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	<title>sjarvis.com &#187; 101 days of dnd</title>
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		<title>101 Days of D&amp;D: a slight return</title>
		<link>http://sjarvis.com/2006/01/04/101-days-of-dd-a-slight-return/</link>
		<comments>http://sjarvis.com/2006/01/04/101-days-of-dd-a-slight-return/#comments</comments>
		<pubDate>Wed, 04 Jan 2006 22:05:39 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
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		<guid isPermaLink="false">http://sjarvis.com/2006/01/04/101-days-of-dd-a-slight-return/</guid>
		<description><![CDATA[Okay, I thought I was through with the D&#038;D stuff, but I found my list of notes for posts I wanted to write (but didn&#8217;t get around to writing), and there are a couple of little things I wanted to mention.
It&#8217;s interesting to look at the various rpg communities online.  I&#8217;ve observed some tendencies [...]]]></description>
			<content:encoded><![CDATA[<p>Okay, I thought I was through with the D&#038;D stuff, but I found my list of notes for posts I wanted to write (but didn&#8217;t get around to writing), and there are a couple of little things I wanted to mention.</p>
<p>It&#8217;s interesting to look at the various rpg communities online.  I&#8217;ve observed some tendencies in those consituencies. RPGnet has a LOT of D&#038;D coverage (including its share of d20 haterz), ENworld is practically ALL d20 all the time, the Forge is focused on indie games, etc. Amongst the people who profess to play a lot of indie games, they&#8217;ve played a LOT of games in general and nearly all of them (especially the older guys who started playing in the 70s or 80s) started with D&#038;D.</p>
<p>D&#038;D is often referenced &#8212; not always kindly &#8212; by players discussion other rpgs, be they indie or the other popular &#8220;mainstream&#8221; rpgs (World of Darkness, Exalted, Shadowrun, Savage Worlds, etc.). Among the D&#038;D-only crowds, though, there is rarely &#8212; if ever &#8212; any mention of other rpgs. And <em>that</em> is a phenomenon I find very interesting. For a lot of D&#038;D players, D&#038;D is the ONLY RPG IN EXISTENCE. And those players have a huge world that caters just to them: <cite>Dragon</cite> and <cite>Dungeon</cite> magazines, the whole of the Wizards.com website (with their extensive forums and resources), 3rd-party supplements and accessories, etc. It&#8217;s one of the things that was very attractive to me about D&#038;D (in addition to the not-to-be-discounted nostalgia factor).</p>
<p>Of course, there are great communities built up around other games, too, but almost none have the &#8220;industry&#8221; behind them like D&#038;D, but that CAN be a good thing at times. For example, The Burning Wheel is one of my favorite of the &#8220;indie&#8221; rpgs. In fact, it&#8217;ll probably be what I run next. Burning Wheel has a GREAT community in the forums at The Forge and at <a href="http://www.burningwheel.org/">burningwheel.org</a> (and it&#8217;s getting more popular at RPGnet, too), but the game itself consists of two smallish (by RPG standards) and one bigger books plus some PDF supplements (and some very short-run print supplements). Luke even says in the BW book that there&#8217;s no supplied setting in BW because he couldn&#8217;t come up with anything as cool as your group can. Of course, BW has a pretty powerful <em>implied</em> setting embodied by the rules, but there&#8217;s not literally thousands upon thousands of pages of supplements of varying quality out there like there is for D&#038;D. Luke doesn&#8217;t have to depend on selling BW supplements to support himself, much less a legion of employees and facilities like WOTC. NOT having an industry &#8220;supporting&#8221; a game can be good for a game, and I think BW is an excellent example of that.</p>
<p>It sounds like I&#8217;m bagging on the D&#038;D market, and that&#8217;s only partially true. There are a lot of excellent WOTC-produced supplements (Eberron, for example), and there are good 3rd-party products, too (like Monte Cook&#8217;s stuff). And <cite>Dungeon</cite> is the best it&#8217;s EVER been these days, thanks to the steady hand ands sharp eye of editor Erik Mona and his crew.</p>
<p>So, was there a point to all this? Not really, which is why I never got around to writing this post during the actual 101 Days of D&#038;D. Still, I wanted to make the observation(s).</p>
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		<title>101 Days of D&amp;D: okay, would you believe 43 Days of D&amp;D?</title>
		<link>http://sjarvis.com/2005/12/23/101-days-of-dd-prep/</link>
		<comments>http://sjarvis.com/2005/12/23/101-days-of-dd-prep/#comments</comments>
		<pubDate>Fri, 23 Dec 2005 07:35:10 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
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		<guid isPermaLink="false">http://sjarvis.com/?p=374</guid>
		<description><![CDATA[This thread at the Forge has really gotten me thinking about the future of my D&#038;D campaign and this 101 Days of D&#038;D project.
