Posts Tagged ‘Running’

27
Jan

Running Skill Challenges in LFR Mods

   Posted by: Forrest    in DM Skills

Skill challenges play an important role in nearly every LFR module for two reasons: 1) they serve to break-up combat and 2) they are “encounters” designed to take roughly half the amount of time as a combat encounter (thus allowing more encounters to be fit into a limited time frame). Every LFR module to date has at least one skill challenge; many have two or more. This prominence suggests that having a firm grasp on running skill challenges is a necessity for running fun LFR mods and begs the question “How am I supposed to run a skill challenge?”

Components of a Skill Challenge

First off, let’s review what exactly comprises a skill challenge; we are going to break up skill challenges into game mechanics and role playing aspects.. From a rules perspective, a skill challenge consists of a goal, a list of skills the PCs can use to reach their goal, the number of successes they need to achieve before they accumulate two failures, and some penalty for failing that doesn’t detract from the opportunity to complete the module.

The mechanical process is straightforward - find out what skills the PCs want to use from the list in the module, adjudicate their skill roles normally, track successes and failures, and announce the completion of the skill challenge and the result. This accounts for the dice rolls and the rewarding of experience points but doesn’t explain the in-game activities, the time-frame involved, or the role playing opportunities.

The role playing aspects comprising a skill challenge include the setting(s), the NPCs (if any), the time frame, and how you present the challenge. Like every other aspect of the game, the settings for a sill challenge need to be described to the players so they can interpret how they might interact with it. Particularly if you have chosen not to put out the skill challenge sign when starting the encounter, your maintaining consistent description and narrative information allows skill challenges and pre-combat warm-ups to blend together; this makes the skill challenges a bit more intuitive and fun. In a like manner, play the significant NPCs of the skill challenge similarly to how you would play NPCS during other RP opportunities; again your consistency blends the skill challenge with the rest of your encounters and allows you to maintain the moment while you are running the session.

Skill Challenges Take Time

The time frame for the skill challenge constitutes the most significant (and most under-utilized) component. Some skill challenges must be completed quickly (as in the collection of particular items before or between a monster’s attack), while others might stretch out over minutes, hours, and possibly even days. You can use these extended periods of time for narration and story advancement, you can handle some travel that might make sense, and you can break up the overall skill list into subsets that might be appropriate at a particular point in the challenge.

Preparation Checklist

For each skill challenge in the module, run through the following checklist:


  1. Determine the goal of the skill challenge - this will often help you see how different skills apply and which story elements to highlight.

  2. Review the list of skills for the challenge - see if any class is under-represented and form a holistic picture of the writer’s envisioned solutions.

  3. Determine the location(s) for the challenge - if several locals seem to make sense, it’s likely the challenge will involve some travel and an extended duration. These are cues for you to plan to extend the challenge a bit and include some notes for narration, etc. Also, keep in mind that challenges with multiple locations might have portions where skill list subsets make sense. These can provide mini showcases for particular characters.

  4. Determine the time frame for the challenge - the shorter a challenge, the more important it is to showcase the drama and heighten tension during story telling. Longer challenges call for travel description.

  5. Note any NPCs relevant tot he skill challenge and prepare notes on what they know, what they want, and how they act. This will quickly allow you to establish each of them as a unique persona on the module and provide a brief role-playing opportunity.

When DMs prepare to run a mod, often skill challenges get glossed over. By spending just a little time learning how the challenge fits into the adventure, both spatially and chronologically, a DM has a opportunity to showcase the setting, add a bit of role playing, and set the tone for an adventure.

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19
Jan

How to Adjudicate RPGA Reward Cards

   Posted by: Forrest    in Conventions

WotC recently announced major changes in their Rewards Program, effectively ending the player mailings entirely.  To compensate, just about every player who had qualified for any rewards received all twenty current cards via download.  This increases the odds that players will sit at your table with a stack of these cards expecting to use them during your adventure.  We’ll go over the different types of cards available, their impacts on the game, and ways you can adjudicate their usage with minimal detraction.  These rules can be found in the RPGA Character Creation Guide (current version is 1.7) and are subject to change.

