The Unhinged Quartet and the Crystalline Honey Scepter

I ran a game of Honey Heist for the first time last weekend. It hadn’t even played it before but my players were demanding it (I mean, we were all excited by the idea of playing it, so it wasn’t some one-sided thing) and the two times I’d seen it played (once on Critical Role and once as a live-show by The Adventure Zone with special guest Eriak Ishii) gave me enough confidence in its simplicity that I decided to run it. Plus, this was going to be the first thing my new Sunday group played together and I wanted something with very little preamble so we’d all be awkwardly uncomfortable together. Since this was one of those games meant to be picked up and played in a single play session, the only prep work I did was buy the game, read through it once, and then come up with a pun for the heist.

As the players made their characters, I rolled on the various scenario tables provided in this excellent one-page RPG (techincally two if you count the GM tables which aren’t necessary for play) and spun up a scenario as I went. “Madame Beesaud’s Wax Museum” featuring the “Crystalline Honey Scepter” was eventually built up into an elaborate heist featuring security gaurds armed with tranquilizer guns, a complex CCTV system, live bears as part of the entertainment, honey-coated decor, and a figure I described as “Lady Gaga-esque but with honey.” Everything else beyond those data points I made up as I went along using my in-depth knowledge of the heist-movie genre, my player’s excellent character creation skills, and just enough prompts to get most of my players asking the right questions to flesh out this scene.

If you’d told me that was all I was going to need to create one of the most memorable hour and half tabletop gaming experiences of my life, I’d have probably nodded politely while cussing you out in my head considering I’d spent the entire day prior to the game fretting about how I was going to make it happen since there is aboslutely no structure provided for how a heist should play out. The game has a simple pass or fail mechanic, two stats that fluctuate based on passes or failures, and a system clearly designed to end every heist in a spectacular and hilarious disaster. And tons of costume and bear suggestions for creating your characters, of course. It is not a great system for someone who struggles to put something together without any amount of structure to build off. I have, for most of my life, been such a person. I’ve always struggled to improvise without leaning heavily on something I know well and the only reason I was able to do that for D&D over my years as a DM was by making sure I knew the game well enough to improvise within its realm.

Turns out I’ve grown. What a surprise. All of that listening to actual-play podcasts featuring improvisation and shared storytelling games over the last couple years has actually taught me something useful. Plus all of my own writing and movement away from the more stilted, pre-planned story beats of my old Dungeons and Dragons games towardzs a more “reflecting the players actions in real time” style of storytelling has given me plenty of practice. It also helped, once I settled in to run the game and stopped fretting, that my most memorable tabletop gaming experience prior to this game was the D&D game I’d run about forty-eight hours prior where I eventually entirely abandoned everything I’d prepared and the rules of D&D itself in order to respect the fiction as we’d established it during a dead-world moment with two of my players. Something else I’d entirely improvised in the moment when one of the players took an action I didn’t expect but that had interesting narrative implications given the way we’d talked about their character’s relationship with their powerful, partially sentient magic item.

Turns out, I am actually pretty good at this, thanks to all of that practice and the excellent examples I’ve had of how to ask the right questions. It also definitely helps that both groups are full of creative, expressive people who aren’t afraid to push the boundaries and try something new or daring. Sunday night’s game of Honey Heist went off in spectacular fashion, starting with the coincidence that all of the players rolled “unhinged” as the description of their bear, passing through a bear doing muscle-based seduction, reaching a high with the introduction of a rival team of thieving bears that I’d been hiding in plain sight the entire time, and then blowing past that high point with the introduction of a river following one of the players betraying the party right when doing so would result in the players failing the heist only for their bear to be tackled out a window into the newly introduce river by a polar bear which brough the game to a conclusion with a tumble over a waterfall and an ambiguous final shot showing an unknown bear grabbing the prize in a way that firmly established there would definitely be a sequel to this game.

Honestly, even that belabored, overly-detailed sentence doesn’t do it justify. I wish I’d recorded the entire game because, with the right editing, it would make for an amaing hour-long audio drama. What a great experience that was. My players were all clever and inventive, I got to pull of a twist by building off details they’d established, and we all laughed so much that the game took almost two hours instead of one. It was one of those moments that made me realize and appreciate the group I’d brought together. I’ve been confident that they’ll all get along, but I knew that they’d need some time to adjust to each other. With this single game of Honey Heist, I think they all see the strength and potential of this group in the same way I do. I can’t wait to keep playing games with these people!

Overwatch? More like Watch Over, AmIRight?