First, read the thread. If you&#8217;re at all interested in role playing games, it&#8217;s worth reading through the thread. If you&#8217;re interested in narrativist role playing (and I mean that in the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.indie-rpgs.com/forum/index.php?topic=18072.0">This thread</a> at the Forge has really gotten me thinking about the future of my D&#038;D campaign and this 101 Days of D&#038;D project.</p>
<p>First, read the thread. If you&#8217;re at all interested in role playing games, it&#8217;s worth reading through the thread. If you&#8217;re interested in narrativist role playing (and I mean that in the least confrontational way possible), it&#8217;s just about essential.</p>
<p>I&#8217;ve already covered some of this in previous posts, but it bears repeating, I think. When I re-started my interest in RPGs about 15 months ago, I had never heard of The Forge or the GNS model (or any role playing &#8220;theories&#8221; at all) or any sort of indie RPGs. I completely missed the start of all that when I was away from roleplaying. So, when I got back into roleplaying last year, I started exploring those sorts of games just to check that stuff out. [There was also a local guy (hey Roy! Miss you!) who was really into those games that helped me a lot. He moved away last year and our local gaming community is worse off for it. But, back to me.] I ended up loving several of those games (esp. Burning Wheel) and sorta snubbed D&#038;D/d20/etc. for a while. I have a tendency towards snobbery sometimes. Those of you who know me in real life will have a chuckle at that. The rest of you will just have to trust me.</p>
<p>I didn&#8217;t get to play as many of the indie games as I bought and read, but I really enjoyed that style of play. Then our group sorta fell apart over this past summer, and I wanted a palate cleanser of sorts to clear the bad taste of the final few sessions. So, being in a nostalgic sort of mood, I turned to D&#038;D, the current edition, though, not the stuff I played &#8220;back in the day.&#8221; I figured I&#8217;d give it a shot, especially since I was very interested in the Eberron campaign setting.</p>
<p>I started this blog series with the idea that it would make me work on my D&#038;D game more often and would motivate me to learn the rules better and spend more time thinking D&#038;D. What I&#8217;ve spent a lot of time doing is trying to figure out how to turn D&#038;D into something else. It&#8217;s been really interesting, but has shown me that it&#8217;s not easy and  and &#8212; more importantly &#8212; not worth it. D&#038;D should be D&#038;D and _____ should be _____. There are already systems out there that do what I want out of RPGs (more or less). There&#8217;s no point in trying to make D&#038;D do that.</p>
<p>So, fast forward a half-dozen sessions of D&#038;D 3.5 and 42 days worth of this 101 Days of D&#038;D project to right now. I&#8217;ve covered a number of topics in this series that have helped me work through some issues I&#8217;ve been having with my roleplaying. Heck, just reading through the posts again, it&#8217;s so obvious that, despite my constant wish to &#8220;let D&#038;D be D&#038;D&#8221; I&#8217;m just not that into the D&#038;D style of play. One of the players in my group (the one who&#8217;s been drifting D&#038;D toward something else with me) recently said the reason I started up the D&#038;D thing was because of nostalgia, and I think he&#8217;s right. But, it&#8217;s been really useful besides that. It&#8217;s shown me what I really want from my roleplaying, and, unfortunately &#8212; in some respects &#8212; that&#8217;s not the sort of play that D&#038;D provides.</p>
<p>First, let me say that D&#038;D 3.5 is REALLY good at what it does. There are a lot of reasons it&#8217;s as successful as it is. It&#8217;s the best at being D&#038;D that D&#038;D has ever been.</p>
<p>Second, the group I&#8217;ve been playing with has been really great. Except for Tim. He&#8217;s the one who&#8217;s been encouraging me to drift D&#038;D towards something more narrativist and causing me all this RPG angst. :) But the group&#8217;s been great, and I hope to continue gaming with them in some form or another for a good long while.</p>
<p>Third, as if it weren&#8217;t completely obvious by now, I&#8217;m going to end the 101 Days of D&#038;D project at 43 days. I don&#8217;t foresee a breakthrough of any sort that would &#8220;turn me around&#8221; and I&#8217;d like to explore some other rpg approaches now instead of in a couple of months. More on this below&#8230;</p>
<p>Fourth, I&#8217;m NOT sure about what to do about my Eberron D&#038;D game. It&#8217;s been going in fits and spurts (some great sessions some &#8220;meh&#8221; sessions) for the last few months (it predates this project by a bit), and I&#8217;d like to bring it to some sort of conclusion instead of just ending it abruptly. I plan to talk to my players about it before tomorrow&#8217;s session. I don&#8217;t want to spend the next several months of sessions running D&#038;D and not enjoying it just for the sake of the campaign, but I would like to get some resolution for as many of the characters &#8212; and players! &#8212; as I can. I guess I&#8217;ll have a follow-up post this weekend about that.</p>
<p>Lastly (for now), I&#8217;m not going to stop blogging about role playing. Heck, doing this project in public on the blog has gotten my interest in blogging back some. I hope to post more here about what I&#8217;m doing as far as roleplaying is concerned, and I&#8217;m also going to be blogging more in general, I hope. I also hope to get engaged in some of the great roleplaying discussions going on right now. The Forge thread cited at the very beginning of this post is a great example (though I think that one&#8217;s about played out). So, I&#8217;m not leaving, even though I am ending this project early.</p>
<p>See you around the internets!</p>
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		<title>101 Days of D&amp;D: burnout hiatus</title>
		<link>http://sjarvis.com/2005/12/14/101-days-of-dd-burnout-hiatus/</link>
		<comments>http://sjarvis.com/2005/12/14/101-days-of-dd-burnout-hiatus/#comments</comments>
		<pubDate>Wed, 14 Dec 2005 22:39:26 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
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		<guid isPermaLink="false">http://sjarvis.com/?p=372</guid>
		<description><![CDATA[I&#8217;ve gotten a big burned out on roleplaying in general the last week or so, so I&#8217;m taking a short hiatus. I should have something new written by the weekend.
