Writing is a passion for me, but I share it with only a select few. I have written a novel based on a one-on-one campaign before, and found it enjoyable. Of course, it was only the two of us, so it was easy to collaborate on the details. Now the cat’s out of the bag, I’ll be working on a novel to capture The Gods’ Challenge.
I participate in a writing challenge every November, but it is not easy to write an entire book in a short amount of time. If you are excited to see this in a novel format, be patient as it will take me a couple of years at least. The next novel is generally easier than the last, but I am usually putting to words a story from my own imagination. The Gods’ Challenge would need to be a larger collaboration. The hardest part is getting the players’ characters just right. Like all players, they are not portrayed in the game exactly how the characters are seen in their imaginations. Sometimes the ideas, personalities, and flaws get lost in translation. This is why I would take the time to work with each player when writing about their character. After getting it all together, then we begin the editing process. This can take a year on its own. I imagine we will be long into the next campaign before any novel is completed and available in any way. For my fellow closet writers, you get this. For all others, I am asking you to have a lot of patience.
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I don’t know about you, but I run games for ROLE PLAY. “The rules say…” is not a hill to die on. A GM can easily come back and say, “The rules also say…” and it becomes a spitting contest. If we play 100% based on the rules, we may as well be playing a board game. I like board games with more…board. This is a pencil/paper imaginative game.
Let me start by addressing the GMs here. Yeah, you! If it sounds cool, let your players do it. It really is that simple. Sure, there are a few things that are game breaking (don’t let them just jump to the moon), but for the most part, they just want to do something cool or make it at least look cool. Your players thrive on creativity and the more you allow that space, the more they will open up to it. Once your players feel safe exploring their ideas, the story just flows, and the others will join in quickly with their own ideas. Now…the players. You just read that I encourage GMs to let you do things. Play into your character’s strengths and weaknesses, and feel comfortable with the possibility of getting it “wrong.” Remember, the GM is not out to get you, they are only controlling the reactions of NPCs and effects of the world because of your actions. Allow them to make the decisions of how best to handle what it is you would like to do. They are pulling from all sorts of options in a split second to determine any die rolls or consequences that will make the most of that which you are trying to do. I’ve said it before (and I’ll continue to say it until it sinks in), this is a game meant to be fun with your friends. If you are not having fun, it may be time to step away and do something else for a while, or have a discussion about expectations and style of game play. Ultimately, don’t be a stickler for the rules. Be flexible! The rules are there if you get stuck, but it’s not a code to swear allegiance to. We could all use a little reminder from Barbossa, “...the code is more what you’d call ‘guidelines’ than actual rules.” So I’ve done my fair share of puzzles, both as a player and GM. Passwords or numbers, combination locks, logic and riddles, and even pictures can draw in some players while leaving others bored. I find it hard to get a good balance of challenge level and fun.
Players can come to a stand-still when faced with a puzzle. The clues may seem obvious to you, the GM who made it, but be completely lost on the players. If you find that the game has come to a halt and they just don’t seem to be “getting it,” give them a roll to see if any of their characters would have the answer. Facing a puzzle can cause nervousness. Some players will want to work through the answers and have certainty before trying anything. For these players, it would be beneficial to add some sort of timed element. A swinging blade slowly cutting a rope holding open the next door or they face possible drowning as the room fills with water. This will prevent a group from sitting down for the next hour (or more) discussing the possible solutions. If you find the players are just trying things at random hoping to fall upon the right solution, you can add an element of danger. Each time they try a combination, have the puzzle react. Placing statues in the wrong alcove can trigger needles to poke into the character’s arm or turning the arcane symbol in the wrong direction sends out an electric shock that jumps from character to character. This will make the players pause and think about logical solutions and only try what they believe to be the best one first. Either way you go about this, keep an eye on your players. If they seem stuck, or getting frustrated, you will have to “throw them a bone.” Give them an obvious clue, or even change up your puzzle a bit. It’s okay to allow them to succeed even if it is not the answer you wanted. Remember, this is supposed to be a fun game with friends. I have been struggling with how to handle using tools. For many systems, there is a skill based around professions. Some of these are specific, while others allow you to “fill in the blank.” I often get lost when someone asks about using their tool kit for a job and never really know what to have them roll. I just shrug my shoulders and say, “Um, roll me a _ check?” Yes, usually as a question, not as a statement.
Recently I started to use the Performance skill in place of the old professions, but this is not good either since it directly relates to a character’s Charisma modifier. This is not good for most classes, it also does not make a lot of sense. This has stumped me for many years, and I feel like I’ve always done this wrong (even though I’ve gotten it right on occasion). After chatting with my sister, and re-reading the Player’s Handbook (D&D 5e), I think I finally figured it out! I was making it much more than it actually is. The rules laid out in 5e are straight forward, do this for that. Very rarely do you find a do what makes sense type of ruling other than when you set a DC for a check. One system that is extremely fluid is 2d20. A player in this system could make an augment over what ability/skill modifiers they should use in a given situation. If the GM agrees, then that is what is used. Well, tool kits work similarly. The Player’s Handbook says it quite clearly, but for some reason it just didn’t stick with me. “Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool.” This means that whatever ability makes sense, that is the check you use. If fine motor skills are needed because of the intricacy of the work, then use Dexterity. If it is going to take brute force, use Strength. If it takes intimate knowledge, use Wisdom or Intelligence. I don’t know why this took me so long, but now you don’t have to dig through it yourself. Hopefully I have been able to keep you out of the muck. No more dragging your feet and hoping you called for the right check. Say it with confidence next time, knowing how it works now. |
AuthorJodie Archives
April 2025
Have a question you would like the GM to give her thoughts on?
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