effects In Dungeons and Dragons

Last night, during the “every so often on Thursday when enough people respond affirmatively” Dungeons and Dragons campaign I play in, one of the other players commented on how reckless I was playing my character. I was a bit surprised they’d said anything, since I’m playing the party’s tank, a Barbarian with a super high AC and Hit Points to spare, but I had slowly been escalating my character’s behavior over the last few sessions. I’d gone from looking out for my allies to jumping straight into danger and even trying to get eaten by creatures large enough to do so. I had a logical explanation for all of it, most of which centered on my character’s ability to remain at a single hit point instead of falling unconscious if I passed a fairly easy constitution saving throw that got a little bit more difficult each time I made it. Behind that, though, I actually had a different reason for behaving this way at all and I finally got to spill the beans when this player started commenting on the fact that my character was betting his soul that he’d be alive after the pit fiend that he was face-to-face with had “died.” The Pit fiend didn’t take the bet and I got to explain that I was doing all of this reckless, ill-advised stuff because my character (known to the party as Sir B. F., which only one of them knows stands for Sir Biscuit Fluffington since he’s a Wizard’s cat who was awoken to consciousness by ambient magical energy and transformed into a large, beefy Cat Man when he got transported to the world we’re in) had a magic item that made him immune to fear effects. He was literally incapable of being made afraid and I decided to take it a step further by making him incapable of feeling fear.

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Speaking Like A Villain With Nothing To Prove

Lately, as I’ve been playing various games, reading various stories, and watching various shows/movies, I’ve been thinking about the lines characters say right before starting a battle. Villains are notoriously fond of their dramatic one-liners, but they don’t have a monopoly on them. Heroes use them plenty as well, as do people engaged in more social-oriented encounters since, no matter who says it, a dramatic one-liner is supposed to represent a blow delivered. Sure, in physical combat scenario, that social blow doesn’t mean much in terms of damage dealt back and forth, but it represents a level of confidence and self-assuredness the speaker is displaying in order to either boost their own morale or to unnerve their foes. Mostly, though, these lines exist in stories for we readers/watchers/players, to tell us something about the encounter that’s either happening or about to happen and the people who are participating in it. After all, the famous “No, Mr. Bond, I expect you to die” line tells us tons about the person speaking it. Mostly, perhaps, in the context of the broader scene and as an accentuation on a character rather than a defining trait, but that line is the only thing I remember, since I’ve even forogtten the name of the villain who spoke it (I’ve also literally only seen part of that movie once, when I was far too young, when I came down from my bedroom to ask my parents something long after I was supposed to be asleep, so my memory being spotty is fairly reasonable in this case). I feel pretty comfortable saying that, regardless of their original context or what else might have been going on in the story, these kind of memorable one-liners eventually come to define our ideas of these characters more than anything else does.

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Burning It All Down In Heart: The City Beneath

As I’ve mentioned many times before, I absolutely love the beat system in Heart: The City Beneath. Being able to take the choices my players make about where they want their character to go next and spin them all up into a larger plot for us to run through over however many sessions it takes is truly a gift, especially when I’m playing with five other players who are more closely aligned than they realize. I try to avoid calling attention to the beats each of them are picking, since I know some of the players want to be able to surprise each other and I don’t want all of my players thinking about the best way to build up each other’s beats or whether or not something has come up is for them or for a different character. I have no problem talking them out, of course, since we’re playing a horror game and good communication is key, but I generally don’t prompt my players to do that. At the mid-point of our last session, though, as we came back from everyone’s mini-sessions and the party reunited after being separated for almost in-game two weeks, I had my players read out their beats because it turned out that not only had several picked the same beats as at least one other player (with one major exception, but his journey is very different from everyone else’s right now), but they all picked beats that complimented each other. As it turns out, everyone (even the player with unaligned beats) wants to burn down the city they’re in or otherwise destroy the massive corporation at the center of said city, and they’re all picked beats that aligned with that goal.

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Finally Dropping In To Dimension20 on Dropout TV

Over the last week, I finally cleared my podcast backlog and dove head-first into Dropout TV. I’ve seen tons of great clips, heard many great things, and wanted to get into the channel for a long time, but I’ve been in a position where I wasn’t really spending a lot of time watching things. I had a massive video game backlog, so most of my non-video game media consumption was listening to podcasts while driving, working out, doing chores/cooking, and playing video games. Something I could enjoy while my attention was moderately occupied elsewhere. Now that I have more attention to give and fewer video games to give my attention to, I loaded up my tablet, logged into the account I share with my sister, and started watching Dimension20 from the very beginning. Sure, I could have watching Fantasy High: Freshman Year for free on YouTube, but I figured I might as well use the account while I’ve got it. I’ll also admit that I dragged my heels on starting any new actual-play visual media because I got super burned out on Critical Role and have never really gotten hooked on any of the other video-centric actual play shows despite really wanting to. I was worried the same thing would happen here.

