After last week, I was obliged to have a discussion with the participants in my local library’s Dungeons & Dragons program regarding behavioral expectations. Nothing terribly bad happened, of course; it’s simply that the program runs at a library and my participants, kids ranging from sixth to ninth grade, got a little louder and rowdier than a library generally admits of. The discussion went about as well as could be expected, and I was able to return notes to the participants who had submitted ideas for their own little one-shot games to run, so I feel like the administrative portion of the meeting was a success.
‘Tis the season… Photo by Alfredo Marco Pradil on Pexels.com
As I continue to run games and to play in them, and as I look forward to sitting in on the games the participants in the local program run, I am, as might be expected, looking at characters to play and thinking about what I might put forward. I’m in one online game at the moment, and while I would like to comment about the character I’m playing in it, I really cannot at the moment, save to say that it is a far different sort than I usually play. Of course, that’s one of the fun things about TTRPGs, that they allow for exploration of different ideas and ways of thinking, and even when, as is the case for my current character, they prompt discomfort (and I do admit that playing as my current character is an uncomfortable stretch for me), they have some revelatory power.
The game at the library started off much as planned, although matters quickly pivoted to go otherwise, the PCs deciding to test themselves against the town guard and finding quickly that that was a bad idea. It was, for them, a lesson in actions having consequences; several of them took some minor damage without doing much in return–dice being dice, the results were as the dice would have them, and mine tend to like when I run games–and soon thought themselves better served by standing down. Next week, they will proceed to the next step of the planned adventure, one of five remaining plot points in what I have put together for the term; once those are done, with such time as remains, the group will start playing their own members’ one-shots–again, something to which I look forward.
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To continue from last week, as I met again with the participants in my local library’s Dungeons & Dragons program, I asked if any of the participants who had expressed interest in running one-shot games had any narrative ideas for me to review, collecting those present so that I could look over them. Details of what I got, I’ll not give here, both because I do not want the other participants to have a leg up and because the content is not mine to disseminate. Even my own gets glossed here, and I’ll not expose more of the participants’ work than I do my own, not at this point and not with this group. What I will say, however, is that what I received has potential, although there will be some work to develop that potential.
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As I have written and continue to write gaming materials for the group (and some is still in flux, matters having changed since the beginning of play), I find that I am running a more complex game than I had originally intended. I suppose this is a good thing; using more mechanics not only pushes me to know more about the game I am administering, but it also exposes the participants (of whom several are playing their first game) to more of the mechanics so that they learn them, as well. I will admit that it does make for some challenges, however; having to come up to speed on things as I draft materials from them takes some doing, and I’ve not done that particular kind of doing in a while.
So much said, doing so puts me back into the tradition of TTRPG play, knowing that many of the early game-runners did so as their players learned alongside them; it was not as if, going back to 1974 or thereabouts, DMs had decades of experience with TTRPGs upon which to rely as they put together materials for their tables. They did well enough, if with some fits and starts along the way, but their work still went ahead, and I take some comfort from that as my own game work goes ahead, in Hanlon and in other games where I play and which I may soon start to run again. After all, one of the effects of gaming is…more gaming, and I look forward to doing some of that more, from both sides of the table.
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Continuing from last week, as I met again with the participants in my local library’s Dungeons & Dragons program, I presented the group with an opportunity for the aspiring Girl Scout to take command of the in-game party as they faced a challenge I’ve had prepared for them for some months, now. (I had had it set on something of a randomizing countdown, a mechanic to make it certain to occur but that allowed for it to happen earlier than might be expected; it is a device I might use in other games, although probably at the table, proper, rather than in a play-by-post game…but who knows?) It was her first time doing so, so there were some snags, but nothing major and fewer than expected, so I consider the exercise a success. I’ll be working with the aspiring Girl Scout on the next phase of her project, developing a one-shot to run with the group, which I look forward to doing, both because it will help her and because it will help me refine some of what I need to do to help others in the program come up to being able to run their own games–part of the point of the library program, as it happens.
I think it is a good pattern to follow in training up potential game-runners, the one we’re following at my local library: work the candidate through a series of games before gauging interest before having the candidate take on in-game leadership for an encounter or event. The expected next step, and the one I have more or less assigned to other participants at the local library who have expressed interest in running games, is to solicit narrative ideas; I take the approach that mechanics should flow from story, rather than the other way around, and I’ve had a fair amount of success in that with multiple groups across some years, now, so I think I’ll stick with the approach. (“If it ain’t broke, don’t fix it” comes to mind as a useful principle, and changing for the sake of changing annoys me immensely in both my personal and professional capacities.) I’ll review those narrative ideas with the candidates, and then we can work out what mechanics need to emerge from them, helping the candidate compose a brief and coherent narrative arc that they can then try out with the existing group.