 UPDATE 2005.12.20: okay, so the weekend has come and gone and no post. I&#8217;m still suffering from a touch of burnout but also from last-minute [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve gotten a big burned out on roleplaying in general the last week or so, so I&#8217;m taking a short hiatus. I should have something new written by the weekend.</p>
<p> UPDATE 2005.12.20: okay, so the weekend has come and gone and no post. I&#8217;m still suffering from a touch of burnout but also from last-minute Christmas prep and a LOT of work at, you know, work (that thing we do between RPG sessions). I hope to be back with something before Christmas, but it may be a bit longer.</p>
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		<title>101 Days of D&amp;D: regarding D&amp;D&#8217;s magic system</title>
		<link>http://sjarvis.com/2005/12/11/101-days-of-dd-regarding-dds-magic-system/</link>
		<comments>http://sjarvis.com/2005/12/11/101-days-of-dd-regarding-dds-magic-system/#comments</comments>
		<pubDate>Mon, 12 Dec 2005 04:45:55 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
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		<guid isPermaLink="false">http://sjarvis.com/2005/12/11/101-days-of-dd-regarding-dds-magic-system/</guid>
		<description><![CDATA[Thereâ€™s an interesting thread on RPG.net right now about D&#038;Dâ€™s magic system. I go back and forth, loving and hating D&#038;Dâ€™s magic system, personally. Weâ€™ve toyed with the idea of spell points (a la Unearthed Arcana) and other alternative magic systems, but for now are sticking with the core system. The thread covers a lot [...]]]></description>
			<content:encoded><![CDATA[<p>Thereâ€™s <a href="http://forum.rpg.net/showthread.php?t=234080">an interesting thread on RPG.net right now about D&#038;Dâ€™s magic system.</a> I go back and forth, loving and hating D&#038;Dâ€™s magic system, personally. Weâ€™ve toyed with the idea of spell points (a la Unearthed Arcana) and other alternative magic systems, but for now are sticking with the core system. The thread covers a lot of the pros and cons of the D&#038;D system. Definitely worth checking out.</p>
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		<title>101 Days of D&amp;D: Drifting, Falling</title>
		<link>http://sjarvis.com/2005/12/11/101-days-of-dd-drifting-falling/</link>
		<comments>http://sjarvis.com/2005/12/11/101-days-of-dd-drifting-falling/#comments</comments>
		<pubDate>Mon, 12 Dec 2005 04:15:09 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
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		<guid isPermaLink="false">http://sjarvis.com/?p=369</guid>
		<description><![CDATA[So yesterday it hit me, the wave of &#8220;uh oh&#8221; that&#8217;s been building for the last week or two. I&#8217;ve been spending a lot of my brain cycles that are dedicated to RPGs thinking of ways to drift D&#038;D in a narrativist direction. I realized today that I&#8217;ve been spending too much time worrying about [...]]]></description>
			<content:encoded><![CDATA[<p>So yesterday it hit me, the wave of &#8220;uh oh&#8221; that&#8217;s been building for the last week or two. I&#8217;ve been spending a lot of my brain cycles that are dedicated to RPGs thinking of ways to drift D&#038;D in a narrativist direction. I realized today that I&#8217;ve been spending <em>too much</em> time worrying about it. I&#8217;d gotten myself a little worked-up about it, in fact. I&#8217;ve spent the last week trying to figure out where this game is going to go, and I&#8217;ve been failing miserably. I ended up canceling the D&#038;D part of our group tonight, and we ended up playing Munchkin instead (which is really fun, by the way). I can identify a few causes and at least a couple of things we as a group are going to do in order to help me remedy the situation.</p>
<p><span id="more-369"></span></p>
<p><strong>The Causes.</strong>Out of the four &#8220;adventures&#8221; (scattered over five or six sessions) this group has played I&#8217;ve run them through two published adventures that are very much gamist D&#038;D in style, and a couple of minimally-prepped, &#8220;wing it&#8221; style, more narrativist adventures. The first two were okay, but a little dry, for a lot of reasons: I didn&#8217;t really get behind the material, I didn&#8217;t know the characters very well (nor did the players), atrophied DMing muscles, etc.</p>
