Tag Archives: D&D

Dungeons and Dragons at TfB

It all started with someone saying they had never played Dungeons and Dragons. It seems weird, working for a video game company that exists because of D&D, but many people didn’t get the opportunity to play growing up. I did. And I had even run games before, though for much less discerning players than a group of people who *make* games for a living.

4 years later, we have had two full campaigns and a short lived run through some Savage Worlds, but here we are, playing D&D again. I have played in some of it, but mostly I have been running games. Not just because it’s the easiest way to make sure we play and everyone is having fun, but more because this is what I find fun. Presenting a situation to players and watching them destroy it in the most beautiful ways.

I believe playing and running D&D games makes you a better game designer.

There are different kinds of DMs (dungeon masters) and different kinds of campaigns, but most of the players I have encountered agree that that whole point is to have fun. I have tried planning out everything meticulously and it rarely works. If I have a country road ambush, and I need the players to ride along a road at a specific time to have something specific happen, but I mention in passing while setting the scene that a monarch butterfly flits by – one of two things will happen – 1. The players will chase off after the butterfly certain that it is important because I mentioned it. Or 2. Turn around and ride the other direction because someone forgot to buy arrows or their cat is on fire back in town.

Over the years leading up to my career in video games I learned a great deal about D&D players. They might as well all be named Murphy. They will absolutely go the wrong way, do the wrong thing, at the absolute worst possible time. The job of the DM though, is to make sure they have fun doing so.

I learned to only vaguely plan what I wanted the session to be. It will always be shorter or longer than I imagine. They will have an easy time with extremely difficult monsters while dying to the fluffy bunnies of cuddles. They will bash down doors that weren’t locked, they will fall down shafts that have ladders, and they will drown in small ponds. They will also roll natural 20s (an automatic success) on unopenable chests, leap 40 foot crevasses, and drown bosses in pools of holy water without ever once touching him.

What makes D&D so much fun? What makes me enjoy running these games so much, despite it taking hours of my limited free time, excessive amounts of money for every book WotC prints, and so much mental preparation? Because I can always say YES to the player.

In video games, we are often limited by our tech or our scope. If the player in a game wants to go off the beaten path and chase down bunnies – they can’t always do that. And if we do let them do that, that takes time and money that could be spent on “more important things”. But in D&D – not only can the player do so, but I can twist the story and plan to make it so it’s important and what was intended ALL ALONG. There’s always an answer. Everything’s always connected even if it wasn’t intended to be that way.

To give a very immediate example – last night I presented my players with a room in a magical dungeon. The dungeon is magical because it creates challenges that are specific to THESE characters. This room was targeting towards our resident sorcerer, who’s day job is creating gaming supplies like cards and dice. The room was a handsomely appointed tavern room (yes, in a magical dungeon, it works because magic) with a single table and two chairs. The player immediately sat in the chair, while his party members stood back and watched, and a ghost appeared in the opposite chair to play him at a card game. As he spoke to the ghost he learned the specifics of this challenge. He had to win three bets against the ghost, before he lost 3. Of course, he lost 3 first. Now, I as the DM, didn’t have a concrete plan beyond – the ghost will attack him if he loses. That was it.

The ghost turns aggressive and attacks my player. Of course, his party members join the fray, but as they are level 1, and the ghost is quite challenging, they didn’t kill it. It however reduced my player to 0 hit points (in D&D this doesn’t mean he is dead yet, just knocked out and dying.) At this point, I could have the ghost start attacking the other players, they did after all attack the ghost. But that’s so… normal. So instead, the ghost reverts to its previous non-aggressive form and vanishes. I didn’t plan that. I thought of it in the moment.

As they revive the player, he once more sits down to play the ghost, who returns and acts as if nothing has happened and is willing to play again. They know they hadn’t beaten the room’s challenge and earned the reward. Only this time, the players change their tactics. They all start cheating like mad. Slight of hands, distractions, perception and insight rolls are flying around as they try to help the player win 3 rounds of poker. Of course, he succeeds this time – it was easy as he had 3 extra cards in his hand.

They successfully overcome the challenge and the ghost leaves, giving them access to a door that rewards them with a magical staff specifically made for the player. I didn’t plan most of it. I had exactly two words written down for this puzzle – “gambling game” and then a second note made later that said “v ghost.”

On the surface it seems like a really weird thing to have in a game. It’s not combat (well, it had combat, but it was solvable without combat.) It allowed them to fail and retry without “reloading” or sacrifice. It was still challenging, but not mindless. And yet, it’s exactly the kind of thing we frequently did in Skylanders (there was just a card game, and at times the players inexplicably had to beat them to proceed.) And mostly, the interactions, rolls, and events were generated on the fly to adjust to the players, their actions, their health and stats, and the general feel of the room.

Video game development is a weird beast. Very rarely does the plan set down at the beginning actually lead to the game at the end. Much like the adage about war, the battle plan never survives the encounter with the enemy. On the 4 Skylanders games I built levels for, never once did the order of levels survive 5 months without being changed. That’s not the first 5 months. That’s every 5 months. 5 months from CRC (the first attempt at a final build) at least one level would be moved forward or back to fix some weird issue with a story point, a mechanic, or a toy production issue. Being able to quickly think on your feet and improvise solutions using nothing but what is already in the game is a very valuable skill.