Such is the path on which the aspiring Girl Scout currently walks, anyway; I am still testing and refining things, which she accepts as part of the process of development in which we are all engaged. And I do mean all; despite my decades of experience on both sides of the GM screen, I have things to learn as a player and as someone who runs games. A play-by-post I’m currently in is helping me with the former at the moment; the middle schoolers continue to help me with the latter. I am grateful for both, as the better I get at both, the more I enjoy them, and it is nice to have something to enjoy in this world we occupy.
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Continuing from last week, as I met again with the participants in my local library’s Dungeons & Dragons program, I followed up with them about moving towards running their own games. One of the participants, I know, is working on a leadership program (the Program Aide Award) with the local Girl Scout troop, and it made sense to me that the library gaming group would offer a laboratory through which to accomplish the tasks required for that award. I asked the group if they would be amenable to helping one of their own with that task; the response was favorable, so I will be working with said aspiring Girl Scout to see about how to address the required tasks.
Yes, those Girl Scouts, although it’s not the right season for this yet. Photo by ROMAN ODINTSOV on Pexels.com
This is not the first time I’ve had thoughts about other ways than as a good game to play that the TTRPG is useful. The genre informs some scholarship I’ve done (see this for a recently released example), and it serves as an impetus to the generation of more art than itself (see this for comments to that end, as well as what might pass for an example of art, broadly defined). It also suggested itself to me as a useful teaching tool, back when I had students; it has helped me to generate assessment items such as this, and it seemed to me to be a good fit for particular classes, as witness this and this. I’m sure there’s other utility to it, just as I’m sure that utility is not the only or even the primary measure of a thing’s value to me or to the world I inhabit.
For the Program Aide Award, the library game suggested itself as an available means of accomplishment due first to the fact that the aspiring Girl Scout already knows the group with which she would work. She also is in position to confer with the group’s leader and to assist with a meeting; I know few DMs or GMs who couldn’t use a hand keeping track of some of the paperwork involved in administering a game. Further, the aspiring Girl Scout could easily lead a single group activity; TTRPGs, being collaborative, do invite some rotating leadership, and any given player’s character can easily take point on any particular activity. (Indeed, administering games well necessitates presenting a variety of scenarios so that every player character can have a chance to be at the front of things.) And there would be opportunities to reflect upon and build upon that single-activity leadership to so something that serves as a useful step on the path towards running lasting games: running a one-shot game, which would be a full meeting (at least) of the local library game group. That one-shot would complete the award’s requirements, which I recognized and which the aspiring Girl Scout recognized, hence the request to the group for their assistance with it.
After the request was made, play proceeded. The party was able to enjoy a little bit of down-time, a layover that coincided with a local festival, which the players enjoyed. It is something of a breather for them, honestly; the harder part of the adventure is yet to come for them, with political entanglements that will need addressing and that will set things up for future games–because I do anticipate that the game will continue, at least for a time, and as the players develop, their challenges will also need to.
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Continuing from last week, as I met with the participants in my local library’s Dungeons & Dragons program, I asked them their thoughts about running games in the future. After all, the library’s program has as one of its explicit goals the cultivation of participants who can run games of their own, so querying the present participants for who would like to undertake that work seemed fitting. I expect that future sessions will work to articulate not only concerns of narrative–since such games as Dungeons & Dragons are storytelling, narrative concerns matter–but also of effective administration.
I didn’t choose the life; the life chose me… Photo by u041au0430u0442u0435u0440u0438u043du0430 u0416u043eu0441u0443u043b on Pexels.com
Following the more formal discussion, play resumed. Because I had an understrength group, I adjusted some of the cumulative-result roll thresholds downward, and things seemed to go generally well. Not all of the dice agreed with all of the players at the table, to be sure, but that’s only to be expected; dice lent from the library won’t answer as well as those that have been lovingly trained over time. And even with the dicing setbacks, the kids had fun facing the challeneges posed to them–including in some inventive ways I’d not considered when I posed them.
I look forward, still, to continuing this expedition of herding a gaze of jimothies from a rural village to the trade center. I think that next week’s session will take the group to and through the regional capital. There, they’ll have the chance to seek new supplies and information, and they’ve learned that the information I make available is material they can use, moving forward. For me, it’s an easy enough thing to make happen; for them, it’s a new and exciting concept, or a lived-life iteration of something they’ve gotten to learn about in their English classes, and seeing them make the connection and have the realization is a large part my enjoyment of the game.