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Preparing To Dive Back Into Heart: The City Beneath

Just in time to prepare for our upcoming session, I’ve finished running all of the smaller one-on-one sessions for all of my players from my every-other-week game of Heart: The City Beneath. I feel like I’ve managed to at least partially maintain the game’s tension and even add to it a little bit by giving each character some focused attention (to move their personal plot forward) and by keeping up a steady (if small) stream of information in the Discord server I built for my this group. I still (as of writing this) have a lot to do to finish preparing for the session since I actually know what the group is going to do ahead of time for once, but it’s work I’m genuinely excited to do since I’ve figured out how to tie the stories of all my players together in this moment. Maybe not permanently (the improvisational nature of our game makes that impossible to claim with any confidence), but enough to give us a major inflection point in the overal game as we walk up to and past what might actually be the halfway point of this campaign.

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Celebrating The Holidays In Heart: The City Beneath

Well, there won’t be my usual “Descent Into The Rotting Heart” post this week. We didn’t play last weekend, so I have no new story of adventure, horror, and the prices of each to share. What I do have is some thoughts about my approach to creating a “holiday special” since our next session was going to be on Christmas Eve and our previous session was in the middle of Hanukkah, both of which are major winter holidays and very good reasons for my players to not attend a session of Heart: The City Beneath even if I don’t really celebrate either of those holidays myself. So, instead of starting the next leg of the game and having to stop it partway through a Session for at least twice as long as usual, I’ve decided to take advantage of the fact that the party has gotten split up to do a bunch of smaller one-off sessions with each player. It will also help me solidify the narrative since we’re now about twenty percent of the way through the first (and possibly only) arc and I need to start pulling some of the threads a bit more tightly than I have been up to now. I’ve got a pretty solid base for what I think is going to happen and I’ve sprinkled in enough stuff for each of the players that I THINK I know where they want to take their characters’ stories, but it never hurts to solidfy this stuff hand-in hand with my players [the time between writing and posting this has proven this instinct to be correct since one of my player’s goals for their characters are super different than what I expected].

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When It All Falls Out In Heart: The City Beneath

In my most recent session of Heart: The City Beneath with my every-other-Sunday group (our campaign is called Descent Into The Rotting Heart, which is what I’m gonna use to refer to this game from here on out), things finally came to a head and then blew up. A bit literally. Turns out the “message” one of the players was supposed to deliver was a bit of a weird cursed energy bomb meant to disrupt the efforts of a capitalist extraction machine masquerading as a public benefits science corporation. They, unfortunately, went to deliver the message first and then went looking for other stuff, so they got a bit caught up in the blast as it went off. They survived, thankfully, one of them without even getting hurt in any way (my players roll their own stress and the result the delivery peron rolled was equal to the amount of protection they had, so they took no stress) and the other was only hurt in a way that made a great plot hook. This was, if you remember my last post, the Office crew, who were down their most capably violent member because the player couldn’t make it to the session and he had a beat that was going to take him out of the action anyway, so they’d just come out of a situation that should have gone very poorly for them but didn’t go TOO poorly. One of them picked up a bunch of fallouts, but they were all fairly minor things that should be fixable. I will definitely need to make sure they get more loot, though, since they did a lot less body-looting than I expected them to do.

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Corporate Takeovers And Vibe Shifts In My Game Of Heart: The City Beneath

In the latest session of Heart: The City Beneath that I ran with my every-other-Sunday group, they completed their first full delve (well, technically second, but the first one had training wheels on it and was more of a “learn to use the system” tutorial than a proper delve). Since they’d figured out the final puzzle at the end of the last session, they were able to do just a couple quick rolls to wrap it up. One of the players had a beat that required gathering resources in such a way that set the delve back and managed to roll the same number for both the stress they inflicted on the delve and the stress they added to the delve, which was hilarious to see. That note was immediately followed by a sour one (for the players) who emerged from their first delve to find out that the mysterious fallout one of the players had acquired in a previous session had caused the landmark they were heading towards to be transformed from what they were expecting into something they weren’t. Which, in our game, meant that they found an entire base of corporate goons where they were expecting only a handful hanging around the periphery of a thriving community of other delvers. This was fitting since the person who most wanted to avoid the employees of this corporation (called 3Q) was the one who got the landmark-transforming fallout, so it was a punishment for them specifically, but I managed to slip in a few things for my other players. All-in-all, it was a great moment to mark the start of the session.

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The First Descent Into The Rotting Heart

One of the things that got me through this past week of exhaustingly busy days at work was thinking about my game of Heart: The City Beneath. I admittedly did not have much time to let my mind sit idle or even concern itself with anything other than the project I’ve spent thirty-six of the last sixty hours working on, but what time I did have that included free conscious thought was directed toward that game and the fun place we left it after our last session. True to form, we spent a lot of time roleplaying and only a little time on an adventure. We did get some major fallout, though, since the one player who’d managed to avoid any kind of fallout the first time around wound up getting a wee bit stressed the instant the party started their adventure. It worked out pretty well, though, because I got to do something super fun for me AND the character who got the major fallout had an ability that allowed them to make progress in their delve despite the horrible failure that resulted in said fallout. Everybody won!

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