Evaluating Your Game: Part Four

This is part four in an ongoing series, designed to help you evaluate and improve your game from the ground up. Previously, I discussed Genre, Setting, and Scope, followed by an analysis of Character Generation Methods and The Role of Randomness.

In most RPGs, you will eventually encounter something in character advancement that has a pre-requisite - something you must already have to be able to qualify for the advancement. These will typically apply to traits, classes, and occasionally skills.

Pre-requisites are good because they serve the function of providing a barrier between who may use something and who may not. This may be because of a concern with specialization, such as with d20’s prestige classes, or because the system does not implement a point-buy advancement and there is a desire to make somethings more costly, as with d20’s feat system.

The first concern with using pre-requisites is that it may make things too costly for a player to pursue - the Whirlwind Attack feat being an ideal example, it is highly desirable but almost never pursued because of the litany of pre-requisites.

The second concern with using pre-requisites is that they can go against a character concept.  The Whirlwind Attack feat is another perfect example of this - among it’s pre-requisites are three defensive feats, one of them (Combat Expertise) will never see use if it was taken only because of the pre-requisites.  Players will most likely try to avoid this wasted space on their character sheets.

There are one of two solutions to this problem:

First, you may offer alternate pre-requisites, a different path that can accommodate different concepts so that they may access the same thing.

Second, you may create an alternative to what the pre-requisites originally guarded - the alternative would represent the same skills if they were lacking whatever pre-requisites were not included and augmented by whatever they were replaced by.  In the case of Whirlwind Attack, a version which did not include the defensive feats might provoke Attacks of Opportunity.

The use of pre-requisites is a balancing act - you must be sure that the requirements do not outweigh the perceived benefits, and that the requirements of a feature will appeal to everyone that would be interested in that feature.

Campaign Website

A few months ago, I posted an article about building a campaign website to keep track of your game’s story, characters, and other various elements.

One of the most difficult parts of building a website like this is finding hosting and getting the necessary software set up on the server - wikis are obviously the best but they are also difficult to deal with.

Micah from ObsidianPortal.com got in touch with me recently to let me know about the website - which provided a free automated hosting space for people to use as a campaign website.

Some of the basic features include an NPC, Item and DM wiki, making it easy to make changes on the website and keep track of events, characters and items.  In addition to the campaign management features, the website makes it easy to publish your campaign or keep it private - you can even use the website to hunt out new players, based on geographic location or other search parameters.

If you’re looking for a simple solution to handle your campaign website, check out Obsidian Portal - if you don’t need anything other than the basics described above, it’ll certainly meet your needs.

Is there any other software or websites that make this process easier that you take advantage of?

When The Sky Falls

Until the 15th, you can download the new release by Bruce R. Cordell, When the Sky Falls, at RPGnow for FREE!  I’ve just downloaded the book myself and so far I’ve only had time to scan it, but it seems like a wonderful resource, at a price that can’t be beat.

So hop on over to RPGnow and take advantage of the free gaming goodness.

Ending a Campaign

Just before the holidays, I was finally able to draw a three year campaign to a close. This was a challenge to both me and my players, as this was the first campaign of mine to reach a close. Here are two things I learned from running the session.

Prepare a quick ending. When we started the session, the general understanding was that we had two or three more sessions in which to conclude the game, and the pacing of the game was set up to mirror this. Unfortunately, this was only the result of poor communication, as one player could not return after this session due to an imminent relocation to another state. This coupled with a player’s significant other having severe car trouble, and we were left with two hours in which to conclude a three year campaign which I had planned on spending another two nights on.

As a result of all this, the game was most certainly rushed, scenes were skipped and some mysteries went unsolved during the game. Worst yet, there were two prophecies hanging over the game, one much more recent and naming a lot more events and entities, albeit very vaguely. This second prophecy gave me another five or six events which I had to pull to a close quickly. For each of these events, if I had prepared an alternate event which could have taken its place, my job would have been much easier.

It’s important to have a quick ending prepared not only in case the schedule suddenly shifts, but in case the game itself does. For many experienced game masters, it isn’t a terrible problem when a campaign takes a strange turn, as there is always time left in the future to get things back on track or adjust for the sudden shift. With the end of the game approaching, however, this is not always the case.

The key question to determining if something needs a quick way to end it is “Will the game be worse off if this isn’t resolved before it ends?” If the answer is yes, then be sure to prepare something. If the answer is no, then there is no harm in sweeping it under the rug (or behind the screen for that matter.)

Prepare an alternate ending.

There was a point prior to the end of the campaign where the party (thanks to a Deck of Many Things) was nearly wiped out. If not for a remarkable stroke of luck, the party would have been dead and the campaign over with no even remotely reasonable way out of it. If a situation like this crops up and you are unprepared, it can be devastating. With proper preparation, it can be made into a great plot hook and even a new campaign.

For instance, let us say the goal of a campaign is to stop a demon overlord from coming through a portal and beginning the apocalypse, and the players, for some reason or another, fail at this. The demon overlord comes through the portal and triggers the apocalypse, as well as several options for a follow-up campaign. Perhaps the next campaign will take place in this post-apocalyptic world, or perhaps it will continue the fight on the other side of the portal, rebelling against the demon overlord. Perhaps fighting the apocalypse is useless, and the next campaign is focused around trying to survive during the apocalypse itself.

Being prepared for the campaign to end differently allows you to not only set the stage properly for these events, but make the failure something more: a tragedy.

Get positive feedback.  Ending a campaign is very draining and tiring, as well as the culmination of a lot of work.  While it might not normally be your practice to make your players offer feedback, now is an appropriate time to do so.  After the session is over, grab some limelight for yourself and enjoy it as your players tell you about how they enjoyed the game.

How do you end a campaign?

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