Help! My DND Isn't Board Game-ish Enough!

Dorloran

First Post
I’ve been thinking of starting this thread for a while now, but haven’t known quite what to say exactly or what to ask. But I think now that Biohazard has posted elsewhere on these boards about his departure from RPGing, and especially considering the reasons he gives, it’s maybe time. When he talked about board games being ready-to-run, no prep time, one-evening affairs with simple and discreet rules, that’s what I’ve been trying to imagine for DND. I’m thinking about an approach to make DND more like a board game than it is (ducks thrown tomatoes and rotten cabbages). Here’s what I mean.

Take my group, for instance. I’m lucky enough to game with guys that I’ve gamed with since the beginning—and I do mean the beginning, right from the White Box till 3.5, about 30 years. But, as Biohazard pointed out, we’ve grown up (groan) and life is starting to interfere with our gaming: kids, jobs, kids’ activities, need for longer and longer periods of sleep, etc. Our situation is that we love to get together, we love DND as our game of choice, and we have a group of six when everyone can make it. But that’s getting rare.

We have less and less personal time to prepare adventures. We have less time to play (usually every Friday for about 4-5 hours). From one week to another, some players can make it while others can’t, so players and characters are constantly in and out of campaigns, scenarios, and even specific adventures. It’s hard to maintain continuity, harder to keep all the players on the same page, and even harder to keep all the characters of equal enough level so they can reasonably travel together. It also seems that we’re constantly creating new characters whenever someone does have the time to start a new adventure series because we prefer low to mid-level play, or, perhaps worse, players have well-liked or even favorite characters “trapped” in scenarios that have petered out because the DM didn’t have time to follow through, or the DM has taken a hiatus, etc.

Point is, it seems to me that our group, and perhaps other groups like us, would be served by some system or set of rules that would pretty much emulate board game type playing, with the added element of campaign play (by that I mean playing the same character from week to week in whatever adventure someone might have ready for the evening). It might look something like this (forgive the randomness of the thoughts):

• Be based on a series of short scenarios (what I think I might call Delves) instead of campaigns so that players can come and go with less impact on continuity.
• Maybe take some clues from DND minis, but maintain the element of the DM and maintain the most important element, Role Playing.
• Uses DND as its base system (so doesn’t switch to DND minis, etc.)
• Accounts for the fact that experience points will vary from player to player because of their sporadic availability to play.
• Maybe tweaking gaining levels so that players were rewarded and characters advanced in other ways, perhaps awarding something like Hero or Action Points on level-up, or perhaps as characters increased in level they would “unlock” their access to stronger magic. For instance, you could check the DMG to see how much and what power of magic that a character of a certain level is expected to have, and then the character is allowed to "control" that much magic.
• Rules that would maintain characters at mid-levels for long or longer periods of time.
• Finding ways to cut down on prep time for creating adventure scenarios/delves.
• Find ways to cut down on combat time so the whole evening isn’t a combat or two.
• Doesn’t mean we sit down to actually play Risk or Monopoly, even though that sounds like the obvious fix for a group in our situation. We wanna play DND!

Has anyone else been thinking along these lines, or have any comments or suggestions??

Thanks.
 

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QuaziquestGM

First Post
Dude, just start up your favorite file shareing program, and download old rpga modules. They are designed to be run in 4 hrs, have built in scaleable features to account for party level, are self contained, and yet still have the built in feature that one adventure can influence the next by use of fame and infamy.

your other option is buying the Descent tile game and run it in champain mode.
 

Piratecat

Sesquipedalian
Also, the Goodman Games "classic D&D" modules may be a great solution for you. Fun, self-contained, and easy to prep - but with lots of old-school fun.

I'm going to be running a once-a month game at my local game store this year. My rules?


- Set in a big city (Ptolus? Eversink?)
- All PCs are members of an organization - noble house, thieves guild, mercentary guild, secret society, or the like.
- Highly episodic and action-filled plots.
- Each game advances characters one level. (No fussing with XP!)
- People either make up PCs (I'd set guidelines up in a wiki) or I'll have some pre-gens.
- All the adventurers are structured around the same meta-plot, rewarding continuing players.
- The players should be able to finish each adventure in a single game session.
- Stress a very pulp sort of "in medias res" way. Start each sessions with a situation that is being dealt with, the implication being that the PC's haven't been sitting on their hands in between sessions, but that each session is almost the climax of a normal session.

This way I can start each game nice and fast. As (contact) said when we were hammering this out, an opening line might be...

"With the Hanging Judge slain, tensions in the Sink have only worsened; your men have been canvassing the alleyways and gin-flops rooting out traitors to the crown, but more emerge every day. Our session begins as you are summoned by your superiors and informed that there is a First Watch situation uptown - a gang of wild-eyed wharf-rats have gotten their claws on a Minor Eye of Vecna and are threatening to use it on a orphanage unless one of their leaders is set free. Problem is, the traitor swung from the Widow's Tree yesterday . . . now somebdy's got to get in there the hard way. You arrive on the scene just in time to hear the first of the screams."

