Showing posts with label Player Behavior. Show all posts
Showing posts with label Player Behavior. Show all posts

Thursday, July 19, 2012

Night of Wolves by David Dalgish

A free book in a series called the Paladins available from Amazon at this link? Yes please.

Night of Wolves is the first book I've read by David Dalgish and it was good enough that I went back to Amazon and bought the other two books in the series. The second one is an easy sell as its only .99 cents while the third book soars in price to $2.99. Still, three books for under four bucks? Good deal.

The person who is going to like this book is one who likes a small cast that is always engaged in action. This isn't to say there isn't any character development or that the world isn't larger than what we see in the novel. However the focus is on action and on survival of man versus monster and of course some of that man versus man bits there. Its a relatively short novel and moves at a good clip and is a good way to see if you'd be interested in further books by David Dalgish.

Below I'll start hitting some of the spoilers of the book so if you don't like those, read no further!

1. Starting Small. One of the things that many early D&D adventurers have in common is that its up to the characters to save the small town or to explore the small town. Here that remains true as well. Events move up a little in the chain of importance but for the main characters in this book, saving the town and surviving the uprising of the wolves is the primary goal.

2. Paladins are more than just warriors. Several times during the novel the paladins provide encouragement and prayer to those under their care. They are there for more than just being knights and valiant warriors.

3. Players and their Orders: There are two paladins in the book, a 'light' one and a 'black' one. The former is more like the healing and beneficial style cleric we all know and love while the later is heavily militant based and focused on bringing order to the world. The two in this novel get along well to the point where when ordered to attack the 'white' paladin, the black one does not. This should be a model for player characters. While it can be fun to have betrayal and other backstabbing elements in the game, its often better to keep the player characters together and have the NPCs doing the dirty work. It's okay if the PCs are mad at the GM and not quite so good when they are against each other.

4. Paladins are fun. Dragon magazine once had an article along the lines of a plethora of paladins. Paladins often have unique mounts ranging from their horse to nightmares to pegasi to other beasts. Paladins often, regardless of their level, have unique weapons and armor suited for their mission. In older editions of the game, due to their high stat requirements, paladins were often some of the most powerful characters in the game.  When looking at the role of paladins in your own game, do they follow the Deeds of Paksenarrion? Are they well known? Do they have organizations? Do they war with one another along the lines of their gods?

5. Enemy with a Cause. While no one wants the wolf men of the novel to win, David does a good job of providing some rationale as to why they are acting the way they do. Why they are such fierce creatures. When looking at the main foe of your campaign, pepper them up a little so that they are more than just statistics for the players to burn through.

Night of Wolves is well worth a read at its price point and its page turning action should encourage some great werewolf battles in your campaign.

Tuesday, September 6, 2011

Treasure Island by Robert Louis Stevenson

When I posted yesterday bout the old $1.00 Exalted book, I knew that sooner or later I'd mention another reason why I think ebooks are vastly overpriced.

The free ebooks. Now these aren't only books done by unknown authors or authors trying to get word out on the street. They are books whose age puts them into the public domain and well, are free to read if you have a reader and well, are classics such as, you guessed it, treasure Island by Robert Louis Stevenson. For a brand new author to come out with an ebook that cost $14.99 out the gate when readers have the choice of thousands of classic titles... well, that's just $14.99 I'm going to save.

Today's post was in part inspired by the webcomic, d20monkey, in particular, this strip.

http://www.d20monkey.com/2011/07/27/laying-claim/

In Treasure Island, one of the passages goes a little something like this;

"Captain," said I, "Trelawney is the dead shot. Give him your gun; his own is useless."

They exchanged guns, and Trelawney, silent and cool as he had been since the beginning of the bustle, hung a moment on his heel to see that all was fit for service. at the same time, observing Gray to be unarmed, I handed him my cutlass. It did all our hearts good to see him spit in his hand, knit his brows, and make the blade sing through the air. It was plain from every line of his body that our new hand was worth his salt."

When I read the above in Treasure Island, I instantly thought of the d20 Monkey comic because I've seen similar behavior and at times, as a GM, I'm a little stumped by it because it transcends editions and game systems and its a point of player behavior. As a GM do you just stomp on this player because he's being an ass or do you wait it out and see what the other players do? There are no easy or right answers because people are complex and what works for one group may not work for another group.

All too often advice for role playing games tends to focus on the Game Master. How to be a Yes Game Master. How to be a No Game Master. How to identify different play styles. How to accommodate said play styles.

What is really needed is more advice on how to get players to work together in the game. How to let players use that knowledge they have of the system to not lay claim to an item whose obvious use is better with another class. To use that meta knowledge to make a character that fits into the party.

In short, to be part of a group. Stop hiding behind "It's what my character would do." If you as a player can ask for healing because you're down 25 hit points, you as the player can stop and go, "Maybe I shouldn't sell this wand of magic missile for gold because the mage or the fighter-mage can use it." Don't hide behind your character on one hand and then profit from it on the other.

Oh, and speaking of free books...

http://www.gutenberg.org/
http://www.baen.com/library/

Don't believe the hype!