Recently, during the brief moments I’ve had time to spare, I’ve been hanging out in a new Discord server. By which I mean it’s an old Discord server that I’ve been a part of for several months, but it is new that I’m hanging out in it. The people there are pretty nice and they all think I’m cool (or at least they’re always happy to hear from me when I show up), but they’re all trying (gently, in a friendly and only mildly pressuring way) to get me to play Overwatch with them. They’ve been unsuccessful so far because they make just as many points about why I should stay away as they do about why I should redownload the game, but what managed to break the mighty temptation I felt watching them last night was the fact that Overwatch 2 requires you to add your phone number to your account if you want to play the game.

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Rewriting History Is More Difficult Than It Seems

One of the choatic elements to come out of a recent D&D session was one of the players gaining the ability to get the answer to a question his character focused on, along with the knowledge required to use it in a way to solve the problem the question related to (essentially knowledge and the wisdom to use it as intended) along with the ability to change one event from the past, specifically by causing that event to not happen. This power was earned fairly early in the evening’s chaos, so while everyone else was laughing and joking about powers gained and reacted to how many times we drew specific cards despite the unlikelyhood that they’d keep showing up after I reshuffled the deck, this player was busy thinking about how to use this specific combination of powers. As much fun as I was having with the chaos happening to the other players, I was more excited to see what this player would come up with since he’s usually the one to push the envelop and come up with things that surprise me.

For instance, the first thing he suggested as a potential use for his reality-altering power was to prevent the death of the god whose name had been granted to the world in honor of her sacrifice. This god, according to the history the players learned, chose to save the mortals around her form a raging elemental titan that would have otherwise destroyed them. The titan wound up destroying her in its rage, but her death spurred all the other gods to action, thereby starting the creation wars between the gods and the elemental titans, the results of which directly lead to the initation of the godswar an unknown (by them) time later, which resulted in much of the damage and scarring the world bears in the present day of the players’ characters. Not to mention, of course, that the elemental titans had been killed but also left in the world for reasons unknown, which was causing real problems for the people in the time of the players’ characters. Preventing the death of that one god could have changed everything!

Except, of course, that it really wouldn’t have. As my players and I discussed, prompted by that idea and a few other ideas floated by the other players in response to that one, wars typically happen as the culmination of many events. Systemic problems frequently can’t be solved by the alteration of a single event, even if you have been given the knowledge you need to understand what event needs to change to prevent the outcome you know. An abusive and dangerous empire isn’t made by a single event. You can’t dethrone a godking by making one of his supposed miracles fail. You can’t stop a war by preventing the death of the first victim in one specific moment. The empire might falter or lose a step, but it’s inertia will carry it to victory eventually and nothing short of another series of events with a similar amount of inertia will properly topple it. A godking with a failed miracle will merely find a scapegoat and then prove their power via a new miracle since anyone willing to believe in a godking will believe that a godking’s enemies were out to make them look foolish in that momemt. If someone chooses not to sacrifice themselves to save others, thereby sparking a war, on one specific day after a long series of watching people they care for be hurt, they’ll probably do it eventually and the only real change will be that more people were lost before the war began.

I tried to provide as many examples as I could of how our world’s history could change with one or two events being shifted. It can be difficult, though, because there’s no way of really knowing how things would play out with a minor tweak. People are fond of saying that Hitler getting into art school would have prevented the rise of nazism and the second world war, but I think it would have just looked different. I mean, the US is a pretty good example, what with Trump and US facism. All the elements were already there, the situation was right for the rise of authoritarianism and reactionary politics and the fascism that seems to always show up after those do. The orange menace just gave it a kickstart and launched it into the open. It might have taken more time to get where we are today without the travesty that was the 45th presidency, but we probably would have. The shithead turtle leading the conversatives in the senate was already using the playbook, so it was just a matter of time. The rise and fall of movements, power, and societies aren’t quick or easy things, nor do they reduce down to single tipping points as often as we’d like them to, so changing one single event in a massive chain like that wouldn’t have a huge, drastic effect on the world.

What the player wound up doing was changing events so that his character was in a position to start a chain of events that would change the world. In ways that are both significant and that, from the perspective of the other players, won’t have any visible change until they start digging into things. It is entirely posssible, given what the player and I have discussed, that I’ll be able to pull a “the world was always this way.” I think I can even incorporate it into the side-campaign that gave the player the knowledge necessary to attempt something like this, though even that might have been a retroactive thing he only realized once he’d used his single answer to gain a bunch of information that wound up being connected.