We’ll see if the same is true for them when they start to run things.
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Following up from last week, as I met with the participants in my local library’s Dungeons & Dragons program, I asked them about what the term “medieval” means for them. In doing so, I addressed some of the overtly educational goals of the program; one of its framing questions is “Why do tabletop roleplaying games, and Dungeons & Dragons in particular, make so much use of the (pseudo-)medieval(ist) as they do?” so having an idea about what the medieval is matters for discussion. And I found that the participants, ranging from sixth- through ninth-grade-aged, collectively understand it as being old Europe and strongly associated with fantasy, although some of that is because several are returning from earlier games with me in which I talked about that kind of thing. (One of them is my daughter, poor girl.) I’m sure I’ll have more to say about it, moving forward.
The question of what the medieval is is one with which I have been concerned for a while, now, as might be expected. Some of my earlier pieces in another webspace (see this, this, this, this, and this for examples; there are others) speak to questions about how to identify the medieval; any number of things I’ve posted in this webspace treat such questions, as well. Issues of definition are always…squishy; there is always some uncertainty at the boundaries of categories, much to the frustration of many. Yet they are also important to address, if only because none of us can do all of what needs to be done, and having some framework for understanding can help a person to focus attention to better effect.
Such things can, of course, be misused. They often are, in practice. But so much is true of everything that gets done, including something so seemingly banal as a game like Dungeons & Dragons.
In any event, last night’s session of play went well. The dice treated the players decently, allowing them to move ahead with their primary objective. They also got to take a useful little side-excursion in which they showed some excellent lateral thinking. It’s the kind of thing that motivates deeper player engagement, and seeing it happen is the kind of thing that makes running games eminently enjoyable for me. I delight in seeing my players think their way around issues, which I know is not always the case. Still, it gives me hope that some of them will be able to take on the work of running games of their own, and that will have a number of effects I will be glad to see arise.
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Following up from two weeks ago, comments about last Friday’s observance needing to be made, there are things to say about last week and about yesterday. For the first, I came into the session expecting to start actual play with the participants at the table, characters have mostly been built across the initial two 90-minute sessions (with some “homework” assigned); anything that hadn’t been built yet, I thought, could be compiled during play, and it seemed to me to be important to get things moving in earnest. That more or less seemed to be the case, albeit with some stubmbling along the way, but the players at the table gave every sign of enjoying what was presented to them and looking forward to what was to come.
They see me rollin’… Photo by DS stories on Pexels.com
For the second, yesterday, the adventure got underway in earnest. I can now (because the game is going, so this is not a spoiler) report that the primary plot for the game (tabletop roleplaying games generally being narratives means that such terms apply) has the players’ characters herding a group of jimothies* from a rural village to a regional trade center. I’ve got procedures and events set up for the group; they’ve made a start on them, already having some success and encountering some challenge. The latter was not concluded by the end of the brief session (I’ve only got an hour and a half with the group each week), but that’s not such a bad thing; there is a clear and engaging beginning point waiting for the next session, for which I and my players are eager.
Something that stood me in good stead in my preparations for the event was my development of some in-milieu lore at both the local and regional levels. Character creation had assumed that the characters were all from the same region; characters had the opportunity to select specific districts of origin within that region. This had some in-game effects, allowing characters who selected the district of origin in which they found themselves to bypass certain rolls. As the game develops, it will also allow them to face particular challenges; I’ve not yet worked out all the details, and, out of concerns about metagaming, I’d not give many of them if I had. Still, the players at the table seemed to appreciate being able to learn things, and the returning players were able to explain some of the jokes to the new ones, helping to bring them into the game, as it were. I consider it a success.
As I continue to develop game materials, I keep falling back on my experience playing in and running play-by-post games.** I know I’ve commented as much in the last several entries in this series of posts, but it remains true, and there is some delight in my bringing something back around; play-by-post gaming emerges from tabletop gaming, and bringing its practices back to the table is a nice little cohesive progression for it.
* I use the term as a genericized reference to Seattle’s Jimothy, for which in-game statistics are available here. Hanlon is a fictional milieu; Jimothy need not be a unique thing within it, and it makes sense to me that jimothies in Hanlon would be a species related to but distinct from raccoons. That there are implications of such a distinction, I am aware (such as situating a setting at some removal from the Tolkienian fantasy tradition from which D&D emerges [see here], as witness this, this, and this, among others); some of them are apt to come up in the game.