<p>Feedback was a resounding &#8220;meh.&#8221; The second two adventures went pretty well (#3 better than #4). At least two of us (me and the player I&#8217;ve gamed with the most out of this group) really enjoyed the latter two adventures a <em>lot</em> more than the other players. Enthused by that, I started exploring more ways to drift our game in that direction.</p>
<p>I&#8217;ll skip most of the navel-gazing angst, but I came to two realizations:</p>
<ul>
<li>I had abandoned one of the primary tenets of this campaign and this project: let D&#038;D be D&#038;D.</li>
<li>Why try to drift D&#038;D towards a more narrativist style of play when there are plenty of good systems out there that <em>already</em> do this well for fantasy roleplaying, especially, Burning Wheel, The Shadow of Yesterday, and The Riddle of Steel?</li>
</ul>
<p>My main goals in running this D&#038;D campaign and starting this 101 Days project were to learn D&#038;D on its own terms and play it the same way. I wanted to do this for several reasons:</p>
<ol>
<li>the nostalgia factor (not to be discounted)</li>
<li>get a bit of a palate cleansing from the last few rough sessions of Burning Wheel at the end of the summer</li>
<li>do some gamist gaming to see if 8-10 months of playing mostly Burning Wheel had altered permanently the way I think about and play RPGs</li>
</ol>
<p>With all this recent drifting stuff, I had been undermining a lot of what I had set out to do, even though it was interesting and useful. I want(ed) to try to get back toward the original intent of this campaign and blog series.</p>
<p> So, I got with my group and talked about things a little more in depth and out in the open. The result is that we&#8217;ve planned to alternate games: my D&#038;D Eberron campaign alternating with&#8230; other stuff. The first dose of &#8220;other stuff&#8221; will be a Riddle of Steel one- or two-shot run by one of the players in my D&#038;D game. We may then start a TROS campaign in that slot or do some more one-shots. We&#8217;ll see how it goes.</p>
<p>I think with the D&#038;D game settling back towards its roots and the more narrativist stuff on alternate weekends, I&#8217;ll be doing <em>much</em> better soon.  I guess we&#8217;ll find out in a few weeks!</p>
<p>[EDIT: oh, yeah. One more thing. Can anyone ID the subtitle of this post? It's unrelated to gaming. It's musical.]</p>
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		<title>101 Days of D&amp;D: Setting stakes and conflict resolution in D&amp;D</title>
		<link>http://sjarvis.com/2005/12/06/101-days-of-dd-setting-stakes/</link>
		<comments>http://sjarvis.com/2005/12/06/101-days-of-dd-setting-stakes/#comments</comments>
		<pubDate>Wed, 07 Dec 2005 05:11:07 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
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		<guid isPermaLink="false">http://sjarvis.com/2005/12/06/101-days-of-dd-setting-stakes/</guid>
		<description><![CDATA[There&#8217;s a great thread on The Forge right now about setting stakes for conflicts in RPGs. Getting a good handle on setting stakes for conflicts in roleplaying can help any group get the conflict and excitement levels of their games cranked up a few notches so that things really sing. D&#038;D players (and I lump [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a great thread on The Forge right now about <a href="http://www.indie-rpgs.com/forum/index.php?topic=17897.0">setting stakes</a> for conflicts in RPGs. Getting a good handle on setting stakes for conflicts in roleplaying can help any group get the conflict and excitement levels of their games cranked up a few notches so that things really sing. D&#038;D players (and I lump GMs in with non-GMs here) often think more about task resolution than conflict resolution. Play becomes about rolling dice to see if an action succeeds not if a character succeeds at his goal. </p>
<p>Ja&#8217;el struggles with the lock on the door. The trio of hobgoblin mercenaries are charging down the hall, screaming and slavering, intent upon hacking Ja&#8217;el into tiny little wet bits. Ja&#8217;el&#8217;s task is to pick the lock. BUT, the conflict isn&#8217;t between Ja&#8217;el and the lock; it&#8217;s between Ja&#8217;el picking the lock before the hobgoblin&#8217;s get there. What&#8217;s at stake isn&#8217;t that Ja&#8217;el doesn&#8217;t get the door open; it&#8217;s that Ja&#8217;el doesn&#8217;t get the door open <em>in time to get through it and down the stairs to safety before the hobgoblins arrive.</em> [editor's note: apparently, I stole this example (more or less) from the BW Revised book. I didn't realize that until I saw a related message pop up on the Forge thread linked above. I carry a LOT of BW around in my head, I guess.]</p>
