*Grumble* I'm supposed to be good at DMing!

Rel

Liquid Awesome
I've been in a bit of a crappy mood all morning and I think it is because of the game I ran last night. I've been GMing various games for over 20 years and I'd like to think that I'm pretty good at it. But I guess I'm bound to have a bad night now and then and last night was certainly one of those. I didn't like how the game flowed and I'm especially bothered by the fact that I went to some extra effort to make it a fun, exciting and memorable game and it still seemed to fall flat. I'll try to sum the situation up:

The party (10-11th level characters) had an NPC friend of theirs get transported to Hell along with a group of allied orc-warriors. The players told me at the end of the previous session that it was a priority for them to go into Hell to rescue these NPC's. A means to transport themselves into Hell and back was readily available and they also had a bit of an idea as to where they could find the NPC's once they got there. I'll note that this "rescue mission" is not the primary goal of the party at the moment but they were a bit lost as to what to do next in pursuit of the primary goal and this seemed like a worthwhile activity to engage in in the mean time.

In preparation for the session, I wasn't exactly sure how involved I wanted the rescue mission to be. After some consideration I decided that I wanted it to be relatively brief (taken care of in a single session preferably) but I did want it to be exciting and memorable (it isn't every day that you rescue your friends and allies out of Hell).

When the party arrived in Hell, they found that the NPC's they were there to rescue were not where they thought they would be but instead were battling for their lives atop a giant pyramid that, until recently, imprisoned a fallen god. As such, the sides of the pyramid were encased in a powerful anti-magic stone but the tip top had been broken open and was a place where magic still worked. A geyser of "god power" was shooting out of the center of the top of the pyramid and causing a planar rift above it into a chamber back on the material plane, but into an area that was protected by a Forbiddence spell. A steady trickle of Devils were scaling the sides of the pyramid to attack them but were hampered by not being able to use thier supernatural abilities. Sounds like the stage for an epic battle, right?

Things went fine in the early going as the party flew (thanks to a Feathers spell by the Druid) over to the pyramid and were unceremoniously dumped on their butts when they came within range of the anti-magic field. They took a bit of damage and then proceeded to charge in to the rescue. But after that things seemed to take a turn for the dull. The main problem in retrospect was that there were just too many combatants. The "Good Guys" consisted of a Barbarian, a Shaman, the Orc Commander and about half a dozen Orc Warriors. The "Bad Guys" consisted of around 2-5 Devils at any given time, mostly Hamatulas and Barbezu.

For the first few rounds, before the PC's were actively engaged in combat against the Devils, I just rolled a single d20 for the "Good Guys" and another for the "Bad Guys" and let them serve as a general guage for how the battle was going. But after the PC's got directly involved, I felt compelled to roll more specifically for each combatant. My reasoning for this was that it became more important to know when each foe was downed and whether that particular foe was damaging or killing any of the Good Guys, especially the main NPC's or the PC's.

The problem with this of course was that I had 12-15 other combatants sprinkled amidst the 5 PC's. Most of these combatants had 2 attacks and even though I was very cavalier about determining their bonuses and damage, this took a lot of time. In just a couple of rounds, I found that the players were losing interest and were thumbing through books and holding side conversations with each other. This of course further contributed to the problem because when their turns came up they had a less than perfect grasp of the current situation and it took longer for them to decide their own actions.

All of this was compounded by the fact that while the party had a fairly set plan of action for how they were going to extricate themselves and the NPC's from the situation, the NPC's weren't in on the plan. It took several extra rounds to communicate and coordinate all of this and these were LONG rounds. I probably added to the mayhem by having one of the NPC's (who didn't know about the Forbiddence) suggest that they try to exit via the planar rift.

Anyway, the net result was that we spent all night on this single battle which was only "epic" in terms of length, not in terms of fun or excitement. I am not in any way angry with the players, even though if they had payed more attention things would likely have flowed better. I think that I botched the situation during the setup and execution and I can't blame them for not paying more attention. I probably would have done the same thing.

I'm not exactly sure whether the purpose of this post is just for me to blow off steam or if I'm searching for ways that I could have done things better. If you have comments either way, I'd be glad to listen to them.
 

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Savage Worlds has a simplified rules system that is especially good at combat with large numbers of critters in skirmishes (it also has rules for HUGE battles).

I doubt you want to switch game systems midstream, but one thing you could adapt is a "mook" rule. Anyone who is not a PC or "important" villain would, instead of hp, count as being Up/down/off the table. Thus, you worry less about hp damage -- a few hits just takes bad guys out, but just one hit only takes a bad guy out for a little while.

