Monday, June 24, 2024

The 2.5 Hour D&D Session

    The biggest challenge running the Angstlands is ensuring the session is productive and fun despite its short runtime. Our sessions are scheduled for 2.5 hours and we usually lose half an hour to chatting, book keeping, and/or starting late because of work or traffic. Its taken almost the full year we’ve been playing to develop a system and set of tools that keep the action moving without things feeling too rushed - huge thank you to my eternally patient players!

    I imagine that the majority of the people reading this have limited time to engage with the hobby given the average age on the In Rust We Trust discord. If you’re interested in trying to squeeze in some D&D between kids/work/family, there’s a bunch of stuff that makes the 2.5 hour game happen. Some of it is campaign design, some is pregame prep, and some is watching the clock and adjusting things as needed.

    When building the Angstlands hexmap, I made sure there were plenty of small dungeons, combat encounters, and RP encounters that could be resolved in one session. For the small encounters, I have a rough outline of what the story is there with a few NPCs to facilitate it. I never 100% know where my guys will go, so that’s about as much prep as I want to have for those. When they pop up, I try to meld what I have with what my players try to do. It really is an emergent story to some degree, I just give prompts and then react to their characters. If there was a random encounter on the way, I may try to incorporate that, too. On paper, these encounters may feel like they are too little to be interesting but players will almost never go the most direct route to resolution and usually end up doing something I never thought of and changing how I want it to play out. With a group like ours, four sentences and a stat block can turn into a great session.

    Doing any preparation I can do to speed up gameplay is key. For example, I pre-roll three or four random encounters based on where the party is planning to go. That could save up to 20 minutes of me just rolling dice and I can better incorporate the encounter to what the group is doing. I also screenshot stat blocks for monsters and make little stat cards so I don’t have to flip through the book. If I suddenly need stats for an enemy because the players pick a fight I wasn’t expecting with an NPC or something that isn’t meant to give the party a challenge, I just give them a +0 bonus across the board and have them do 1d6 damage to keep things moving.

    It can be hard to give everyone their time in the spotlight with these short sessions, so I have been using “always-on initiative”. Even outside of combat, the players will take actions in initiative order. This gives everyone roughly equal playing time and stops my open-table game from excluding shy or new players. Its given us a great rhythm when exploring dungeons and increased the number of rooms explored per session. Its also made the game feel even more collaborative!

    I do my best to keep the focus on the players and watch the clock. I try to have NPCs talk the bare minimum so more time is there for the players to interact and RP. I focus on what needs to happen to drive action and resist the urge to goof around. These sessions are like a short story and you need to use every line of dialog to keep things moving. I try to be flexible and remove parts of the plot that are not key when the time is getting low. If players feel stuck or directionless, I give them a nudge or a clue. The last 20 minutes of play are almost always reserved for encounters, dividing treasure, and wrapping up. This last method is often aspirational because it can happen close to the sessions climax and everyone wants to see it through!

Don’t worry about mastering all of it at once and just start playing! You can figure it out on the way.

Sunday, June 9, 2024

Dungeons of Dracathen

    For the last year or so, I have been running an open table “West Marches” style campaign using Shadowdark. Its been a fantastic time, forcing me to push myself creatively, hone my skills as a DM, and giving me a chance to hang out with friends from all over this country (and continent!) regularly. I’ve given this campaign a link to my long running DCC game by using the same homebrew setting. Its opened up what was once a small collection of towns I used to string together some of my favorite modules into two continents with a growing shared history. The best part is getting to expand on that collaboratively with two groups of friends.

    Whatever it was in my youth that caused an appetite for rigorously developed settings like Forgotten Realms and Mystara has disappeared with age. While I have enjoyed reading about their mythologies and defining characters, I feel increasingly caged by metaplots and ubiquitous personalities put forth by corporate entities developing “lore”. With a published setting, there is a pressure to adhere to what the people know and expect. There likely are YouTube series and TikTok videos dissecting all the details. The world is largely mapped, making adding a large dungeon somewhere difficult without causing ripples in the goings on of the surrounding area. There was no one with a whip and cattle prod forcing me to slot my imagination into their fictional history textbooks, but it was difficult to silence the nagging voice in the back of my head that, upon writing my plans for the next few games, whispered,

“Does this conform to the canon?”

My last encounter with this was the birth of Dracathen.

    As I am sure it is for any DM reading this, my setting lives and breathes in my brain but much of that has not yet hit pixel or paper. Rather than bore you with my own history textbook brain-dump, here is an excerpt of the introduction I sent my players:

    “For nearly a thousand years, the Empire of Dracathen has been in a dark age. The gluttonous aristocracy's taxes keep peasants impoverished. Famine and drought have ravished the land. All manner of monster encroach on the ragged edges of civilization. The people cry to the heavens for relief and are met with indifference.”

Those five sentences have everything I want Dracathen to be on full display. No one will mistake it for a nice place with happy people who will have a happy ending. Maybe a future post will get into more detail, but for now that’s the medieval hell that serves as the backdrop for my games. The Empire of Dracathen is sprawling. It is primarily human. It is xenophobic. It is theocratic. It is oppressive.

   That intro is how I started my DCC game and everyone immediately got it. The light but flavorful background was working. The game was going well, but I wanted to play more. Children, jobs, and all the other outside forces that keep us from the table as adults made that impossible with the players I had. I started thinking about leveraging the In Rust We Trust discord where all the friends across the country I have made playing wargames live when they are not in my immediate field of view. The release of Shadowdark, a particularly good modernized OSR game, got me off my ass and figuring out how to make this work. My biggest struggle was creating an area where genuine exploration could take place plausibly while inside such an all encompassing empire. Much of my first Dracathen game is structured around a criticism of capitalism and wealth (yes, politics belong in gaming) and I thought it could be interesting to have a game do the same with colonialism. I admittedly have done very little with that concept so far, but that thought is what created the Angstlands.

    I used the same broad strokes as my other game to set the tone, but this was the real birth of any internal history. I captured the premise of the game with this introduction:

    “A century ago, the Empire colonized the sparsely populated continent of Theysia. Its idyllic shores hid unfamiliar dangers that frustrated expansion; a cursed forest, roving bands of savages, and forgotten demigods and their cults. Waging wars on multiple fronts on the mainland, the Emperor was forced to order a retreat. Many were abandoned in the haste to withdraw. The tales soldiers brought home with them quickly spread across the land. The cursed land of Theysia became known as the Angstlands.

    Now, the decades long war in the west has been won. Emperor Wilhelm VII, convinced of Dracathen’s divine right to rule over all, has ordered a return to the Angstlands. Rather than risk another military failure, the Empire looks to explorers and adventurers to scout the land and map its features in return for the right to all spoils recovered. The Fortress of Ulm has been rebuilt and each day desperate people arrive seeking fortune and an escape from the oppressive life on the mainland.”

   Last week, I had a discussion with Rory about DMing this kind of game. I had hoped to write a bit about the challenges of running a 4-6 player game in 2.5 hours and having it feel fulfilling, but this “short” introduction to my games has spiraled into an 800+ word post and I have tortured you enough. We’ll save that one for next time.