Minimal prep for me, too. I'll have a month to think of a plot, and I'll need nothing more than a page of notes for each session. I wonder if this approach would work for you, too?
 
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Cassandra

First Post
Our DM dealt for several years with a long-running campaign with varying players. His solutions bore a lot of resemblence to Piratecat's:

- All the PCs are members of one organization - in this case, part of the entourage of a Baroness. (She was the DM's wife, so was practically guaranteed to be available.)
- Whoever was present went on the mission of the day. Whoever wasn't present was obviously off on some other mission for the Baroness.
- Most adventures were planned to be finished in one session. Occasionally an episode would carry over to a second game session, if it was known in advance that the same players would be present.
- The various adventures fit into one overarching plot, so there was continuity. It made it easier to fill people in who had been absent for while. Also, it was assumed that their characters had been "away," and so it wasn't surprising that they didn't know what was going on.
- Experience points were awarded as usual (although I believe he included roleplaying awards, and not just monster-slaying awards). The DM did take the varying levels into some account in planning encounters, but working with people of various experience was part of what the characters were expected to do.

I don't know that this helps you much on the "no time to prep" issue, but it might on the continuity questions.
 

Cassandra

First Post
**Warning - shameless plug**

I have a suggestion for dealing with decreased time for preparation. We have people in our game company (Tabletop Adventures) who have been gaming since the time of the first small books, and our life situations are much like yours. When we started publishing PDF products, we wrote material that would be perfect for people like us - Harried Game Masters. (One slogan is, "Publishing the material we've always wanted to have" - and we're not kidding.)

Our primary products are descriptions - of dungeons, city scenes, forests, swamps, etc. You have a basic plot? Great; you can use this stuff to fill in the details. Each product is organized to make it easy to use as soon as you get it - we say, "Buy it Today, Play it Tonight", and it works. We have products available at the EN Game Store or you can get more details at our website: www.tabletopadventures.com.
 

FireLance

Legend
Our group practices a lot of what Cassandra and Piratecat have mentioned.

We use the "everyone is members of the same organization" convention as well. It also helps ease the integration of new characters into the campaign if a PC gets killed or a player wants to try something new.

Our adventures are also planned to be completed in one session of about 3-4 hours.

We don't bother with experience points or treasure. Instead, everyone is assumed to gain a level in between adventures (we like a quick pace for level gain), and the organization keeps the PCs supplied with gear appropriate to their level (as per the PC wealth table in the DMG). Magic item creation feats simply reduce the cost of obtaining an item by 25% instead of adding an xp cost on top of a half the gp cost (a PC can only create an item for himself, not for other PCs), and spellcasters who want to use spells with xp costs have to buy and use "power components" that cost 5 gp per point of 1 xp. This frees up the DM from having to calculate xp or allocate treasure, which cuts down on his prep time.

PCs gain levels even if the player is not present. This keeps all the PCs more or less on the same even footing, and cuts down on one more thing the DM has to worry about.

The players are also generally co-operative with the DM, which reduces the time he needs to think of plot hooks. The DM can simply start the session by saying, "You have been assigned to go on this mission."
 

Plane Sailing

Astral Admin - Mwahahaha!
Dorloran said:
• Be based on a series of short scenarios (what I think I might call Delves) instead of campaigns so that players can come and go with less impact on continuity.

• Maybe tweaking gaining levels so that players were rewarded and characters advanced in other ways,

• Rules that would maintain characters at mid-levels for long or longer periods of time.

• Finding ways to cut down on prep time for creating adventure scenarios/delves.

You've had lots of good suggestions already, I just wanted to share some thoughts on these things in particular.

* a couple of decades ago (I'm obviously the same vintage as you!) my gaming buddies and I all had a 'stable' of characters, of different classes and different levels, and each time we met up the DM would say what level the adventure was for and we got together a group of appropriate level characters. We were not playing 'campaigns' in the traditional sense, more like pick-up games of D&D but with established characters. Might work for you.

* Once characters reach mid level (Which I think of as ~5th/6th level, select as appropriate) you could dramatically reduce xps - or even follow up on the True20 idea of just levelling everyone up at an appropriate time as determined by the DM. This does mean that you lose the gathering of xps (but frees people from viewing all encounters as xps-on-legs).

* With slower advancement rate, it is good to have other bennies to encourage the players. The old standbys of gold and status can still work very well here.