<p>By outlining stakes based on task resolution instead of conflict resolution, a metric assload of tension is inserted into the scene. It&#8217;s a seemingly little change, but it gets the players focused on what&#8217;s really going on in a game.</p>
<p><span id="more-368"></span></p>
<p>A lot of the more narrativist games developed in and around the Forge (you know &#8216;em: Primetime Adventures, Dogs in the Vineyard, Burning Wheel, etc.) are often more about conflict resolution rather than task resolution (almost always, actually). D&#038;D is typically NOT about conflict resolution. Tim Kleinert <a href="http://www.indie-rpgs.com/forum/index.php?topic=15375.msg164120#msg164120">defines the differences between the two</a> on the Forge:</p>
<blockquote><p>
<strong>Task Resolution</strong> is when the dice (or whatever) decide the success of an action, independant of of a meta-game goal.</p>
<p><strong>Conflict Resolution</strong> is when the dice decide whether a character/player&#8217;s interest is realized, most often in contrast with another character/player&#8217;s opposing interest.</p></blockquote>
<p>The question &#8212; as is relevant to this blog series and my own current game &#8212; is &#8220;how can you apply conflict resolution concepts to task resolution-based games like D&#038;D and use those methods for setting stakes to crank up the intensity of your D&#038;D game?&#8221;</p>
<p>D&#038;D is a strongly task-resolution oriented game right out of the box. But, I think it&#8217;s fairly easy to use conflict resolution models for D&#038;D play just as it is in narrativist games. What becomes important is <em>not</em> what the character does (pick the lock) but the ramifications of either succeeding or not succeeding (does he pick the lock before the hobgoblins get there).</p>
<p>Out of the box, D&#038;D is about <em>opening the lock.</em> You can make it about opening the lock <em>in time</em>, though. Settings stakes helps you define what the outcome of a die roll <strong>means</strong> to the player.</p>
<p>Instead of setting the DC for Ja&#8217;el&#8217;s open locks skill check based on the arbitrary difficulty of the lock (though that can be a factor), make it an opposed test against the fastest hobgoblin&#8217;s running check (i.e., a Strength check), adding modifiers based on things like the difficulty of the lock, things in the path of the charging hobgoblins, etc.</p>
<p>Think about what&#8217;s at stake <em>every time</em> you roll the dice, and keep those stakes high.:</p>
<blockquote><p>
Player: Ja&#8217;el picks the lock on the door.<br />
GM: He needs to get it unlocked before the hobgoblins get there or something wet will happen. (stakes are escalated by the GM with an evil grin)<br />
Player: Maybe so, but if Ja&#8217;el opens the lock before they get there, he can slam it shut and escape down the stairs, getting away with the dragonshard he stole from them (Player escalates!)<br />
GM: Roll!
</p></blockquote>
<p>Setting stakes and conflict resolution vs. task resolution are definitely things I&#8217;m going to be thinking about during my D&#038;D session this weekend, which may be the last session we have until after Christmas, due to players having holiday things to do the following two weeks. I&#8217;ll continue to update this series, though.</p>
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		<title>101 Days of D&amp;D: Web resources for Eberron DMs</title>
		<link>http://sjarvis.com/2005/12/05/101-days-of-dd-web-resources-for-eberron-dms/</link>
		<comments>http://sjarvis.com/2005/12/05/101-days-of-dd-web-resources-for-eberron-dms/#comments</comments>
		<pubDate>Mon, 05 Dec 2005 20:27:45 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[shortpost]]></category>
		<category><![CDATA[101 days of dnd]]></category>
		<category><![CDATA[dnd]]></category>
		<category><![CDATA[eberron]]></category>
		<category><![CDATA[GMing]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://sjarvis.com/?p=367</guid>
		<description><![CDATA[I am unabashed in my enthusiasm for the Eberron campaign setting for D&#38;D. I think it&#8217;s the best thing to hit D&#038;D in a long time. In addition to the seven or eight sourcebooks for the setting, Wizards puts a lot of interesting stuff on their website for Eberron, too.
