Earlier in the week I presented a step-by-step process to solve problems, which could be used to deal with any number of life challenges and problems – including those that arise while preparing and running roleplaying game sessions. The process was culled from a psychological treatment approach titled Problem Solving Therapy (PST), and PST details other skills that can be utilized to diagnose and solve problems. Below, I present three of the skills and demonstrate how they can be used to become a more effective Dungeon Master – and truly a more effective person as the skills can be applied to any aspect of one’s life.
Externalize – Just Get it Out of Your Head
Externalization can be MAGICAL!
The process of externalization is extremely useful when attempting to solve a problem. At any given moment in time, there are a cacophony of thoughts and emotions echoing around inside our brain. It is very easy to get lost in the noise and never take action to process or resolve any single thought or emotion. One method to assist with this is to externalize – to write it down or say it out loud so there is a tangible visual or audio manifestation of the thought or emotion. Examples of this include writing a journal or talking to a friend. The problem-solving method I presented earlier in the week relied heavily on externalization because the person is encouraged to write the problem and possible solutions.
The process of taking the thoughts buzzing through our brain and committing them to paper/computer screen is powerful; at the very least, it organizes our thinking on any given subject. My blog, The Id DM, is a three-year example of externalization. Each time I participated in a gaming session, I experienced new things that left me with more questions about various rules, player dynamics, and how best to function as a DM. Preparing the articles for the blog forced me to organize my thoughts and reactions to a specific topic because I wanted to ensure those articles were coherent to readers. I became a better DM by merely writing those articles over the years; it clarified my thoughts, highlighted areas of weakness I needed to address, and boosted my confidence when I noted I was improving.
A locked door, you say? No problem.
Do you smell that smell? It’s the smell of excitement in the air for a new edition of Dungeons & Dragons. The first wave of products have been released. Many players have waded through the new Players Handbook (mostly to create Bards), and Dungeon Masters (DMs) are sinking their teeth into The Lost Mine of Phandelver and the first major campaign book, Hoard of the Dragon Queen. Players are creating characters with the new rules and ready to take on whatever the DM can throw at them. Which brings us to the age-old struggle of how a DM should best prepare for entertaining a group of players in a new campaign.
Preparing to run a session of a roleplaying game is a complicated endeavor. The DM (or Game Master, if you prefer) is tasked with – at the very least – establishing the foundation for the players to build upon during a few hours of adventuring. Running a roleplaying game can be labeled any number of things including a challenge or an opportunity. Below I discuss a structured method to solve problems, and how those who run games can best solve the problems presented to them before and during gaming sessions. And to do this, I will borrow from a class I am currently teaching on Problem Solving Therapy – and diagnose my current problem of not being able to run a frequently scheduled Dungeons & Dragons campaign.
More Editions, More Problems
Problem Solving Therapy (PST) is a brief psychological intervention that aims to teach basic skills to accurately define a problem, generate possible solutions the problem, create realistic short-term goals in an effort to solve the problem, and review progress toward the solution. The skills learned can be applied to any number of problem areas in one’s life ranging from job stress, relationship issues, and more significant struggles with mental illness. The skills can readily be applied to day-to-day problems such as buying groceries or completing household chores. So there is no reason why one could not apply these skills to the myriad problems that spring up when preparing to run a gaming session such as finding enough players to run a session, redirecting players who are frequently off-topic during a gaming session, and balancing the lethality of combat encounters.
Yavin assisted with game preparations.
After years of development and playtesting, the next edition of Dungeons & Dragons is upon us. My initial impressions of the free-to-download Basic Rules and Starter Set were favorable, and I was eager to play a few sessions with the new rules. After deciding that I would dust off my Dungeon Master screen and run the Lost Mine of Phandelver adventure, I needed to find an intrepid group of characters. I had the privilege of leading five players through the first major delve described in the Starter Set. What follows are my early thoughts on running the new rules and Lost Mine of Phandelver adventure over the course of an epic, 10-hour session with a specific focus on character creation, combat speed, combat presentation, and character death. Specific details contained in the Lost Mine of Phandelver adventure are avoided, so players awaiting a chance to play the adventure can read further without having a future gaming experience spoiled.
Each player ignored the pre-generated characters included in the Starter Set and created their own. While I was organizing a few last-minute details before the session got underway, the players helped each other create and finalize their character. It was a fun process, although it certainly took a good chunk of time as each player was searching for different rules at different times. A few people stumbled with the different modifiers and when they should be applied. For example, a weapon proficiency bonus is added to attack rolls, not damage rolls. The Passive Perception, Saving Throw, and Skills also took some time to calculate. I imagine (and hope) the Player’s Handbook will be more organized for character creation than the Basic Rules approach.
Dragons! Dungeons! Onward!!
It has been approximately two years since I last played Dungeons & Dragons. I have supplemented my lack of D&D goodness with other roleplaying games such as Blade Raiders and Star War Edge of the Empire, and fun distractions like SolForge. But now that the next edition of D&D is alive and finally a real thing, I am quite excited to dive in, kick the tires, and butcher any number of metaphors while discussing the rules – and hopefully many future gaming sessions to follow.
