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So I Ran a Bad Game
Tweet Topic Started: Jun 30 2008, 01:13 PM (268 Views)
kismetrose Jun 30 2008, 01:13 PM Post #1
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I suppose I have my excuses. I haven't run regularly for about six months and I got the idea for a little game about a week ago. I didn't get the chance to ferment many ideas or to update everything I'd hoped to. I wanted to set the game in the campaign setting that I've been developing but perhaps that wasn't the best idea. The two players present wanted something utterly simple, mindless hack and slash. I've never been too great at that. The setting I've been working on has too much in the way of the kind of consequence-free violence they've been craving. I thought I'd be able to give them something simple and combative but I ended up tired, spending too much time focusing on their first steps in the city. As usual, there was "too much talking." I couldn't seem to turn it around. I bored and disappointed them and I disappointed myself.

Valefor says that I've lost my enjoyment of combat as a DM and a player. I don't know that he always gives me a fair shake about it. When I last ran D&D, there were so many abilities to keep in mind that it was a bit overwhelming. The PC's abilities were only the beginning; the lists of what opponents could do were only getting longer. After trying to make the story, the NPCs, and the environment interesting, trying to keep track of everything on the field was a chore. I did start to enjoy it less because it became such a pain in the ass. Now, since then I've come up with some shortcuts I want to try to make things easier the next time I run D&D. I think they'll help and I do find D&D combat to be fun for all of its fantastic options.

In the World of Darkness, combat is frankly my weakest point. As a player I tend to use the simplest options, which means I don't remember the rules for all of the other things that can be done to make combat more interesting. I also don't have all the reams and reams of powers memorized for all of the different supernatural types. My description of combat in D&D has never been particularly detailed but it has served to keep things tense. Unless and until we have a problem keeping track of everyone's position, it doesn't feel like my brief descriptions are lacking. In White Wolf, something is missing because I don't describe things much. I don't know why but there it is. I do have things that I want to do, like making some cheat sheets and looking over some material that I haven't seen in a while. I also want to try describing things better while keeping things moving.

I know that Valefor's been itching for combat. The more that he yearns for combat, and lots of it, the more he tells me that I don't like it. Part of the reason that I invited our friend over for a little game is because I know they both would enjoy something simple and bloody. I was hoping they'd unite and feed into each other's enthusiasm. I also felt happily ready to run something bloody, earlier that week. By the time Saturday came, I just felt harried. Since neither of them got what they wanted, I don't know if they're really going to want to try again. But if I can't practice, how am I going to get better?

I'm thinking that I'm going to try to get them over for one more go. It'll have to be two weeks from now due to scheduling. I'm going to work on what I can in the meantime and I'm going to try to maintain a sense of lightheartedness in myself. I tend to be harder on myself than anyone and absolutely ruthless when I run a less than stellar game. But that's not going to help anything and nobody bats a thousand.
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Hexeter Jul 1 2008, 10:49 AM Post #2
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My first experience with combat in WoD was not all that spectacular. You seem to be having the same issue I did. I was familiar with the way combat worked but not with the subtle modifiers that can vastly change things. My solution was to get a couple of my players to run fights with one on one. No RP just sit down break out the dice and a sheet and wade in.

Once I had the basics down we started adding in variables like Disciplines and then things started to get a bit more complex. Eventually I earned a good grasp of the mechanics of the Combat and my Players even came away with a good sense of just how bloody and quick WoD Combat can be if you're not playing a Combat oriented Character.

If I am ever afforded the opportunity to run WoD again I will most certainly not be allowing excessive combat though. I don't find the rewards for the time involved to be worth the effort and most of my Players at the time agreed with me. The threat of violence was much more useful than the actual confrontation to us.

One things for sure I will never again let a Brujah with Celerity 3 get up to Potence 3 when he already has Strength 3. That was just ugly.
Among the long shadows live I, living the lies and destroying the light.
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kismetrose Jul 2 2008, 03:56 AM Post #3
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Actually, Valefor did sit down with me Tuesday to roll some dice. I think I'll have to do it a couple more times for everything to stick, and then I'll have to ask him to simulate some powers with me. The inclusion of supernatural abilities can complicate things or at least give better options. I want to be ready for things and hopefully to run a smarter game.

I realize that there are a number of things I can work on to make my transition easier. I'm thinking that if I try the Sabbat angle again, I'll make it a one-shot and focus on having a fun ride for that day. I approached it like I was going to run it for a couple weeks or more and felt overwhelmed. I lost focus and I think I even lost enthusiasm, because I don't want to run a long-term Sabbat game. Without those things, I floundered for how to start, where to go, and what to emphasize.

If neither Valefor nor my other player really want to try Sabbat again, I'll concentrate on starting up the mortal psychics game I've been wanting to do. No harm, no foul. And I know what I need to work on for the psychics game, too. I'll need to finalize my conversion of the rules (I'm about half way done), work on NPCs some more, brainstorm ideas further (I've already got some good things going), and deal with some important locations. Then I'll need to get folks to make characters. :D

I was really, really discouraged on Sunday but I feel a lot better now. I can run really fun games - I just need to concentrate on the fun first and foremost.
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