My First Session of Heart: The City Beneath Is In The Can

After so many months of preparation, it finally happened. I ran my first session of Heart: The City Beneath. As far as first sessions go, it was a bit rough at times, but considering this is the first time any of us played the game and was the first time our group was roleplaying together (since we never played our icebreaker game), I think it went pretty well. We may not have made it through the entire mission I sent them on in order to give them something to do as we all settled in to the game, but we made it through most of it. They killed a nasty beast, made it through their first delve, and started to repair a bit of magic integral to the Haven they were going to be passing through. We also learned about fallout, about stress rolls, about using the character sheet for Heart in Roll20, and about risky and dangerous actions. I’m hoping sessions will move a bit more quickly in the future, so I can attempt to stick to my goal of getting all five of my players through at least one beat per session (or one beat equivalent of progress since Major and Zenith beats take a bit more setup and work to be met than a Minor beat would). I know they’re all on track to get at least one met by the time the “session” has ended when they return from their mission, get paid, and rest up a bit, but I think it’s possible that my players might not bite at the opportunity for some of the less mechanically-oriented beats and I might need to help cajole them into it.

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Misdirection At The Table

I use a lot of misdirection in my storytelling as a Game Master and as a player in tabletop roleplaying games. It is incredibly fun to put a bunch of information out there, hiding the important pieces behind less important information by taking advantage of knowing that you can only really tell what information is important in retrospect. I usually try to avoid burying what I’m trying to hide in bullshit, since that tends to indicate there’s something I’m trying to hide and I do my best to avoid outright lying about it because it’s not really fair if I’m just going to deliberately steer people in the wrong direction. It is only good, useful foreshadowing and storytelling if people are given the tools and information they need to start figuring things out on their own. Anyone can lie. It takes real skill to tell nothing but the truth in a way that draws attention away from the things you’d prefer people to ignore.

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GMing Withdrawal and Melancholic Musings

I haven’t run a tabletop roleplaing game of any kind in a month and a half. As of just this past weekend, I’ve gone from having three regular-ish groups (weekly or at least twice a month on average) and one occasional group (with no pattern to our sessions) to having a weekly-intential group that hasn’t successfully met and might never since we’re now down to three players and me. As far as my tabletop gaming ecosystem goes, I’ve removed one player for picking the dumb wizard game over doing the right thing (along with assigning me blame for making him feel bad about it, amongst many other issues), lost two players to family difficulties that will keep them away for an unknown number of months or years, and two entire groups have dwindled to nonexistence thanks to scheduling difficulties and general burnout. I do not know when my next TTRPG session will be and I do not know what it will look like since my groups have all shrunk or haven’t scheduled a session in two months.

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Disinterest and Burnout: The Slow Death of a D&D Campaign

It turns out that not every single one of my tabletop groups is excited about the idea of playing something new. One group, now that Wizards of the Coast has walked back some of their fuckery, is not very interested in playing other games. At least one person in the group found a reason to be disinterested in everything I suggested and while they said they’re willing to consider some stuff if I give them a bunch of information and some time to think about it, I’m not exactly expecting them to embrace anything new at this point. I’ve been running a game for this group for a few years now and I’ve known them for even longer, so I feel pretty confident when I say that they’re not exactly the most flexible group. Historically, they’re one of my most draining groups to run for. Which isn’t to say I don’t enjoy our time, just that I feel like I have to do a lot of work to keep the game going.

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Looking Toward Future TTRPGs With My Friends

At this point, I’ve talked to almost all of my Dungeons and Dragons groups about the on-going issues with Wizards of the Coast and we’ve determined that we’re collectively moving on to new games. It was nice to hear that the pretty much universal response to the conversation was “I don’t care what we play, I just want to keep playing with this group” since that makes me feel good about the groups I’ve put together over the years. We’ve got a ton of games to play; most people had ideas, suggestions, or an active interest in a game I suggested during my monologue; and I’ve turned two D&D groups into a single Tabletop Roleplaying Game group that I might try expanding to accomodate people who aren’t up for weekly games. I might even do a long day (for me) of TTRPGs by runing two groups in separate parties through the same campaign as allies, rivals, or something else! The sky is the limit!

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The Ground Itself Is My Favorite Worldbuilding Game

I’ve been playing Everest Pipkin’s The Ground Itself with one of my D&D groups lately, as we work on building out the world I created while writing about worldbuilding for Tabletop Roleplaying Games. It has been a lot of fun to create this location with my friends, all of us co-authoring the world’s elements as we build off each other’s ideas, take ideas in directions the others wouldn’t have considered, and generally have a more fun time than we expected we would. The open-ended prompts based on the deck, the somewhat chaotic nature of drawing things from a deck (our first time period burned through half the deck before we got to jump in time), and the always energizing exchange as we flowed between casual, light roleplaying in a handful of scenes to discussing what one of us meant when someone established symbotic relationships with plant creatures. All of this has been a delight to share with my friends as we work on fleshing out a world to experience with characters we already care so much about.

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New Games, New Gaming Group, and All Kinds of Fun.

I recently started a new Dungeons and Dragons campaign. We had our session 0 three weeks ago, session 1 a single week again, and unfortunately had to skip the session 2 we’d planned for just a couple days ago. This is my current Sunday group, which consists of three regular players, one occasional (perhaps only Honey Heist) player, and one enigma who may never show up or may begin attending regularly. Whatever their heart demands, I guess. Still, it’s a solid group of players and they all made really fun characters for our 2-4 session introductory D&D campaign. The idea is that we’ll do this short campaign as a way to do a bit of world development (I get to have their characters as NPCs once we’re done) and to get everyone a bit more comfortable with each other. After this is done, we’ll be moving on to testing out Blades in the Dark for a similar amount of time, and then move from there to other games (the specific order is TBD). Once we’ve given most of them a try, we’ll wrap back around and decide what we want to play longer-term.

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Incorporating New Characters In On-Going Campaigns

I don’t have a Infrared Isolation chapter for today. It turns out that the chapter I’ve been working on is long enough to maybe become two chapters and I haven’t had the time or energy to work on it much due to some chaos at work (which will be an instrumental part of next week’s posts), my overall exhaustion, and my worsening burnout from all of this and more. I did finish the chapter, including an editing pass and some notes for my alpha reader about where and how I’d put in a chapter break, so it will be ready by next week if it not edited and set to post before this even goes live. Instead of trying to pressure myself and my alpha reader to get this all finished and turned around in forty-eight hours, I’ve opted to delay the post a week so it can mature properly (and so I’m not burning myself out even worse). Today, you get some thoughts about bringing new characters into established Dungeons and Dragons campaigns.

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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).

I Love Running Dungeons And Dragons Games

I ran the first session of a new Dungeons and Dragons campaign last week. This was the game I was building while I wrote last month’s posts about how to do interesting worldbuilding for your Tabletop Roleplaying Game, and that resulted in me spending more time than usual reflecting on the place that TTRPGs have in my life. It went well, thanks to the efforts of myself and my players working to get everything ready and the world built for an engaging first session. It was a lot of fun to run for such a roleplaying-centric group! It’s not that my other groups aren’t interested in roleplaying, it’s just that they aren’t always super invested in roleplaying at the same time. Which is fair, you know? Not everyone plays Dungeons and Dragons so they can do a bunch of roleplaying. Many people play because they want to enjoy the mechanics and mix in some roleplaying between chances to roll dice. Some people just want to roll dice and do math. All of these are valid and acceptable reasons to play TTRPGs.

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