Wednesday, February 19, 2020

The Joy of being a Devious Dungeon Master

Anyone who thinks being a dungeon master is "not really playing" can expect disagreement from me.

Listening to the players describe their plan and then leading them into an encounter. Their sense of anticipation and nerves when you unexpectedly draw a combat map. The thrill when they fall into a trap. The satisfaction when you describe something they think is important enough to write down, and their speculation about what is to come. The sheer fun that comes from roleplaying a scene you outlined, thereby bring it to life.

This is the joy of the Dungeon Master.

It has been some time since I became the game master for my D&D group (one of two), and I think I'm finally getting the hang of it. There's a lot of stuff to keep track of: monster abilities and stats,  which monster has which HP total, the conditions, the initiative order, etc. Then there's the stuff to track of this information. I had to buy school supplies (pencils, notebook paper, folders, etc.) in addition to tools like condition markers and find a way of arranging it all behind the DM screen.

 It can get confusing, and every fumble you make slows down the game and decreases everyone's fun i.e. the real loot. My first several sessions suffered because I tried to manage everything from my smart phone. Now I go lower tech,  one notepade, one sticky note pad, and paper copies of notes and maps. All this prep has been worth it.

More recent sessions have gone smoother than those earlier ones, and in my personal opinion, the last one has been the best so far. I planned something for everyone's character to do and improvised as necessary. I stuck to these notes instead of ignoring them without reason. I looked to the mechanical side of things as well as the narrative potential, remembering that I a dungeon master instead of an author in this scenario. No rail-roading, just collaborating.

And it worked.

We had lots of good roleplay as the party prepared for the final assault upon a goblinoid war camp. I dropped plot hooks for adventurers after this one, which they picked up and used as suited their characters. I lead them into a goblin trap but they suspected something amiss and only the rogue player triggered it, who was best equipped to survive it. Then the battle commenced.

It will begin in earnest at the start of my next session as dungeon master, and I can hardly wait.

Brian Wilkerson is a independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor degrees in English Literature and History (Classical Mediterranean Period concentration). His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.

Saturday, February 15, 2020

Sword Art Online Progressive volume 1 (read for fun)


The Progressive series goes back to the beginning. This is the first floor of Aincrad,  and we see the details of Kirito's life there, how he met Asuna and the start of the march through the floating castle. This is SAO the way it was meant to be.

The original volume had to end with the game being cleared due to real life context i.e. a contest's deadline. So Reki Kawahara didn't have space or time for really digging into the mechanics of the game or the relationships of the players. This volume does both.

For instance, there is the distinction between safe zones in a dungeon and inns within the town limits. While both are clear of monsters and allow players to rest, the former is still an area within a dungeon. It is dimly light, the surfaces are stone-hard and the monsters can still be heard prowling and growling. So while a player can technically rest they won't be truly rested. This tidbit is used to develop the character of our leading couple.

Kirito, the VR nerd, fully buys into the reality of Aincrad. He considers it to be reality as far as day-to-day living and surviving go, and so he is surprised when Asuna tells him that she is camping out in the dungeon. As the academic achiever who has never touched a game before using her brother's copy of SAO on a whim, she fully rejects the reality of Aincrad. She considers everything to be fake except for sleeping, which she isn't doing much of anyway because of the camping-in-a-dungeon thing.

Thus the stage is set for the beginning of their relationship. Despite being from vastly different backgrounds, Reki Kawahara quickly draws a parallel between them. Whether it is competitive gamers or ambitious students, both want to reach the highest score and neither wants to fall behind their peers. There is also mutual admiration of each other's skills. Kirito immediately compares Asuna's agility and grace to that of a shooting star while Asuna is amazed by the finesse and efficiency of Kirito's combat maneuvers.

But this book is not solely about Kirito and Asuna. Reki Kawahara has other nicely developed characters to interact with them and push the plot forward.

