Serious & witty ninja with backstories are the epitome of gaming.
This will be a long post; everyone, skip to what you like, if you wish, although I feel that this should be a good read. I've had a lot of random thoughts about D&D lately and this thread seems like a very cool place to express them. Basically I hope to share good tips and observations I've found and made. My favorite part is the second one.
For me, there are four concepts that make gaming (and, roughly, life!) highly entertaining. As a DM, then, I attempt to incorporate each of these into my sessions, roughly in the order that I shall present them here.
(1) Flavorful mechanics. I usually start my sessions off with a good post-cliffhanger combat... but I hate dry combat! So description and roleplaying reign supreme even on the battlefield in my games.
(2) Smartellect and intelligeness. It's great fun to roll the dice, but it's so much more intense when I'm in the middle of a descripiton of a forest and a player, absolutely randomly, leaps up and cries, "I just figured it out! The paladins we're travelling with are fakes! They're not leading us to the hideout -- they're the real thieves' guild leaders!!" And I say, "Roll initiative!"
(3) Humor. The one thing everyone can agree on is that when everyone is laughing and having a great time, the game is a success.
(4) Story. The backdrop to a great game. I love broad, overarching stories to go along with a world -- nothing so specific as to implicitly force the players to live out a "novel" with you as the author, but things so general that the PCs' actions dictate a million consequences and form their own grand story.
I have a little story from my campaigns for each of these, so I'm going to pretend to be a competent Storyteller-Philosopher for a while and write anecdotes and analyze their importance.
(1) FLAVORFUL MECHANICS
A player approached me about his character for my next campaign. The campaign world was grim and harsh, but the PCs were heroes and I asked them to be played as such. I was aware at the time, though, that asking this particular player to play a "hero" meant he was going to exercise his min-maxing skills to the fullest and create the most beastly character Evar (as this was his preferred aspect of D&D).
So when Johnny McMunchkin came up to me and said, "I'm going to be playing a super awesome ninja," I politely reminded him to present me with the build before we began so that I could make sure it was balanced with the other PCs.
What he had done, however, was just amazing. His ninja wasn't a Ninja, if you get my drift; he was a Barbarian/Warlock.
He wore no armor, carried no shield, wielded a longsword, and took Hideous Blow and Flee the Scene as two of his invocations, along with the skill-boosting invocations.
His eldritch blast was described as shuriken -- ones that actually did damage, heh.
He hid, he ran with no noise, he ambushed, he disappeared into thin air and left a
major image of himself behind, and he flipped out and killed people all the time -- in a cold and calculating (and brilliantly roleplayed) fashion. I was concerned he'd be a paper tiger without a decent AC, but purely through "cowardice" (more like, as he put it, "Fighting the RIGHT fight the RIGHT way!") he kept himself and his attacks alive. Smokesticks and spiderclimb!
*****
This reflects so much of what I love about D&D: the options. A Barbarian/Warlock makes the perfect serious ninja-type! It brings joy to my heart when a player takes a creative look on a character, and it makes me start being much more creative in my NPCs. I hope a very truncated summary like this inspires others a bit, too!
(2) THE BRAINY STUFF
A paladin in my game worships a personal Lawful Good deity -- the god of contests and overcoming challenges. The god is all about a fair fight, an honorable contest, and respecting regulations... Of course, this god also always wins, unless there's trickery afoot! She used to buy into the standard interpretation that this god was not only super powerful, but also "the very best at everything".
That is, until she spoke to a crazy old man.
The party at one point ended up "rescuing" an insane old man from a pack of ghouls (really, he was having just a fine time, thank you very much, entertaining these obviously starving houseguests). For some reason they grew extremely fond of the madman (he drank tea made of weeds, dirt and water, which apparently is quite endearing), so I decided that when they returned to visit one time he'd end up revealing a bit about himself -- and the paladin.