I use the following sources for [...]]]></description>
			<content:encoded><![CDATA[<p>I am unabashed in my enthusiasm for the <a href="http://wizards.com/default.asp?x=dnd/eberron">Eberron campaign setting for D&amp;D</a>. I think it&#8217;s the best thing to hit D&#038;D in a long time. In addition to the seven or eight sourcebooks for the setting, Wizards puts a lot of interesting stuff on their website for Eberron, too.</p>
<p>I use the following sources for adventure ideas (and to enhance my trivia and flava knowledge of Eberron, too) all the time:</p>
<ul>
<li><strong><a href="http://wizards.com/default.asp?x=dnd/archeb/ds">Dragonshards</a></strong>: billed on the website as &#8220;Keith Baker, creator of the Eberron campaign setting, gives us the lore of Eberron, providing information about day-to-day life in Eberron, personalities of interest, history, and geography of this newest game world.&#8221; Each one has either great flavor to drop into your campaign or a great adventure hook. Some have additional rules (feats, spells, etc.) in them, too, but they tend to be flavor and not crunch.</li>
<li><strong><a href="http://wizards.com/default.asp?x=dnd/archeb/sh">Steal This Hook!</a></strong>: &#8220;This column brings you, the DM, a bevy of Eberron ideas to steal for your campaign. Youâ€™ll find several entrÃ©e-sized hooks and then a bevy of bite-sized mini-hooks in each installment.&#8221; They do these for the other campaign  settings, too, but this is the Eberron one. Some of the ideas just don&#8217;t appeal to me but a surprising number of them are really good. The best session we&#8217;ve had so far in this campaign came right out of a Steal This Hook installment. Very useful for when you&#8217;re running out of time and are short on ideas for this week&#8217;s session or just for sparking ideas in general.</li>
<li><strong><a href="http://wizards.com/default.asp?x=dnd/archeb/si">Sharn Inquisitive</a></strong>: &#8220;A weekly series of articles that might appear in the Sharn Inquisitive, one of Eberron&#8217;s largest daily newspapers. Use them as adventure hooks or local flavor in your Eberron game. &#8221; I haven&#8217;t really used any of these yet, but I&#8217;m thinking about ways to use them in my campaign. If all of my players checked their email more often, I would consider sending them out (and perhaps expanding them some &#8212; I am a newspaperist of sorts, after all) to either add some background flavor to the game or to spur them to come up with adventure ideas themselves. I need to study on this some more.</li>
</ul>
<p>Even if you naturally come up dry a lot &#8212; and it happens to all of us at one time or another &#8212; the sources above can get your Eberron game moving again. And, even if you&#8217;re normally overflowing with cool ideas for your game, they can still help you make connections and give you some alternate ideas for locations and things.</p>
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		<title>101 Days of D&amp;D: the Big Picture</title>
		<link>http://sjarvis.com/2005/11/30/101-days-of-dd-the-big-picture/</link>
		<comments>http://sjarvis.com/2005/11/30/101-days-of-dd-the-big-picture/#comments</comments>
		<pubDate>Thu, 01 Dec 2005 03:41:21 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[shortpost]]></category>
		<category><![CDATA[101 days of dnd]]></category>
		<category><![CDATA[GMing]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://sjarvis.com/?p=366</guid>
		<description><![CDATA[I&#8217;ve got this weekend off from my game &#8212; hmm, that sorta makes it sounds like work, doesn&#8217;t it? It&#8217;s not &#8212; so I&#8217;m doing some reading on the web and in print on general campaign management sorts of things, strategizing for the next month or so of sessions. I&#8217;m moving from the opening game [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve got this weekend off from my game &#8212; hmm, that sorta makes it sounds like work, doesn&#8217;t it? It&#8217;s not &#8212; so I&#8217;m doing some reading on the web and in print on general campaign management sorts of things, strategizing for the next month or so of sessions. I&#8217;m moving from the opening game to the middle game at this point. The players are starting to settle into their characters, and I&#8217;m getting my DMing &#8220;sea legs&#8221; back a bit. Up to this point, the campaign plot has been fairly erratic. So, I&#8217;m taking a step back and doing a little plotting and planning.</p>
<p>While I&#8217;ve started weaving in some action from what I <a href="http://sjarvis.com/2005/11/15/101-days-of-dd-my-eberron-campaign/"> sorta put forth as the core story for the characters in a previous post, </a> I need something <em>bigger</em> that all of these smaller story threads will be working toward, and I think I think I&#8217;ve seized upon an endpoint.</p>
<p><span id="more-366"></span></p>