Anyhow, I am not doing it justice, but I do recommend having a look at Savage Worlds, and seeing what you can yoink.
 


Seems like you might have wanted to use a better mass combat system. Players get tired of waiting while the DM resolves combat for NPC's.

Generally I just average the abilities of each side and make opposed attack rolls (give +1 for every 2 troops that a side has more than the opposing side). Whichever side loses takes damage equal to the average damage that the winning side could put out (half long swords at 1d8 and half daggers at 1d4 give you 1d6 for damage) and then assign that damage randomly to one of the NPC's. PC's should only take damage from the NPC they are fighting except in the case of ranged combat. Magic combat is obviously handled separately but this system is good when you have a bunch of foot troops. If you want to speed up the combat simply increase the number of troops on the losing side who take damage. You could roll a dice that was closest to the number of enemies and apply the rolled damage to the number rolled (rerolling if the number doesn't apply). Bards are great help in the system since their songs can increase the bonus to hit for their side. Skull & Bones uses a similar system in that it treats a crew of a ship as a single unit with it's own stats. For a published and playtested Mass Combat system I suggest you check it out.

A nod to Particle_Man, Skull & Bones also has Mook (or Cannon Fodder) rules which work well because you can have 20th level Mooks who might get in a few good hits on a high level PC but is still ultimately intended to get killed quickly by one or two hits from the PC.
 
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If you have access to a laptop, it can help out incredibly. I use an Excel spreadsheet and input all the NPCs beforehand (usually just their attacks and damage). By using the random formula you can generate any type of die roll. When you press F9, every random formula on the page generates a new number. So with one click, you can generate rolls for every NPC in the battle. I've got it set up to give me attack rolls, whether the roll was a threat or not, damage rolls, special damage rolls (i.e. poison damage), even saves and initiative.

It takes a bit of time to set up initially, but then I just cut n' paste and switch the numbers for different creatures. Trust me, it saves A LOT of time.

I also keep Excel files of every PC so I have an electronic copy when a player is absent. I've started inputting the number generators in those too and it saves a whole whack of time trying to figure out attack/dam bonuses.

It can be as simple or complicated as you want to make it. For instance, I've tinkered with adding bonus charge damage, grapple checks, saves, you name it. Once the formula has been entered, it's very simple to change the base numbers when characters level up (I use formulas and then sum the random rolls with base modifiers to give me a total; the random formulas never change, only the modifiers).
 

Wolffenjugend said:
If you have access to a laptop, it can help out incredibly. I use an Excel spreadsheet and input all the NPCs beforehand (usually just their attacks and damage). By using the random formula you can generate any type of die roll. When you press F9, every random formula on the page generates a new number. So with one click, you can generate rolls for every NPC in the battle. I've got it set up to give me attack rolls, whether the roll was a threat or not, damage rolls, special damage rolls (i.e. poison damage), even saves and initiative.

Do you happen to have a copy of the sheet that you wouldn't mind sharing?
 

Particle_Man said:
I doubt you want to switch game systems midstream, but one thing you could adapt is a "mook" rule. Anyone who is not a PC or "important" villain would, instead of hp, count as being Up/down/off the table. Thus, you worry less about hp damage -- a few hits just takes bad guys out, but just one hit only takes a bad guy out for a little while.

I've done similar stuff to this. In d20 Modern I've had PCs fight swarms of zombies that would collapse if the PCs hit them successfully--no damage roll needed, just an attack that connects.
 

Dude, I've been there. I think all DMs have. I remember last summer starting a Call of Cthulhu d20 game with my group and after the first session they were ranting and raving at how cool it was. They told me after that first session that they were literally scared at how creepy the atmosphere of the game was. The game went downhill from there. :( I still remember the final session--the characters kamikazed (sic) themselves on a Cthulhu beastie for the simple reason that the players were sick of the game.

Siiiiiigh.

Remember, even the best hitters in baseball fail 70% of the time. You're only human...BTW, the adventure idea you described sounds incredibly cool. So take heart: you've inspired me, at least. :D
 

In this situation I probably would have distributed the NPC allies among the players. Give each of them an orc warrior NPC to run in addition to their PC for the duration of the battle. There may be good reasons for not doing this, but it would have kept the players more involved.
 

cildarith said:
In this situation I probably would have distributed the NPC allies among the players. Give each of them an orc warrior NPC to run in addition to their PC for the duration of the battle. There may be good reasons for not doing this, but it would have kept the players more involved.

This is a great idea and I don't know why it didn't occur to me. I think it would have made a load of difference in how engaged the players were last night.
 

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