D&D is a group storytelling experience, in that the DM is taking all the threads of story being told by the players, weaving them together, then weaving them into a larger epic narrative. Many video game designers want to achieve this same goal. I have found these are generally the better designers in the game industry and often make exceptional games. They let the player affect the game, story, and experience, even if that means things break in unexpected and horribly broken ways. D&D makes me a better designer because experience DMing has taught me that saying yes to the player and allowing them to do ridiculous game breaking things often leads to the most interesting stories that get retold for years afterwards. It’s not my epic tale where I force them along a prescribed set of actions (that’s a book) it’s the group of us, working together to create hilarious adventures.

Not to mention that having a regular group of people willing to stumble and bumble through mechanics and puzzles is a really great testing ground for level design. In addition, playing with people from work leads to really amazing friendships and the ability to work really well together even when not in dungeons.

Gelatinous Cube Shots

In our weekly D&D group, we have a paladin dwarf. I granted him the ability to turn water into holy ale/beer as a silly ability that just adds to the flavor of the game. Very early in the game, he used this ability to turn a pool of water into holy ale and then the group dropped an evil skeleton into it. Of course, because I reward players doing wacky things, I let it do damage to the skeleton, who then rolled TWO consecutive 1s on the dice to climb out of the pool.

They still tell this story, almost a year later.

Now, due to work pressure, our group is filled with tired, overworked game devs who are literally giving up their only free time in a week to play D&D. So I have been far more lenient and letting them do all kinds of crazy and silly things with their characters and during battle.

This lead to a night fighting mobs of troglodytes and three gelatinous cubes.

After much battle, Davkul, the dwarven paladin is facing off against the Gelatinous Cube. A statement gets made that they are “mostly” water right?

Can you guess what he did next?

So now, my group of fearless adventurers are standing about a gelatinous ale cube. Sid, the drow rogue, made a joke to the effect of “Gelatinous Cube Shots!” and of course, this meant Davkul wanted to DRINK it. I had him make an endurance check – and he nailed it. It was over 35. Fine. Okay. You guys just DRANK a gelatinous cube. EW.

This lead me to Google and checking to see how one would go about making Gelatinous Cube shots. My search returned nothing. Surely not. SURELY someone has had this idea right?

Well here’s how to make Gelatinous Cube Shots for your Dungeons and Dragons drinking nights!

Ingredients:

2 Boxes of Jello mix – whatever flavor.

1 cup Vodka.

1.5 Cups Boiling Water.

1 Cap of Wilton’s Skeleton Bones Sprinkles.

 

I picked Lime and Berry Jello, so it would be blue and green cubes. I also made the Lime with Vodka and the Berry with Rum.

Put the two boxes of jello into a bowl. Boil the 1.5 cups of water. Add the boiling water to the jello and stir for 2-3 minutes. Once it’s good and mixed, add the room temp1 cup alcohol. Stir some more. Pour into a small glass pan, and refrigerate over night. When ready to cut, set the glass pan in warm water for about 5-10 minutes, until it starts to separate from the glass pan, then cut the cubes and remove.

Now – about those sprinkle bones. I got them because it’s just not really a gelatinous cube without some adventurer bits in it. I added mine about 30 minutes after putting the jello in the fridge, which was clearly too soon, as they all sank to the bottom. I imagine about an hour would be right, though it might mean having to poke the bones down a bit. Also, it’s possible to make two batches and let the first batch set, then pour the bones in, then add another layer with the second batch – but that would mean doubling the recipe and a much bigger pan. The sprinkles didn’t melt when added to the jello, but when we cut the cubes, they did start to disintegrate and ooze. Honestly, it made it better.

DSC_0002 DSC_0003 DSC_0004 DSC_0006photo 1 photo 21619115_10152098175185876_3484592911143001907_nThe sprinkles and rum!

 

 

 

 

The Jello!

 

 

 

First set, blue!

 

 

 

 

Second set, Green!

 

 

 

 

Two trays of green and blue shots!

 

 

 

 

See the bones!

 

 

 

 

Up close cube!

 

 

 

 

 

I should also warn you, these pack a bit of a punch and are deceptively tasty. Nom with care.

Something on my Desk

Last week was a holiday. I got the day off work and spent it NOT at my normal desk, but rather my home desk.

Which begs the question, which desk item should I write about? One on my work desk like I normally do? One on my home desk? Or an item that miraculously appears on BOTH! How strange that there is in fact two items that appear both on my home desk and my work desk.

Of course, any RPG gamer knows this is a vital part of your gaming kit, and is often used in other games.

Magic the Gathering uses them for life counting and calls them “spin down” counters.

Erick Wujcik insists you don’t need them to play RPGs and he might be right.

They can be as small an eraser on a pencil to as big as pillows.

They can have anywhere from 4 to 100 sides.

I have hundreds of them in various shapes, sizes, and colors. I love collecting them.

Guess it yet? D20s, or 20 sided dice, are the mark of a nerd and gamer.

I have three of them on my work desk, each taken from a Magic the Gathering fat pack. I have two on my desk at home, both purchased for playing D&D that got separated from the bunch and now sit looking pretty. I often pick them up and hold them, much the way I will do with a book, to simply feel it in my hand.

When working with Erick Wujcik I was privileged to get to participate in a game he ran that was diceless. It was completely fascinating to see the game and the player response to not having a random element to it. Before this I had played pen and paper RPGs for years and had amassed quite the collection of dice. I was foolish enough to believe I had seen “everything” there was to see with RPGs. (I had even LARPed.) At least I was delighted to discover how wrong I was. Since then I have reveled in learning about the ways other people play RPGs.

As an added point of interest it is quite amusing the rituals and superstition people have about their dice. For instance, I have “friend” sets that my friends can use and I have my set. Don’t touch my set. You will contaminate it and I will start to roll poorly.