During the past few days, I have read through some of the Basic Rules, which are available for free, and the Starter Set Rulebook. The following observations are from the perspective of a player and Dungeon Master that truly cut his teeth on 4th Edition, which may make me a bit of a rarity. And they are also made having not played the game yet. I am eager to try the rules and see if my initial impressions are accurate – or completely misguided. Below, I write about a few rules that caught my attention – for better or worse.
It’s been quite some time since I’ve written about Dungeons & Dragons, but today’s news that the upcoming edition will release the core rules for the system through a free downloadable PDF has caught my attention. Mike Mearls’ announced that Basic Dungeons & Dragons will be available at no cost, “Anyone can download it from our website. We want to put D&D in as many hands as possible, and a free, digital file is the best way to do that.” Basic D&D will include rules to create characters (up to 20th level), essential monsters, magic items, and information needed to run adventures in wilderness, dungeon and urban environments. So after two-plus years of product development by a team of talented designers and playtesting by legions of fans, the core components of “the greatest gaming hobby ever invented” will be given away – for free.
The news strikes a chord for me because the future of roleplaying game distribution is something I have written about previously. In November 2012 – back when the game was being referred to as D&D Next – I explored how the concept of non-ownership would likely affect roleplaying games:
It seems safe to say that exploring viable digital distribution systems is essential to the future growth – and survival – of tabletop roleplaying games. The old way of buying books, movies and music are fading away and being replaced with new means of product delivery. Without innovation to meet the demands of those who prefer non-ownership, RPGs will suffer a nasty fate...
To summarize, non-ownership is the general trend for consumers to be perfectly content to not own a product. For example, many people no longer purchase physical copies of movies or music; instead, they purchase a subscription to a service like Netflix or Spotify. Even when people do purchase media such as books or music, many of the purchases are digital (e.g., Kindle, iTunes) and no physical product is passed along to the consumer.
Wizards of the Coast is speaking loudly to the non-owners out there, “Welcome to the party.”
I previously reviewed SolForge and presented some of the reasons why I have launched myself into the game. It is one thing to play the game casually but quite another to get ahead in the more competitive aspects of the game. To learn about strategy, I searched for people talking about SolForge online and stumbled into the efforts of Craig Plazony. He has been playing SolForge since the beginning, volunteers for Stone Blade Entertainment, and streams live games while dispensing strategies for the audience. I reach out to Craig to see if he would be willing to talk briefly about the game, and he kindly agreed.
How did you first learn about SolForge? What motivated you to dive headfirst into the game?
I had been playing a couple of different TCGs like Shadow Era but I really didn’t like their systems. I was wondering through the floor area in GenCon and I found the game on display. I ended up coming back and playing 7-8 times before I put it down so I could do other stuff. I had so much fun and the game got me very excited. I use to play MTG but the expense was the biggest turn off so game really appealed to me. I could see the depth and complexity that the game could offer right away so I backed it for 100$ and started to become involved in the community.
Once I started being active in the community and enjoying the interactions with the other backers I became hooked. I wanted to be good at the game, know everything about it, and spread the word to others so it could grow big. Even now, after playing many of the other TCGs out there, I think SolForge has the best system and I really like their card design choices. All of this convinced me that this is the right place for me. Continue reading
My health is quickly draining away as fallen heroes on both sides of the conflict litter the battlefield. My trusted ally, Tarsus Deathweaver, who has been providing bonuses to attack and health to my party, was vanquished by the relentless Zimus, The Undying, a powerful undead soldier who earlier dispatched my female cleric in flowing white robes. The tension mounts as I know Zimus will be the death of me soon. I shift my attention to the diminutive Arboris Dragon, who has been quietly accompanying my party. He plots his next move and sends a Glowhive Siren to block Zimus’ next charge. The crafty Arboris knows her death will not be in vain. As Zimus splits the Siren in two with his mighty battle axe, her life force grants me and the party new life. Arboris absorbs this life and swells to enormous size and now towers over the battlefield. My pulse rises as I cast the perfect spell for such a moment, and it grants the mighty dragon the power to breakthrough all defenses. Even the legendary champion, Oros, the Chosen with his majestic two-handed sword is not enough to fight off the dragon’s onslaught. Arboris unleashes a devastating attack to vanquish my foes. I take in the outcome of the battle, and exhale. It was a close call for this group of adventurers but more glory awaits. There is always another foe to conquer.
At the moment, I’m not sitting around a table playing Dungeons & Dragons with a group of friends. I’m in the passenger seat of my wife’s car as she is driving us to a family gathering, and she is quite annoyed with the fact that I’m buried knuckles-deep in my iPhone playing a deck building game against a stranger.
Welcome to SolForge.
SolForge first came to my attention around the time I interviewed Justin Gary about his previous brainchild, Ascension: Chronicle of the Godslayer. I had gushed about that game after playing it at Gen Con in 2011, so when I heard Mr. Gary was working on another game – I totally dropped the ball and did not back the Kickstarter.
I was a fool!
Considering I have been playing SolForge on a daily basis for the past few months, the magnitude of regret I have for missing out on the Kickstarter is considerable. Let me explain why.