Long story short, the paladin ends up in a detailed conversation with the old man which seems to be simple gibberish -- but party effort determines that his very chaotic, essentially encoded speech is actually an attempt at refuting standard logical reasoning. I had him discuss logical (
http://en.wikipedia.org/wiki/Self-reference) paradoxes, specifically the old "If this statement is true, then (anything)" one. It took a while for them to get it, especially considering the madman was talking in code, but when they did they were surprised and excited.
Then the madman faced the paladin and told her, after more translation difficulty, this following short argument:
Your god is the "very best at everything".
In particular, your god is the very best at doing X whenever he does X.
But because he is the very best at everything, your god is also the very best at doing X the very worst
all the time.
So, tell me: what exactly is your god best at?
The astounded player (and character!) opted to have her paladin take a few levels of fighter while she (and the character!) sorted this out.
*****
I think the reason why this example was one of the most memorable encounters in my campaign is because it combines two literary archetypes and eliminates the problems with both. Here, the crazy old man is both "the riddler" and "the teacher" -- yet the players get caught up in neither the "well gosh-darn I'm just plain stumped" part nor the "lecture is boring; what's the point?" part of each.
You make sure they always "win" the puzzle, but they still have that awesome feeling of accomplishment.
So try structuring your next "riddle/puzzle" encounter this way, if it sounds fun! Even my players who only love hack and slash still fondly refer to this moment in our campaign.
(3) HUMOR
The rogue/taskmage in an old campaign of mine was
that guy -- the one who hits on everything female and breathing (or, at least, when he assumed they were breathing... there was this female mummy in a cloak one time...). Fortunately he wasn't a sicko about it. Nonetheless, my "Time to throw out a nasty curse/cursed item" timer went off one day and I immediately had a devious idea based on a witch's curse and something I'd found online.
So when the ladies' man hit on a leather-wearing girl at a bar playing with a ritual dagger, he soon found his future one-liners to come out much differently than intended.
See examples here:
http://www.mcsweeneys.net/links/lists/27MarkVanderhoff.html
My credits to Mr. Vanderhoff!
(This, of course, assumes you are familiar with standard crappy pickup lines!)
*****
Humor is so crucial. Even in dark games (like the one with the aforementioned Rogue/Taskmage), it seems like humor is integral to a successful long-term game. For one of my sessions (in fact the same one wherein the fellow was (literally!) smacked with a curse), I spent all my allocated prep time just thinking of humorous situations for the characters. The plot advanced, but everything that day was really funny and lighthearted -- a welcome change for both players and DM. I highly recommend this tactic. And google. Because while I'm not often funny, at least google always is.
PS:
To prove my point to myself, I randomly google image searched for "platypi" and clicked on the second image. Glorious.
(4) STORY
As my players read this board like mad(wo)men, I'm not going to post MY deliciously mysterious overarching tale. They have evolved cunning tactics from othermessageboardly experiences where a spoiler tag is foiled instantly by strategic mouse clicks. Thus I give them no biscuit today.
However, I want to briefly mention one of my favorite stories --
http://www.enworld.org/forums/showthread.php?t=76999
--
el-remmen's "Out of the Frying Pan"!
The deceptively simple overarching concept: poor adventurers ride a wagon train with dozens of others, journeying to slay a dragon, the likes of which has not been heard in ages.
It's this kind of thing that screams for detail at every corner, and I think el-remmen does it magnificently. Why poor? Why all the men? Is the dragon real? Are we going to get eaten alive?
And, of course, in the course of the tale these questions bloom into a thousand others.
This story, along with a few other epic ones (I'm a storyhour lurker junkie too!), has inspired me to no end. Whenever you're at a loss for a mood or feel of a campaign, I recommend heading on over to the kitchen and hopping in the skillet.
And as this post is hideously long already, I shall conclude it at that.
OH! And if RangerWickett feels like choosing this post, Lyceian Arcana is the one for me. Elements of Magic Revised absolutely fits with my feel of D&D. I highly recommend it to anyone who's not tried it before.
Back to eternal work,
Thikket