** In addition to brief references throughout my Hanlon posts, I discuss play-by-post games here, here, here, here, and here, among others. And I’m reminded that I probably ought to get another existing piece up onto this blog at some point that currently lives in my notes.
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Following up on last week, I continued to work with the students taking part in the Dungeons & Dragons game at my local public library o get their characters built for the game, moving forward; it was, in effect, Session Zero and a Half. With as many as were at the table, and as relatively few sets of materials as were present, it took some doing, but I feel like good progress was made. It helped that one of the stated goals of the program is to develop players who can run games of their own; since dealing with building characters is part of running games, having one or two of the more senior participants work to help others build their own characters seemed a useful part of training.
It’s a good result. Photo by Lucius PK on Pexels.com
I’ve had my own building to do, as well. While I was able to get a lot of information put together in advance of the previous session, there was still more I needed to have ready to go for the players; that is now completed, to my great comfort. It helped that I was able to leverage a fair amount of my expertise participating in online play-by-post games, something I think I noted, and I’m minded that the kind of adventure I have planned for the young players at my table is one that would work, with some adjustment, for a more mature group (and a larger one, although I had nine people at my table last week, which is a pretty damned big group, all told). It is something of an escort mission, one resonant with local history and that makes use of silly internet memes–so a good kind of thing. For another group, a less-memed such mission might work; similarly, one that faces multiple challenges of the sort I have planned for the kids, and on a more predetermined than dice-driven schedule, might well work. (And, honestly, for a play-by-post game, it would be better to have things scheduled out; there is an expectation of scheduling rather than spontaneity in such a setting.)
I know that escort missions often annoy in video games. The escorted often have poor pathfinding and action trees, making them unwieldy to play around. That’s part of why I’m working with the memes at my youth table*; my thought is that the silly nature of what the players and their characters have to address will offset at least some of the annoyance, given how often people are willing to put up with vexations if there’s a laugh to be found (or something cute, which I think is the case for what I’m having the youths treat). In the case of what I’m offering to my current players, the common patterns of escort missions make sense; I can’t give too much detail here against the possibility that one or more of my players will do the work of looking up what I write,** but silly things of limited wisdom and some intelligence can be expected to act in…odd ways. And that can work with adult groups no less well than with younger ones, honestly.
Too, the escort mission does allow for a particular narrative focus. While railroading remains problematic at best, as I’ve noted, younger groups often do need a bit more overt direction than older ones. More open-ended things, while rewarding player initiative and creativity, offer ample opportunity for distraction and, in my experience, character and player conflict. Older goups tend to handle such conflicts better, in addition to being more willing than younger ones to let stories form around them. For larger groups–and I have a larger group at present–it’s more helpful, as well, to have the greater focus; with many people working together, things can go well, while having them work at cross-purposes means things don’t go much at all. And having them go really does make for a better time for all involved.
It is a game, after all, and even if it, like all works of art,† does other things, it has as its purpose working toward making a good time for all involved.
* Another part is to amuse myself. I get to have fun at the table, too, after all.
** Given that one of the players is my daughter, I know at least one of them is aware of my blogging in this webspace. I would not be surprised to learn she’d mentioned as much to her friends at the table, and I’d honestly welcome it if one of them tried to do the kind of metagaming that looking at what I write here would entail; it would show engagement with the game and its materials. I would have to address the matter, of course, for reasons I’ve discussed previously, but I can appreciate the initiative and investment. To avoid the need to address, then, I keep things somewhat obscure here. Perhaps sometime I will post the narrative materials here. Maybe.
† I follow Daniel Mackay’s The Fantasy Role-playing Game: A New Performing Art for this. I’ve referenced him more than once before, as witness this, this, this, this, and this.
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I‘m pleased to report that the expectation I noted a while back has come to pass: yesterday, I returned to work at my local public library, administering a game of Dungeons & Dragons for students of such age as to attend middle school. I also returned with them to the narrative milieu in which I had worked with the previous game: Hanlon. I did so in part because it would allow me to use materials I’d already developed in the course of administering games here (helping me to have more planned and scripted, thus helping me keep things running well). There is thus some sense of continuity available to the returning participants (of which there are some, including my daughter). I did advance the in-game time past when the previous game had ended, so while there is much that is or may be familiar to those returning (including a few inside jokes that I am inserting specifically so they can get them), there is also much that will be new to them, and new players at the table will not be alone in casting about for what’s going on.