<p>While the general idea for D&#038;D campaigns seems to be that years-long slog from level 1 to level 20 (and beyond), I&#8217;ve never managed to do that, though I <em>have</em> tried. I&#8217;m okay with shorter campaign arcs, though, even as short as a handful of sessions. Mostly it&#8217;s because I have <em>lots</em> of ideas for campaigns (and not just in D&#038;D), but I have scarce gaming time. I&#8217;m pretty much limited to one session per week due to work and family obligations (I have a rambunctious 2-year-old son), so I usually feel that I&#8217;d like to get in, get some stuff done, and get out without letting things drag on too much. Then it&#8217;s off to the next game/system/group/campaign.</p>
<p>My current Eberron D&#038;D campaign was originally conceived as mid-length game, maybe six months or so, and even that would be pretty long for me and most of the people I play with. I wanted to play with a pretty definite endgame in mind, then the concept sorta wandered, and the game has been much more generic D&#038;D in flavor than I intended or anticipated. However, I&#8217;m coming back to the idea of a definite place I want them to end up. What&#8217;s ironic, is that, for most of the characters in this group, I can see some <em>really</em> long-term play (e.g., one character is pretty much doomed to lead a nation or a Dragonmarked house), but I think I&#8217;m going to go for something shorter and faster and maybe more tragic.</p>
<p>Of course, since some of my players are reading this blog now, I can&#8217;t reveal that endgame. Yeah, yeah, I know, player knowledge isn&#8217;t character knowledge, and there are situations in which I can definitely see planning out that endgame with the players and then all of us working toward that goal together. However, this group and this game are a little old school, so more of the burden is on me for plotting purposes, and more of the burden to step on up is on the players. So far, it&#8217;s working out okay.</p>
<p>I&#8217;ve realized that there are a number of other sorts of games I&#8217;d like to run in the Eberron campaign setting. I <em>really</em> enjoy this setting, and I&#8217;ll definitely return to it in the future (and maybe not just with D&#038;D as a rule system &#8212; I definitely see a Savaged Eberron in my future). In fact, I&#8217;m already planning a very different sort of campaign to run after this one finishes (more on that later). So, some ideas I was trying to fit into this current campaign will get filed away for that other game, and now that I&#8217;ve got some focus back, it&#8217;s time to start plotting some situations and NPCs who will &#8212; I don&#8217;t want to say &#8220;lead,&#8221; but I really <em>do</em> want to say that, too! &#8212; okay, play roles in the endgame. But, there are several months of gaming to go before we get there&#8230;</p>
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		<title>101 Days of D&amp;D: web resources for D&amp;D GMs #1</title>
		<link>http://sjarvis.com/2005/11/29/101-days-of-dd-web-resources-for-dd-gms-1/</link>
		<comments>http://sjarvis.com/2005/11/29/101-days-of-dd-web-resources-for-dd-gms-1/#comments</comments>
		<pubDate>Wed, 30 Nov 2005 03:34:42 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[shortpost]]></category>
		<category><![CDATA[101 days of dnd]]></category>
		<category><![CDATA[dnd]]></category>
		<category><![CDATA[GMing]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://sjarvis.com/?p=365</guid>
		<description><![CDATA[Administrivia: VERY busy this week with work projects, freelance projects, and planning a trip to KC this weekend to get the MINI serviced and do some Christmas shopping, so I&#8217;m going to hammer out a few short posts for &#8220;101 Days&#8230;&#8221;, though I&#8217;ve got a couple of longer posts percolating around the ol&#8217; noggin. I [...]]]></description>
			<content:encoded><![CDATA[<p>Administrivia: VERY busy this week with work projects, freelance projects, and planning a trip to KC this weekend to get the MINI serviced and do some Christmas shopping, so I&#8217;m going to hammer out a few short posts for &#8220;101 Days&#8230;&#8221;, though I&#8217;ve got a couple of longer posts percolating around the ol&#8217; noggin. I realized I need to pace myself with this project. I&#8217;m only two weeks into a 12-13 week project. First up: the first in a limited edition mini-series about web resources for D&#038;D GMs.</p>
<ul>
<li><strong><a href="http://wizards.com/default.asp?x=dnd/arch/sg">Save My Game</a></strong>: is Jason Nelson-Brown&#8217;s weeklyesque column at the official D&#038;D website about advice for DMs who are having problems in their campaigns. Many of the topics come from posts on the D&#038;D forums where DMs have asked the community for help with a particular problem she is having in her campaign. I don&#8217;t always agree with Nelson-Brown, but his columns always give me something to think about in regards to my D&#038;D campaign, and he <em>has</em> helped save my bacon at least once. In some upcoming posts about particular topics (as opposed to particular resources &#8212; the othe axis), I&#8217;ll have more to say about some particular columns. In the meantime, his column is a good place to start when you&#8217;re having problems with a D&#038;D campaign &#8212; <strong>or</strong> a good place to skim and read BEFORE you start having problems.
