A Situation So Bad It’s Good In The Leeching Wastes

My now-Wednesday group, currently playing The Leeching Wastes, has now met four times in a row! What a record! This time, what was supposed to be a short ritual turned into a whole-session activity that was incredibly emotionally fraught. The cliff-hanger from last time, an abysmal saving throw result, wound up snowballing first into a bit of confusion about the reason the party was there at all, grew further into a bit of inter-party misdirection, and then finally landed as a combat encounter that I didn’t expect to go as poorly as it did. I mean, I know I say this a lot, but I really don’t expect quite so many unlikely things to happen in the tabletop games I’m running despite apparently being a magnet for this kind of improbability. Nothing useful for winning the lottery or having a fortunate life. No. I just attract incredibly unlikely but still possible outcomes but only in tabletop games I’m running. I’m going to avoid speculating about how that’s reflected in my life (I already talk to my therapist about that more than enough), but it really was staggering how a part of the session I expected would take half an hour wound up taking the full hour and forty-five minutes we played (we got another later start since I was finishing up dinner and we were still chitchatting for the first half an hour). I was absolutely mechanically prepared for things to go horribly wrong since a game like this needs stakes for the victories to mean as much as they do, but I was not emotionally prepared. I was not mentally prepared. I had to pause quite a few times to figure out how to proceed or, at the very least, where to find my notes about how to proceed since we have once again taken something I expected to come up later and dropped it onto third level characters.

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Closing The Loop In My Dungeons And Dragons Campaign

Bumping our record to three out of three scheduled Dungeons & Dragons sessions for the first time in years, my group playing The Leeching Wastes met for our third session following the revival of the campaign. Last time, I revealed that their characters were caught in a time loop situation and that there was something going on with the moon thanks to a (relatively) young god performing her first miracle, finally living out my dream of bringing Majora’s Mask to my D&D table. This time, the party reviewed their plans, ran through a short scene that turned into a long scene (which is my favorite way that a short scene can go) between two characters, decided to wait until they could start fresh with a new loop, and one of them even turned into a weretiger. We also talked through the mechanics of the time loop and how they weren’t designed to be punishing since they’re only third level character, talked about how the checkpoints worked in case they needed to try again, and then they absolutely aced it on their first full attempt to get through, all without using the skills of the NPC I’d created to fill in some of the somewhat alarming gaps in the party’s abilities (suffice it to say that there are no terribly cerebral characters in the group). They just strolled right through it, arrived at the boss fight, and even learned a little bit about everyone’s favorite cute, little NPC that they were guiding to a central point in The Grove so she could perform a druidic ritual to help The Grove’s balance be restored. A good, fulfilling session where everyone got to have a good character moment or two, where everyone got to show off their stuff in combat, and where the paladin obliterated half of the two-monster boss fight in a single critical hit thanks to some hefty damage rolls and a damage type vulnerability. Good times, all around.

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Playing A Shipshape Support Character In A Birthday One-Shot

Last week, I had the privilege of joining my friends for a birthday one-shot Dungeons & Dragons game. Most of the players were my every-other-Wednesday group (who play The Leeching Wastes campaign I’m running), but this group was originally formed from the available players of a group I’ve never been a part of before. Now, I’ve run a D&D game for everyone in the one-shot’s group before, thanks to our trip to Spain in 2023 and our desire to run a D&D game in a castle while we were there, but this was my first time playing along side one of the players and my first time to play under this GM since early 2023. It was nice to be back at his table, to be able to play a silly, goofy character, and to enjoy some light-hearted fun. And then talk with one of the other players for an hour and a half after that, which included discussions of creating a book club for the two of us to use as motivation for getting through interesting-to-talk-about-but-difficult-to-read books like Frank Herbert’s Dune (which we’ve both bounced off before). But I digress. This post is about the one-shot, my fun little character, and how I incorporated both my desire to create an interesting thematic character while still making one that will be an effective part of the mechanical side of the game. They were built as a nod to the limitations of a one-shot and as a means of maintaining a high degree of effectiveness that would, if used well, make my allies look good instead of me.

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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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Pathfinder 2e Finally Clicked For Me, Thanks To A Friend’s Game

After many months of discussion via the comments on Facebook posts and, eventually, in Facebook chat itself, I got to play a game with the person who convinced me to give Pathfinder 2nd Edition a shot beyond the unfortunate group I’d begun playing it with. Which isn’t to minimize the work another friend did, but they just fell short of a fully compelling argument. The other friend, though, managed to convince me that I should keep trying by absolutely nailing why I was struggling to understand the game system without me even knowing that I was having one specific problem (well, one problem that functioned as the root of all my other problems). So, when she offered to run a game for me, to help show me why she loved Pathfinder 2e as much as she did, I made a promise to myself that I’d find a way to make the scheduling side of it work. Plus, I’d never gotten to play a game with her before this and tabletop games was most of what we talked about online. I wanted to meet some new people, play some new games, and try to expand my horizons a bit.

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Enhancing Your Games By Stealing Ideas From Other Game Systems

I was listening to some old Friends at the Table Patreon content (it is so much easier to access now that I’ve got an RSS feed to pull from and am using an actual podcast app to pull it instead of flipping through patreon posts like I just assumed I had to for every podcast I’ve supported prior to March of 2023) and I heard one of the players talk about some of the lessons he has learned over the years from his experience playing tabletop games and taking comedy classes. He said that some of the best advice he’s ever heard was that, after you spend a bunch of time mastering a creative skill, that you should go do anything else for a few months so you’ve got things to pull from when you return to the improvisational or creative skill you’ve learned. The broader context that this came up in was about preventing yourself from becoming too focused on one type of game or play experience. Play a lot of different things and then, when you return to the thing you want to spend a lot of time on, you will be better at it for having enriched yourself with other experiences. This is something I’ve always felt was true of pretty much every form of creative work. Spend some time honing your chosen craft and then spend time learning about a lot of other things so you have information to pull from when creating things. This is why I’ve spent so much time reading about various bits of history, different occupations, and generally learning about how the world works and why it works that way. Everything informs my writing, so the better I understand anything other than writing, the better my writing will get.

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