We’re back, baby! Image remains mine from here, for what it’s worth
Yesterday’s session was an extended Session Zero, laying out a number of standards and expectations for play; the hosting library wanted me to make sure to make those expectations more explicit this time around than previously. Part of that was talking about the kind of narrative on offer at present, both contextually and in specific, and I returned again to the framing question suggested before: why the neo/medieval(ist) is a dominant setting for Dungeons & Dragons and for tabletop roleplaying games, more generally. Character building also took some time; rather than arriving with pregenerated characters, as I had last time around, I walked participants through building their own, which building followed from the discussion of the kind of game being offered. Character builds should complete soon (I’ve got many participants and short sessions), with play to begin in earnest thereafter.
I’m honestly looking forward to the coming games. It’s been a pleasure to do the writing I’ve been doing in their support, and the participants seem eager to get into things. (That’s always a good sign.) I’ve been plying the skills I’ve developed in years of putting together play-by-post games, setting up structures that should allow for a variety of approaches and some dynamism of response while still nto putting me in the position of having to wing everything. And as I’ve been going along, more and more parts of the narrative have been slotting themselves into place on the page; while the main thrust of what is facing my players is admittedly somewhat silly, it is taking place amid surroundings that both call back to earlier games (as noted above) and gesture towards deeper concerns that permit of yet further future work, as well as offering fertile ground for the next set of people to administer games in. After all, one of the program’s objectives is to cultivate players who can run games of their own, both helping the local library’s programs to grow and helping the hobby itself endure for decades more than it has already enjoyed.
One other note: special thanks to Paul Murphy for his kind support of this webspace!
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Yeah, it was kind of like that, actually. Photo by Hubert Nowik on Pexels.com
As has become something of a tradition for my wife, my daughter, and me, a trip to Foxfire Cabins in Vanderpool, Texas, took up a long weekend in August for us. (My daughter’s school was closed for the county fair and rodeo, affording us the time.) This time, we were joined by my wife’s mother and stepfather, as well as the one of my daughter’s friends who had gone with us before. As on previous visits, we made points of tubing the Frio River at Happy Hollow, visiting the Frio Bat Flight southeast of Concan, and hiking in Lost Maples State Natural Area. My wife and I also spent an early morning laying out and staring at the nighttime sky as the Perseids meteors hit their peak. And there were the usual grilling and swimming-hole enjoyment to be found, too, so that it was once again a good trip (even if I was decidedly glad to be back home, sleeping in my own bed and drinking coffee from my own pot).
While we were on site and in the area, the weather was unseasonably pleasant. That is, high temperatures only ranged into the mid-90°s F, and there was a breeze blowing for most of the duration. Now, in previous years, temperatures ranged into the triple-digit ranges (°F, of course), as is typical for the Texas Hill Country, and winds would die down in the midafternoon, making for stifling heat. I’ve lived more years than not in the Hill Country, and my wife’s not far behind me in that. Nor yet is our daughter. We’re more or less used to August being, well, August hereabouts, to Aestas being decidedly intense in her performances in the natural amphitheatres we call home. To have her give a more laid-back show was quite welcome; it was easy to take it as a sign that we were doing exactly what we needed to do while we were there.
Coming home, my wife and I discussed the future of such trips for us. We do find them good to take; having the time away (and Vanderpool is away, with data access sharply limited by the terrain) helps us to focus on ourselves and our connections to each other, and the surroundings are a collective reminder of the beauty of the world, something also good to address. But our daughter is growing up, and it’s not so much (at this point, at least) that she doesn’t want to be with us on such trips as that she is involved in programs that will impose obligations on her at this time of year. She remains in band, and the local marching band (in which she expects to participate next year) performs in the parade preceding the rodeo. She is an athlete, and if she continues to be one, she will have more practices to attend. Those are not her only activities, either, and they are of increasing importance as she approaches high school and has to made decisions that will impact the rest of her life. All of this is to say that she may not be able to go with us, or that we will have to adjust our scheduling on the trip, at least for a while.
It will be well worth doing, I think, to make that adjustment. Busy as she is, my daughter deserves time to rest and reset herself, and the natural beauty that the Hill Country offers–and summer isn’t even the place at its best–is a powerful aid to doing so. Busy as my wife is–not least of which because she has to deal with me and my quirks–she deserves no less, and likely more. For my part, it is good that I get them where they need to go. And if it is the case that I benefit from going along with them, from dipping my feet into rivers that flow cool amid the summer heat and cook over fire outside so that where we sleep can stay just a little bit cooler and more pleasant, that’s not a mark against taking another such trip.
A note for full disclosure: I wish I was a compensated spokesperson for any of the places linked above. Alas, I am not so fortunate in that. Maybe I could become an influencer?
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