</li>
</ul>
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		<title>101 Days of D&amp;D: miniatures vs. counters vs. air</title>
		<link>http://sjarvis.com/2005/11/27/101-days-of-dd-miniatures-vs-counters-vs-air/</link>
		<comments>http://sjarvis.com/2005/11/27/101-days-of-dd-miniatures-vs-counters-vs-air/#comments</comments>
		<pubDate>Sun, 27 Nov 2005 18:56:46 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[shortpost]]></category>
		<category><![CDATA[101 days of dnd]]></category>
		<category><![CDATA[dnd]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://sjarvis.com/?p=363</guid>
		<description><![CDATA[Miniatures are one of the iconic accoutrements of RPGs. First, the &#8220;funny&#8221; dice, then maybe lots of books, then minis. Minis may be #2 and books #3. Not sure, nor does it matter. Minis are iconic, which is weird, because I&#8217;ve been playing off and on for twenty-something years, but I&#8217;ve only started using minis [...]]]></description>
			<content:encoded><![CDATA[<p>Miniatures are one of the iconic accoutrements of RPGs. First, the &#8220;funny&#8221; dice, then maybe lots of books, then minis. Minis may be #2 and books #3. Not sure, nor does it matter. Minis are iconic, which is weird, because I&#8217;ve been playing off and on for twenty-something years, but I&#8217;ve only started using minis since playing D&#038;D 3.5. I had &#8212; and painted &#8212; a small handful <em>way</em> back in my roleplaying career, but the prospect of getting enough of them to use in all my games was just too expensive then (when I was in junior high). I never got back into them when I could afford it. </p>
<p>But, now I&#8217;m playing a lot of D&#038;D again, and D&#038;D 3.5 is a game with combat that&#8217;s pretty tactical in nature and is designed to be played with miniatures. I&#8217;ve done it both ways now, and I really prefer playing with minis. It makes things like Attacks of Opportunity and dealing with reach <em>so</em> much easier to deal with. Sure, you <em>can</em> play just fine without them, but I think it enhances the tactical nature of D&#038;D combat.</p>
<p>While I like minis, I don&#8217;t have the time or patience to paint metal minis (and I don&#8217;t really want to spend the money, either), and the way WOTC markets the plastic minis is a pain in the ass for us roleplayers. If they&#8217;d market them individually, I&#8217;d get the plastic ones. However, I&#8217;m too short of time (or too lazy, more likely) to hunt down singles or trade for the ones I need. I&#8217;m lucky that one of the players in my game is also a D&#038;D Minis player, and we usually play at his house. So, I can just use his minis (and I usually do). I don&#8217;t, however, own any miniatures or counters or a battlemat.</p>
<p>Yet.</p>
<p>I&#8217;ve been thinking about what to do about the minis situation. I&#8217;d really like to have something of my own to use in our weekly games (and other games as well), but I hadn&#8217;t really sat down and looked at all my options until this week.</p>
<p>Since you can&#8217;t (affordably) get pre-painted metal miniatures (and I&#8217;m too lazy to paint them myself), and the pre-painted plastic minis aren&#8217;t marketed in a way that&#8217;s convenient for us roleplayers, I&#8217;ve decided to go with counters.</p>
<p>Counters, on the other hand, are cheap and useful. If you have something like <a href="http://fierydragon.com/products/prod-ccdigital.htm">Fiery Dragon&#8217;s Counter Collection Digital</a> (nearly a 1000 different counters), a ream of cardstock, and an ink-jet printer, you can print out all the ones you need for a session and not have to do any substitutions like you might have to with plastic minis. They&#8217;re also a lot easier to store and transport.</p>
<p>So, I&#8217;m going with counters (specifically the Fiery Dragon Counter Collection Digital, mentioned above). I&#8217;ve used a few I&#8217;ve gotten from other sources and samples, and I think counters rule.</p>
<p>Of course, once you pick your counters/minis, you need a field to play them on: a battle mat. I&#8217;ve played on the vinyl battlemats, and I&#8217;m not impressed. I think every one I&#8217;ve played on had some sort of &#8220;memorial&#8221; feature due to someone using dry erase instead of wet erase markers on it. That and they&#8217;re expensive and ungainly to transport and store. So, that leaves pretty much two options: <a href="http://www.bc-products.net/Our_Products.html">Tact Tiles</a> and the <a href="http://www.steelsqwire.com/prod01.htm">Flip Mat</a>. Both are cool in different ways. I&#8217;ve got a set of Tact Tiles on my Christmas list, but I&#8217;ve already ordered  a Flip Mat since they&#8217;re inexpensive and Ã¼ber-portable.</p>
<p>In addition to mats and counters, I&#8217;ve found one other cool related accessory: <a href="http://fierydragon.com/products/prod-bbox.htm">Fiery Dragon&#8217;s Battle Box.</a> The quick-reference cards are worth the price alone, but you also get some spell effect overlay counters, some optional rules, and a single d20 (not sure why, but there it is).</p>
<p>So, there&#8217;s the physical landscape. More on the other stuff coming this week.</p>
<p>[NOTE: I started this last week, but we played our weekly session last night sans minis and I <em>REALLY</em> wished I'd had them. I'm addicted.]</p>
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