* with 3e the nub of cutting down on prep time is cutting down on NPC creation. One way of doing this is by using vanilla monsters wherever possible, another option is to use a mechanism such as that from Spycraft 2 to create simple NPCs, or handwave the NPCs capabilities (i.e. they can do what they need to do, and are as skilled in the appropriate skills as a challenge of their CR ought to be) or find a lot of pregen NPCs (the rogues gallery thread on ENworld can be a good source of these)

Cheers
 

Treebore

First Post
I just started playing Castles and Crusades. The last ten months have been the best gaming experience I have had since the beginning back in 1985. A number of us agree that our rediscovered enjoyment is like being a kid in a candy shop again. Plus it has only gotten better!

If you just have to stick with DND, good advice has been given.
 

DonTadow

First Post
Dorloran said:
I’ve been thinking of starting this thread for a while now, but haven’t known quite what to say exactly or what to ask. But I think now that Biohazard has posted elsewhere on these boards about his departure from RPGing, and especially considering the reasons he gives, it’s maybe time. When he talked about board games being ready-to-run, no prep time, one-evening affairs with simple and discreet rules, that’s what I’ve been trying to imagine for DND. I’m thinking about an approach to make DND more like a board game than it is (ducks thrown tomatoes and rotten cabbages). Here’s what I mean.

Take my group, for instance. I’m lucky enough to game with guys that I’ve gamed with since the beginning—and I do mean the beginning, right from the White Box till 3.5, about 30 years. But, as Biohazard pointed out, we’ve grown up (groan) and life is starting to interfere with our gaming: kids, jobs, kids’ activities, need for longer and longer periods of sleep, etc. Our situation is that we love to get together, we love DND as our game of choice, and we have a group of six when everyone can make it. But that’s getting rare.

We have less and less personal time to prepare adventures. We have less time to play (usually every Friday for about 4-5 hours). From one week to another, some players can make it while others can’t, so players and characters are constantly in and out of campaigns, scenarios, and even specific adventures. It’s hard to maintain continuity, harder to keep all the players on the same page, and even harder to keep all the characters of equal enough level so they can reasonably travel together. It also seems that we’re constantly creating new characters whenever someone does have the time to start a new adventure series because we prefer low to mid-level play, or, perhaps worse, players have well-liked or even favorite characters “trapped” in scenarios that have petered out because the DM didn’t have time to follow through, or the DM has taken a hiatus, etc.

Point is, it seems to me that our group, and perhaps other groups like us, would be served by some system or set of rules that would pretty much emulate board game type playing, with the added element of campaign play (by that I mean playing the same character from week to week in whatever adventure someone might have ready for the evening). It might look something like this (forgive the randomness of the thoughts):

• Be based on a series of short scenarios (what I think I might call Delves) instead of campaigns so that players can come and go with less impact on continuity.
• Maybe take some clues from DND minis, but maintain the element of the DM and maintain the most important element, Role Playing.
• Uses DND as its base system (so doesn’t switch to DND minis, etc.)
• Accounts for the fact that experience points will vary from player to player because of their sporadic availability to play.
• Maybe tweaking gaining levels so that players were rewarded and characters advanced in other ways, perhaps awarding something like Hero or Action Points on level-up, or perhaps as characters increased in level they would “unlock” their access to stronger magic. For instance, you could check the DMG to see how much and what power of magic that a character of a certain level is expected to have, and then the character is allowed to "control" that much magic.
• Rules that would maintain characters at mid-levels for long or longer periods of time.
• Finding ways to cut down on prep time for creating adventure scenarios/delves.
• Find ways to cut down on combat time so the whole evening isn’t a combat or two.
• Doesn’t mean we sit down to actually play Risk or Monopoly, even though that sounds like the obvious fix for a group in our situation. We wanna play DND!

Has anyone else been thinking along these lines, or have any comments or suggestions??

Thanks.

Yeah I really don't see where board games comes into play. If you dont have enough time just be more open to differences between player level and encounter management. There's no need to break out pieces and take hte role playing out the game.

1. Negate XP and just tell players when they level. That way everyone levels at the same time. I had DM's do this up until my third or fourth campaign.

2. Run modules, the dungeon crawl classics line is perfect for your game. The adventures are usuall ywell broken up with synospsis at each chapter. They are also bult for a wide range of four levels. If their too long and you want bottled adventures, check rpgnow for some of the inexpensive adventure. They usually only require 4-6 hours. YOu can form your game around the concept of being eposodic, like Masters of the Universe. Create an overarching campaign arch out of the seperate adventures (as they come up) and the in game stuff. Take a reoccuring villian from one module and plop him in the other to give the pcs a feeling of continuity.

3. Cut down on combat time is just DM managing of combat a bit better. WE all have problems with it. Try combinig dice rolls, not confirming criticals, and timelimits on players turns.

HOpefully this might work for you. Else you coud always buy a copy of the dungeons and dragons board game if you want a board game style dungeons and dragons (but it sounds like you just want to play regular d and d with real man's time constraints.)
 


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