It’s a little difficult to parse from where I am, if I’m being honest, since it has been so many years since I made this world and started the first campaign in it. I’m not sure I’ve kept all of the details separate, but I’m sure I’ll figure that out as I go along. After all, no one but the player and I know what his character did. No one but I knows what the future originally held that will now no longer come to pass. The campaign might be radically different, and the future might change again because of what the player might still do, but I’ll figure all that out as we get to it. That’s most of the fun, anyway, having to scramble to make everything fit as my friends and I roll dice while joking about how everyone got a card from the Deck of Many Things that granted them one or more levels except one player who drew a card that gave him a servant who was given card draws that then put him at a higher power level than the player character he was supposed to be serving. Good times.

The Dice Gods Are More Real Than Probability Seems To Be

Probability is a bunch of bullshit. I’m sure that, in the broad pools of data and the sort of large swath approach of the various social sciences and anything that else that makes use of statistical analysis, probability is a much more reliable reference for how things will play out most of the time. When it comes to dice rolling and the sorts of things that happen as a result of dice rolling, it really does seem like the dice are trying to tell a story or that the incredibly unlikely thing happens way more often than not. I couldn’t tell you how many times I’ve created various tables for random outcomes, done my prep work on the ones that are statistically most-likely, and then told myself that the Infinitesimal option I added for what amounts to shits and giggles is not something I need to prepare for, only for my players to immediately roll that exact one thing during our next session.

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Learning From Experience At The Table

My weekly Sunday Dungeons and Dragons campaign is no longer weekly, nor is it necessarily happening on Sunday. After over a year of slowly decreasing session regularity, we’ve decided to swap from an expected-weekly game to one that is scheduled based on availability at the end of the latest session. Because of various scheduling conflicts and time constraints, we’re pretty much looking at only Saturdays, Sundays, and possible holidays. I work into the evening most days and some of my players are in different time zones, so our weeknight window is incredibly small, meaning we’d have to do two hour sessions and those really aren’t a satisfying way to play a game like D&D when you’re used to playing in four hour chunks (and can’t even trade your less frequent but longer session in for more frequent but shorter sessions since the frequency won’t change no matter what you do). Which is why we’re focusing on weekends and pushing out as far as needed to get the session schedule on a Saturday or Sunday.

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On Break From Cult of the Lamb

So, I spent a lot of time playing Cult of the Lamb. I even wrote about it last week. Unforuntaely, I got about halfway through the game (by my estimation, anyway. It might be longer than I think it is or shorter than I hope it to be) and a series of bugs rendered my save file almost unusable. Tack on constant performance issues, rituals failing to execute after selecting them, stuff disappearing from the game when I save and reload or between game launches, and various combat-related bugs that are responsible for all but one of my deaths, and it becomes clear that this was ready for cross-platform release. Also making it super clear is that many of these problems still exist on the PC version of the game, but with nowhere near the level of severity or consistency. I don’t know if I’ve ever played a game that felt as low-priority when it comes to console adaptions.

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Picking Through Spelljammer Like A Content Vulture

Just as I was getting to the point in my Science-Fantasy D&D campaign that might include fantasy-flavored space stuff, the long-awaited Spelljammer expansion to Dungeons and Dragons Fifth Edition came out. For the entire time I’ve been playing fifth edition, I’ve seen people posting comments on every Wizards of the Coast announcement that amount to “Spelljammer when?” and, frankly, I’m pretty happy for that to finally be done. I bet it’ll continue in some capacity, of course, because that’s how people are, but I’m glad to finally have this out so I can inject some fun space-themed fantasy bullshit into my science-fantasy game and so people will finally shut up about it. I am a complex, multi-faceted being and I can enjoy things for multiple reasons.

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Emotional Investment At The Table

During the many hours that I spend thinking about my various Tabletop Roleplaying Games (can’t just say “Dungeons and Dragons games” anymore, since I’m finally running and playing other games), one of the things I think about the most is my players’ emotional investment in our shared stories. I do my best to give them stories and non-player characters to care about, but I can’t exactly force it. They’re only going to care if they find something they feel is worth caring about and then make the effort to care. I tend to focus on the story elements, since I’d prefer that they care about the game as a whole rather than individual NPCs or one-time encounters, but it is usually a lot easier to make them care about an NPC than the game itself.

Most of the time, you can make an NPC sympathetic, interesting, and a little bit quirky without too much of an issue. It is a roll of the dice (pun absolutely intended) as to whether or not the players will care about any given NPC, but the nice thing is that you can always toss one aside if your players are not interested and make a new one. In any given TTRPG, you’re probably going to run through multiple NPCs in any given hour of the game, or session at the very least. NPCs fill the world and the players will wind up picking whichever ones interest them and you can just expand from there. For instance, I had an NPC rogue in one of my games that was around mostly to serve a narrative purpose in the first session, assist with some skill checks if the party chose to go somewhere they would need a trapfinder or the like, and provide a safety release valve in combat scenarios that involved the entire caravan the party was traveling with. Eventually, they also wound up providing a second voice for the caravan itself and a source of supposed romantic tension as one of the players jokingly shipped them with another player’s character.

