- Planning:
- Normally, I shoot from the hip. This works impeccably well with NPC interactions, events, reactions of the world, etc. Shooting from the hip works best, though, within pre-established geographical and architectural locations. By this I mean that I need the city, buildings, caves, underground cities, etc all laid out and stocked. The NPCs should have one-liner personality, motive, and objective descriptions. This will make shooting from the hip more effective and allow me the comfort of knowing what's in the sandbox before the PCs get there.
- Turning it up to 11:
- Houses of Stone, as it existed for five game sessions, was barely a level 1 world, in terms of challenge and lethality. Being more proactive in planning and design will allow me to add to the challenge, difficulty, and potential lethality that players will see as they play. This will also help me establish baselines for what PC capabilities players will be disallowed, allowed, etc.
- Puzzling:
- The unanimous response I got in every bit of feedback about the game was that people loved the puzzles, the questions, the mysteries. A lot of these were off the cuff ideas I had or moments where I said to myself "I know there should be a trap, puzzle, or mystery here but I didn't plan it out... let's see what the PCs try and assign odds to how likely each solution is." I call this "quantum mechanics of DMing" or as one player put it "Schrodinger's puzzle."
- I don't want to remove this method of DMing and design. It works very well and is a lot of fun. However, I do want to temper it with real design. If the sandbox contains all sorts of things for players to discover, it needs to have some things that will confound them, as well as things that adapt to their attempts.
Showing posts with label houses of stone. Show all posts
Showing posts with label houses of stone. Show all posts
Friday, March 23, 2012
HoS: What Needs to Improve
Yesterday I outlined a couple of elements of Houses of Stone which, I think, made it particularly enjoyable. Today, I want to talk about a few things I need to do better when the game launches again in a few weeks...
Thursday, March 22, 2012
HoS: What Made it Fun?
Let's talk about what has gone really well in my five-session Houses of Stone game.
Quick recap of essential info if you didn't play:
- Swords & Wizardry Core rules (mostly)
- Sub-Saharan Africa in an alternate timeline
- History coming out the ears of every NPC, location, and item
I have run five sessions of this game so far, and enjoyed every one, and I believe the players did, as well. The first and foremost thing I think we all enjoyed was history.
The history in this world--the things the PCs had no knowledge of but uncovered by role-playing interactions with NPCs, by exploring locations, by investigating events, by inquiring about items and events--was pretty well laid out, if I do say so myself.
We only really "delved" into dungeons/caves in two of the sessions. Even then, though, only one was a real delve, where the PCs spent almost the entire session exploring the turns and twists of the underground complex. The very first session had about 45% of the time spent in the dungeon, but with a considerable amount of investigation and interaction happening before and after, arguably being the more enjoyable part of the game.
So, my point is, I think the players enjoyed learning by exploring, inquiring, and investigating what the history of the world was.
Second, I think everyone enjoyed puzzling items and contraptions. The simplest things, like a panel of buttons on a purely granite wall in an iron age world, activated by the Fibonacci sequence, was incredibly fun to see players work through.
The puzzles and contraptions, too, contribute to the history-delving of the world. Even though these are classic dungeon puzzles/traps/contraptions/conventions, they played right into the mystery of the ancient race who built the city.
Quick recap of essential info if you didn't play:
- Swords & Wizardry Core rules (mostly)
- Sub-Saharan Africa in an alternate timeline
- History coming out the ears of every NPC, location, and item
I have run five sessions of this game so far, and enjoyed every one, and I believe the players did, as well. The first and foremost thing I think we all enjoyed was history.
The history in this world--the things the PCs had no knowledge of but uncovered by role-playing interactions with NPCs, by exploring locations, by investigating events, by inquiring about items and events--was pretty well laid out, if I do say so myself.
We only really "delved" into dungeons/caves in two of the sessions. Even then, though, only one was a real delve, where the PCs spent almost the entire session exploring the turns and twists of the underground complex. The very first session had about 45% of the time spent in the dungeon, but with a considerable amount of investigation and interaction happening before and after, arguably being the more enjoyable part of the game.
So, my point is, I think the players enjoyed learning by exploring, inquiring, and investigating what the history of the world was.