Types of Cards

There are four card types; their names and effects are listed below:

* General Cards - These common cards affect play twice during a run. The first impact occurs when they are played; each card contains a one-time benefit for that player’s character.  The second time occurs when the bonus is granted.  In the upper right corner of general cards is a +1 or +2.  This bonus may be given to any ally for any d20 roll after the die is thrown.  This bonus may only be used once per session, may only be used after the original benefit is used, and may not stack with other card bonuses.  There is no limit to the number of general cards in a card stack up to the maximm size of a player’s stack.

* Creation cards - These rare cards grant permission for a player to create a character somehow not usually permissible under the current rules set; perhaps there is a race or class restriction removed, an allowance of a normally prohibited feat, etc.  Any of these cards used in the creation of a particular character must remain in that character’s stack for the character to be legal.  Only one creation card may be in a stack, and it does count against a player’s stack size.

* Expansion cards - these uncommon cards provide new options a character may add when they level up; these options could be backgrounds, feats, etc.  Any of these cards used to modify a particular character must remain in that character’s stack or else the character will have to retain or otherwise lose the benefit of the card.  There is no limit to the number of expansion cards allowable in a card stack up to the maximum size of a player’s stack.

* Quest cards - these rare cards have in-game achievements spread across many modules; when all of the achievements have been obtained, this card then allows the character access to special closed mods. There is no limit to the number of quest cards in a card stack, and quest cards do NOT count against a player’s stack size.

The Card Stack

Each player may have a “stack” of cards in front of him; the size of this stack varies depending upon the level of the character and the type of cards present.  Every character is entitled to 2 cards at 1st level and additional cards are added every 5 levels beyond 1st (6, 11, 16, 21, and 26). Only one of these cards may be a creation card; the remainder must be either general or expansion. In addition to these cards, the stack may contain any number of quest cards. Stack limits look like this:

Level Maximum Stack Size
1 2
6 3
11 5
16 6
21 8
26 9

Only one of these cards can be a creation card.  The maximum stack size does NOT take into account quest cards.

Adjudicating Reward Card Usage

Of the four card types, only two have a direct impact on in-game play: general cards and quest cards. The other two card types merely need to be in a player’s stack if they represent some facet of character generation.

* General Cards. The primary purpose is easy to manage; if the player meets the condition they are rewarded with a specific action. To date, I haven’t seen any cards with a cause and effect scenario that wasn’t clear.  The secondary purpose has a larger affect on in-game play, as the bonus retains it’s potential until used and alters the dice roll AFTER it’s completed; this means that you will get a LOT of questions along the lines of “would a +1 (or +2) alter this result?” With potentially six players having cards active, this can become a real drag. My advice is to get in the habit of announcing to folks whether a bonus would impact the result. That way, you put that info out there as part of your information transfer and not have to deal with a bunch of interruptions.

* Quest cards. When both you and the player(s) recognize a quest event, you have a great opportunity for some role playing; play up the drama, the intrigue, etc. I suggest making note cards for the character so he can add it to his folder. I recommend prepping note cards when you happen upon a rewards event in the mod; then, when players trigger the event and have the quest card, you can give them your prep card and quickly wrap up the administrative work without disrupting the flow of play. Other than serving as notice that a particular part of the quest is complete, these cards have no effect during play.

Reward cards add a small dimension of player control to the events of a run; being prepared for them takes very little work on your part and a]enhance the player’s experience. Now you are ready for them!

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6
Jan

Welcome to Table 0

   Posted by: Forrest    in Uncategorized

For those of you who have run RPGA events at tournaments, conventions, product releases, etc., you likely know (or have heard) the term “Table 0″; for those unfamiliar with it, Table 0 refers to the run through of a particular module by the DMs and admins.  It serves two main purposes:

  1. DMs become familiar with the adventure in a very practical way and see the various aspects of the module;
  2. Event folks have an opportunity to earn some player points and level up their characters.

My three goals for this blog are straightforward:

  1. Discuss various aspects of running RPGA mods at events, conventions, etc.;
  2. Review various LFR adventures with feedback from sessions, suggestions for DME, and any pertinent advice;
  3. Develop and discover tools that will help RPGA Judges run sessions that are as fun for participants as possible.

I want this site to be interactive, so don’t hesitate to leave a comment, ask a question, or offer a suggestion. I’m also looking for folks to contribute so feel encouraged to contact me with ideas for posts.

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