Diavel is a set up as a counterpart to Kirito, a beta-tester who is focused on surviving and scoring L.A. bonuses but there is a key difference. Diavel presents as a knight, a classic knight in shining armor, while Kirito is totally into his solo selfish swordsman identity. By his confidence and charisma, Diavel pulls together and leads the first floor-boss raiding party. In contrast, Kirito totally freezes up in any social situation that is not pure game based (the first thing he says to Asuna is about monster-overkill). 

Then, of course, there is Argo, the information broker with a teasing sense of humor. Also a beta-tester, she contrasts the two boys with her different approach to the game, sneaking and spying instead of slaying monsters. She contrasts the aloof-and-proper Asuna in a similar way in their interactions with others.

Back to the game mechanics now, only one of which is the focus of the third "arc" of this volume. It is the weapon upgrading system. I didn't know anyone could make reading about two people grinding for monster drops exciting, nor create so much suspense rooted in manipulation of a player's menu window.

Trickster Eric Novels gives "Sword Art Online Progressive volume 1" an A+

Click here for my next book review (for fun): If It's For My Daughter I'd Even Fight a Demon Lord

Click here for my previous book review: Xanathar's Guide to Everything (D&D rulebook)

Brian Wilkerson is a independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor degrees in English Literature and History (Classical Mediterranean Period concentration). His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.

Sunday, February 2, 2020

Xanathar's Guide to Everything (D&D book review)

Xanathar's Guide to Everything

This is a supplement for the core books of Dungeons and Dragons fifth edition. It is framed as the personal investigations of "the Xanathar". This is the title of Waterdeep's crime lord, who is typically a beholder. At least this one is. Many pages have little footnotes from this beholder that give his perspective of whatever is on the page in question. Being an insane and paranoid aberration, the Xanthar has a different perspective than the reader, providing both comic relief and additional flavor.

This book provides great stuff for both dungeon masters and players. It's like a fusion of the player's handbook and the dungeon master's guide. Seriously, there are three chapters and there is something for everyone here. The first is new class archetypes, additional character flavor options and racial feats. The second provides options for tool proficiencies, random generators for encounters, guidance on traps, and downtime options, among many other things. The third chapter is a list of new spells, and both sides can take advantage of that.

I liked reading about the additional archetypes, both for their mechanical traits and their roleplaying possibilities. For instance, the Divine Soul Sorcerer has a feature where they can learn cleric spells in place of sorcerer ones, and so I would like to play such a one with the acolyte background and start a running gag of "I'm not a cleric, I'm a priest".
 On the other hand, the Arcane Archer Fighter feels intensely limited. It can only use its magic arrows twice per short rest. Even the Battle Master gets more uses than that. Granted, a player can decide to use the magic arrows after the attack succeeds and they will eventually gain a feature so they never start initiative without one use but it feels limited because the number of magic arrows never grows. Nor do the effects last as long as the similarly limited Wild Shape used by the druids. Then again, it also gains stuff outside of magic arrows, like the ability to make their ammo "magical" for the purpose of overcoming damage resistance, while the Battle Master is entirely bound to its limited maneuvers.

I've referred to this book frequently since I purchased it because of its DM advice. At the time I first read this book I had a party that included a character that liked to fly and one who liked to craft things, and this helps to manage both in the campaign. The downtime options are also appreciated for when they want to take a break from adventuring. I've used the random generator in a previous session, and it provided the seed for a springboard encounter.

The good artwork continues here. The new archetypes get profile pictures, and all of them together makes for an interesting contrast. Furthermore, the section on traps has delightful illustrations of them at work, such as an adventurer clinging to top of a pit trap.

Trickster Eric Novels gives "Xanathar's Guide to Everything" an A+

Click here for my next book review: Sword Art Online Progressive volume 1

Click here for my previous book review: Monster Manual for Dungeons and Dragons 5th Edition

Brian Wilkerson is a independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor degrees in English Literature and History (Classical Mediterranean Period concentration). His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.