Second, I think everyone enjoyed puzzling items and contraptions. The simplest things, like a panel of buttons on a purely granite wall in an iron age world, activated by the Fibonacci sequence, was incredibly fun to see players work through.
The puzzles and contraptions, too, contribute to the history-delving of the world. Even though these are classic dungeon puzzles/traps/contraptions/conventions, they played right into the mystery of the ancient race who built the city.
Wednesday, March 21, 2012
HoS: Hiatus / Reorganisation
I have now run a total of five sessions of the Houses of Stone game on Google+ Hangouts.
It has been a blast. Every session has been a ton of fun and has revealed a lot to me about how to make the HoS world better.
However...
I need a little break from running the Houses of Stone game.
I still love the ConstantCon and FLAILSNAILS concepts and community. I'm not going to stop DMing forever. I'm not going to stop playing on G+.
tl;dr version: I'm taking a break for a couple of weeks so I can reorganise Houses of Stone as a more traditional campaign. I want one, possibly two, discreet groups of PCs playing on a regular basis, with characters that belong in the world.
Why are you pulling HoS from the FLAILSNAILS multiverse?
Because it's a world that doesn't belong in the mix of dimension-hopping. HoS is a standalone world, even though I intended to create it as a FLAILSNAILS compatible one, and the way I want to run it involves continuity of PCs, events, etc. The big selling point has been that every delve and adventure reveals the history of the world, but if each week I have characters who have never been there before, how do I maintain that?
(Yes, there are easy hand-wave ways around that. I have just decided that I would prefer to not use them for this game.)
I love FLAILSNAILS and may continue to run some pickup games here and there for FPCs... they just won't happen in the HoS world.
How long will the break be?
At least a week but I can't really say for sure. I need to rewrite the house rules doc, as the last 5 sessions have revealed a lot to me about how I want to DM the game, and I need to continue designing content, as a regularly playing group will cover territory more quickly.
What resources will new players have to get acclimated?
I will be writing a much more extensive document to introduce players to the game world. However, I will still rely heavily on players' abilities to draw on real history. After all, this is a historical fantasy / alternate timeline world.
Do I have to roll a brand new character?
Probably. FPCs that have spent a lot of time in HoS already might be cloned at level 1 or re-created with new stats but the same history/background. If you are picked to play and want to make a new character, go for it. If you are picked to play and want to do something other than a brand new character, we'll handle it on a case by case basis, at my discretion.
Who will play?
Not sure yet. Many have expressed great interest in continuing to play in HoS and I've even had some tell me that they'd love to play but are looking for a more traditional campaign. I will have to spend some time considering how to pick players, and hope I don't offend anyone by not inviting them.
When will it be played?
Probably still on Mondays at 20:30 CDT and possibly Tuesdays at the same time. If I have two groups, each one will get one night.
It has been a blast. Every session has been a ton of fun and has revealed a lot to me about how to make the HoS world better.
However...
I need a little break from running the Houses of Stone game.
I still love the ConstantCon and FLAILSNAILS concepts and community. I'm not going to stop DMing forever. I'm not going to stop playing on G+.
tl;dr version: I'm taking a break for a couple of weeks so I can reorganise Houses of Stone as a more traditional campaign. I want one, possibly two, discreet groups of PCs playing on a regular basis, with characters that belong in the world.
Why are you pulling HoS from the FLAILSNAILS multiverse?
Because it's a world that doesn't belong in the mix of dimension-hopping. HoS is a standalone world, even though I intended to create it as a FLAILSNAILS compatible one, and the way I want to run it involves continuity of PCs, events, etc. The big selling point has been that every delve and adventure reveals the history of the world, but if each week I have characters who have never been there before, how do I maintain that?
(Yes, there are easy hand-wave ways around that. I have just decided that I would prefer to not use them for this game.)
I love FLAILSNAILS and may continue to run some pickup games here and there for FPCs... they just won't happen in the HoS world.
How long will the break be?
At least a week but I can't really say for sure. I need to rewrite the house rules doc, as the last 5 sessions have revealed a lot to me about how I want to DM the game, and I need to continue designing content, as a regularly playing group will cover territory more quickly.