Eventually, they died. It was a rough fight, also claiming the life of one of the player characters as well, and I thought that would be the end of it. I’d come up with some other stuff to give the character more depth, but I’m not precious with my NPCs. They’re there to serve a purpose and are easy ways for me to introduce threat without it feeling like I just hit one of the heroes with a bus. Instead of a hero, I hit the sidekick. The players eventually insisted on bringing the NPC back to life and, since they were willing to go through the rigmarole involved, I wasn’t going to stop them. Then the NPC died in the next major encounter after that and the party once again tried to bring them back. This time, the ritual failed and the party swore to bring them back, no matter what it took. Now they’re investigating how to bring someone back after a ritual fails and I’ve given them a nice little high-level quest for a massive diamond formed in the heart of a mountain. Good times.

I couldn’t have predicted they’d get this invested in the character. I thought they’d wind up more interested in the revenant they fished out of a river or the caravan leader, who was just some dude, who was entrusted with secret documents to take from one country’s leadership to another’s that were apparently so valuable that the caravan was attacked by assassins. None of which caught their interest for very long. They loved the Revenant for a while, but there was no talk of trying to bring him back, or finding out what happened to him after they learned he was the result of an experiment to see if a necromancer could artificially induce a revenant that would hunt a killer who had not actually killed him and he turned into dust when the necromancer concluded his experiment by slaying the person binding the revenant to unlife. They just moved on from the caravan leader, even though he was a family friend/relative to one of the player characters and clearly up to some shit. I certainly wouldn’t have planned it that way, but you make stuff, let your players pick what they like, and then do your best to run with it.

As far as the story goes, all I can really do is try to make cool stuff. I have no idea if they’re actually super invested in what might happen or just enjoying themselves on a per-session basis, and I’m honestly not sure it super matters right now. As long as we’re all having fun, I’m happy with whatever we’re doing. I’d love to be able to figure out what kind of stories they’re willing to emotionally invest in, since I’d love to overwhelm a player with emotion (not, like, in a mean way, just in a “dang, that’s some good storytelling” kind of way). I think that if I making sure I’m investing in their stories, building things out for them, and checking in with them regularly, I’ll probably get there eventually. None of my games are meeting weekly right now, at least not ones I’m running, so it’s difficult to tell if people are super invested because it’s difficult to retain details across multiple weeks without a session. Everyone asks questions like someone who wasn’t paying attention and that’s just because it’s been so long. Even the most meticulous of notes can only remind us of the details of what happened. They can’t make us feel that way again, nor can they entirely re-immerse us in a story that’s been set aside for multiple weeks.

Like I said, as long as my players are enjoying themselves, I’m happy. I’m going to keep doing what I can to get them emotionally invested because I think that’s a good focus for me to have as a storyteller (specifically to give them things they’re interested in investing in rather than manipulating them into investing), but I’m not going to be upset if it doesn’t happen on my time scale. These things take time and we’ve all got plenty of it (you know, probably).

Space Pictures and Tabletop Roleplaying Games

I love me some space clouds. Thanks to the advances of modern technology, a whole lot of science, and an even greater amount of international cooperation, we now have some pretty fucking cool pictures of space. I can only imagine that more and more pictures from NASA have come out since I wrote this and if I go online for anything over my vacation, it will have been to look at neat pictures of space clouds. I mean, just look at this thing! It’s so freaking fluffy! Which makes since, since it’s a loosely adhered cloud of space dust that is only visible because we’re so far away from it. Like the haze of humidity during a warm summer sunset, we can only perceive it because we’ve got light bouncing off every bit of it towards our eyes.

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The Devil Is In The Details (And The DM)

One of my favorite things to do as a Dungeon Master is to offer my players and their characters everything they want. Nothing like the temptation of having their goals handed to them for a price that’s probably too good to be true to really stir up some drama and inter-player discussion at that table. After all, everyone has different lines they’re willing to cross when it comes to what acheiving their goals is worth. Some characters are willing to sell their souls, some are willing to part with their life, some are only willing to part with things they have. Some are willing to sacrifice their health and comfort while others are only willing to sacrifice the health and comfort of others. And nothing ever makes that more clear than when you give one, and only one, character in the party a classic devil’s bargain for something that might impact the entire party.

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