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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A Eulogy To Akira Toriyama: How The Dragon Ball Manga Changed My Life

Akira Toriyama, the creator of Dragon Ball and so much more, passed away this month. I learned about it last night (on the 7th of March, since I’m writing this on the 8th and you’re reading this on or after the 15th) and have spent the last day reflecting on the impact he had on my life. I don’t really talk about it a whole lot (because it was more than two decades ago and for other reasons that will become apparent soon), but I got into manga, comics, and graphic novels as a whole because of Dragon Ball. Before finding those bright red volumes on the “new” shelf at my local library one day when I’d ridden my bike there for some books to read, my entire conception of comics was confined to the syndicated comics that ran in newspapers, so much so that I didn’t call them comics. I called them “funnies” because they showed up in the “funny pages” of the newspaper. Sure, I’d read tons of picture books as a kid and a few things that rode a fine line between graphic novels and picture books, and sure, I knew what comic books were, but they’d never been a part of my life before I picked up one of the brightly colored books and was transported to a whole new world via a whole new type of story. That moment, that first borrowing of the first Dragon Ball book, was a major inflection point in my life to the degree that I can’t even imagine the person I’d be if I never picked it up. The change wasn’t drastic in the moment, but it laid the groundwork that I’ve built a huge portion of my life on since then.

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Finally Revealing Tabletop Secrets Two Years Later

It took a year and a quarter (from December of 2022 to March 2024), but I finally managed to run another session of a Dungeons and Dragons campaign I started back in 2022 to give my DM and friend a way to rest between running his own sessions without having as much downtime for our group. That wound up not working as well as I would have hoped since we only played this campaign six or seven times total, including a few sessions of playing The Ground Itself to build a new home area for our Player Characters, but now we’re back at it! At least once, anyway. We’ll see if we can keep up our “every other week” schedule. Which, you know, I get the appeal of that for a lot of people, given the general demands on everyone’s time nowadays, but I really miss my weekly games. I miss having that dependability and repetition. I miss knowing what I’m going to be doing every week. The consistency was nice, even when it was only ever me running weekly games (or, in more recent years, trying to run weekly games and ending up in the “monthly at best” zone), but every-other-week is way better than “not at all” and probably a lot easier for most people to consistently attend. Regardless, I’m glad to be back at this game I was super excited to be playing in 2022, that I wrote about multiple times (since all but the latest of my GM Suggestions posts were about creating this world and I posted the introductory short story I wrote for it), and that I had to set aside for a while. I wound up bringing back an altered form of it last year, for my Heart: The City Beneath game, but that version of the world changed pretty significantly to reflect the mechanics of Heart: The City Beneath and never quite felt the same as my first version of it did.

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Mood Music For Themes And Villains I Might Never Use

When I start building out a world for a tabletop game, if there’s a particular feeling that I’m trying to achieve as part of that build, I will usually create a playlist to help me zero in on it. I’ll do the same thing for villains, sometimes, though I tend to avoid it since I generally want my villains to be a framework with some goals and ideals that will be given greater detail and a final shape through their interactions with my player characters (however remote or limited those interactions are). I make playlists a lot more as a player, usually one for every major step along the path of my character’s journey that go from being vague ideas to solid, smaller playlists as I hit those major beats and see what shape they’ll take, but the practice that started as a player in a D&D game has grown far beyond that point. I’ve relied on it as a part of my worldbuilding and NPC development more heavily in recent years, as I’ve moved away from standard fantasy worlds and instead built worlds to reflect past failures (from when my weekly Sunday game had a Total Party Kill and we decided to start a new game in the distant future of the world they failed to save) or to reflect specific themes (like the one I built and adapted to first a Heroic Tragedy D&D campaign and then to a game of Heart: The City Beneath). For these more thematically focused worlds, the playlists have been super helpful in reminding me of the tone I’m supposed to be setting as I flesh out bits of the world my players are about to encounter or create things out of whole cloth on the spot as I run the sessions.

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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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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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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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Still Having A Wild Time In Wildermyth

After most of a year away from the game, I’ve returned to playing Wildermyth. My return from this extended absence was prompted by the group of people that I used to play Dungeons and Dragons with on Fridays suggesting we play Wildermyth as a fun activity we could all do together. We even had one pleasant but incredibly late session of it, though we’ve since struggled to get together to continue playing. I suspect this will be a bit easier than scheduling a D&D session, on account of it taking less time to play in general and Wildermyth’s ability to be easily shortened or stretched to fit into whatever time we’ve got. I don’t expect us to play it weekly, by any means, but hopefully we’ll be able to return to the game we started before a full month has passed. Also, while waiting, I can continue to play by myself. It’s tons of fun to play in multiplayer mode, but still almost as fun to play in single player mode, so I’m beginning to slip it into my regular gaming rotation again. I’m also, once again, discovering that it is incredibly addicting to play and that it is incredibly easy for me to lose track of time while I’m playing it. I’ve already had a couple nights where I stayed up way too dang late to play it and I’ve only been back to playing it for a week as of writing this post.

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The End Of National Novel Writing Month 2023

Well, National Novel Writing Month is basically over at this point. Sure, there’s still a bit over a day and a half left before it ends and I’m certain there are plenty of people working their butts off to wrap their goal up in whatever time they’ve got left (I used to be a regular member of this club), but I’m pretty much done. I’ve got all the time I need to finish and, depending on when you’re reading this, I might have already finished. I was just over three thousand words away from being doing when I started writing this blog post and that’s an achievable amount of writing for a day where I’ve suddenly got more time than I expected because, say, a Dungeons and Dragons game I was planning to play in got canceled just two hours before it was supposed to happen. So now I’ve got all kinds of time and while I might use some of it to run an errand, make myself a nice dinner, or finish a normal day’s writing early so I can enjoy some time to myself, I might also just push through the end of this month’s goal so I can stop writing it down as something to do on my to-do list.

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