What resources will new players have to get acclimated?
I will be writing a much more extensive document to introduce players to the game world. However, I will still rely heavily on players' abilities to draw on real history. After all, this is a historical fantasy / alternate timeline world.
Do I have to roll a brand new character?
Probably. FPCs that have spent a lot of time in HoS already might be cloned at level 1 or re-created with new stats but the same history/background. If you are picked to play and want to make a new character, go for it. If you are picked to play and want to do something other than a brand new character, we'll handle it on a case by case basis, at my discretion.
Who will play?
Not sure yet. Many have expressed great interest in continuing to play in HoS and I've even had some tell me that they'd love to play but are looking for a more traditional campaign. I will have to spend some time considering how to pick players, and hope I don't offend anyone by not inviting them.
When will it be played?
Probably still on Mondays at 20:30 CDT and possibly Tuesdays at the same time. If I have two groups, each one will get one night.
Wednesday, March 7, 2012
Houses of Stone: Player Reports (Session II)
Below are two player reports on the pickup game last night. We had 5 players--a Finn, two Canadians, an Aussie, an American, and me, the DM from Africa living in the US. Quite the international group, no?
Adventure and chicanery included testing random spells for a witch doctor, slaying giant millipede fiends (aka "millifiends,") receiving rewards of wife and crazy psychic stones.
Reports after the jump...
Adventure and chicanery included testing random spells for a witch doctor, slaying giant millipede fiends (aka "millifiends,") receiving rewards of wife and crazy psychic stones.
Reports after the jump...
Tuesday, March 6, 2012
Houses of Stone: Player Report (Session I)
Thanks to Christian Akacro for writing this report. Yes, he got a bonus of 100xp for this.
Houses of Stone ~ The Puzzle, the Vermin, and the Spectre
Dramatis Personae
Farley ~ Dwarf
Tobias ~ Shaman (Wizard)
The Slip ~ Thief
Rubro ~ Monk
Madyn ~ Cleric
Donnatalus ~ Fighter
Our intrepid heroes, having trekked in the jungles of the Dark Continent in search of rumoured ruins untouched by sword or spell for generations, began their quest in a small unnamed village. Speaking first with the headman they learned that the Spirit of his great great grandfather had been haunting the village after dark every fortnight. It was seen wandering aimlessly within the village for a short time before setting down near the headman's hut to reflect upon its ruminations. Finally at dawn it could be seen wandering off in the direction of the old ruins. The headman told them their timing was fortuitous, if it holds true to form the spirit should make an appearance that night after dusk. According to the headman the ruins were discovered a couple generations ago. After an ill-fated quest by a group, whom never returned, no one dared go near the crumbling structures for fear of being lost forever.
[More after the jump]
Dramatis Personae
Farley ~ Dwarf
Tobias ~ Shaman (Wizard)
The Slip ~ Thief
Rubro ~ Monk
Madyn ~ Cleric
Donnatalus ~ Fighter
Our intrepid heroes, having trekked in the jungles of the Dark Continent in search of rumoured ruins untouched by sword or spell for generations, began their quest in a small unnamed village. Speaking first with the headman they learned that the Spirit of his great great grandfather had been haunting the village after dark every fortnight. It was seen wandering aimlessly within the village for a short time before setting down near the headman's hut to reflect upon its ruminations. Finally at dawn it could be seen wandering off in the direction of the old ruins. The headman told them their timing was fortuitous, if it holds true to form the spirit should make an appearance that night after dusk. According to the headman the ruins were discovered a couple generations ago. After an ill-fated quest by a group, whom never returned, no one dared go near the crumbling structures for fear of being lost forever.
[More after the jump]
Monday, March 5, 2012
Houses of Stone: News / Events / Rumours for 5 March
- The spirit of the headman's great-grandfather has been seen wandering the village every fortnight. Some say they see him walking toward the old stone city ruins after he leaves.
- People in the Mchlanga farm valley are disappearing. Reports of giant creatures carrying them off at dawn abound, but no one can substantiate these. (See below for an "approximation" of these creatures.)
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