image credit: David “Happy-Mutt” Paget on DeviantArt
The third and final part of this adventure is at the bottom! Just to spice things up, we have a new “Files” page that has the complete version of this both with and without commentary. Just to build on what that page will be for in the future, really quick: It’ll be where I put adventures and other writings in PDF format for you guys to download, use at the table, use as a coaster, whatever! Just know that anything that has been put in there is personal work, work that I do not receive any payment (other than emotional payment) to do. That fact considered, they won’t have that much visual appeal. Even if they’re not pretty, I hope that the growing of said page will be useful, entertaining, and ever-growing.
This adventure could likely be taken and plopped down into another campaign after tweaking some details. Messing around with stakes that the Icons may or may not have in the situation could make things even better, and the mini-dungeon doesn’t even have to end where I ended it.
If you expand upon this adventure at your home table, add or subtract certain things to the content I’ve presented, nothing would please me more than you writing a long email about it to me. The different ways GMs present/process situations are what make this hobby so rich!
Stay Metal \m/
It was a bit of a busy weekend. There wasn’t enough time in the day and I was mourning the fact that I hadn’t been able to release campaign notes for my Ald Sotha game like I had so arrogantly promised. Wednesday, being a day off of work for me, was the perfect day to play catch-up and crank a bunch of stuff out.
Only to find that my USB drive had wiped itself. The USB drive with all of my Ald Sotha files on it, even the stuff from the beginning. Lesson learned: BACK UP FILES! I’m really kicking myself for this one today. So where does this leave me and how do I recover from it? Well, thankfully a lot of the stuff that happened early on in the campaign is basically resolved. We’re mostly running this game on what we remember and what’s relevant to current events anyhow. It’s a tragic loss of the history and stuff we’ve been through, but it overall doesn’t affect the game. Or at least I don’t think it will, it hasn’t yet. More than anything, the files stuck around for a nostalgia factor, with only the most recent files (which I had printed off for easy reference at the table) were of actual use to me. All in all, not so bad after all.
What is the real tragedy here, though, is that now I have to load all my RPG books back onto it… Meh, a mild inconvenience. The USB drive itself was able to be salvaged, though I’ll only store things on it with a suspicious stare. Looking ahead, I will still post up the Trial of the Iron Bear campaign notes, though it may take a bit since I have the added task of transcribing it before adding my commentary. We shall persevere in the face of this technological tragedy!
Stay Metal \m/
Image source: Bugbear Surprise by Akeiron (Deviant Art)
The GM of any game is often painted like this evil mastermind that has control over a character’s entire life. Whether they’re cruel, merciful, destructive, or kooky, GMs have this sort of divine air about them in regards to the gaming community. It’s true, not everybody can take on the job. It demands your attention, your precious time, your creativity. As laborious as it can be, it’s awesome; let’s just get that right out of the way.
However, one thing that I feel players often forget is that the GM is usually just as surprised about what happens on the player end of the game as you are about theirs. I always talk about my main campaign, how it’s been my pride and joy for the past four years and the like. Pulling a lot of inspiration from it for my writing, because this is my big game theory experiment essentially, I’m sure you guys can get sick of reading that sentence. But seriously, it’s taught me so much, and inspired me to write yet another article.
Surprise is a bit of a tricky thing when you’re GMing. Usually, it pops up when you don’t want it to. The players can circumvent a cool encounter you had planned, think of a creative yet mildly annoying way to fix a problem that you propose, or bring an idea to the table that is so damn good that you want to alter your story to fit it. It’s just as likely that these are the good kind of surprise as they are the bad kind. The emotion is a bit of a double edged sword for GMs. We like when it happens because it’s a good feeling (well, for some of us) but it always creates more work, no matter how cool the surprise is. So how do we deal with the unexpected? Just like everything, there’s a couple things to do.
Personally, improvisation is my comfortable space when it comes to GMing. Even if what I make up on the spot changes a detail about the story, it’s better for the player input to reign supreme over my own thoughts. Improvisation can be tricky when you’re a person who works better within the guidelines of a module, but it is a part of being a GM. Nurture that skill, and it will serve you well. Sometimes it’ll shake things up so much that it completely changes whatever your group is doing. It can be really fun to let that happen and see where the chips fall, I do recommend it every once in a while. If you had settled on the fact that the High Druid and Elf Queen are actually two parts of the same entity, but your one of your players hints at the truth of their sibling relation, go with the player input. It’ll shake things up, but you can always adjust accordingly. Unless, of course, the entirety of the story hinges on your interpretation of the relationship. Then it’s even better to let the player think that they’re seeing the relationship for what it is and be surprised later down the road! Making that split decision can sometimes be an improvisational choice, it can be a really fun defining moment.
When improv is the imperfect answer, when the action performed is too big a shake-up to take it in full, it’s okay to say you need five minutes. Giving the group a period of time to step out, grab a coffee or a smoke, go for a walk etc. is a useful tool to have in the box. It’s almost like a reset button, and can quickly suck uninterested players back into the game. Players can be like sharks, perking up at the slightest whiff of blood. You having been caught off guard by another player can be exciting for those kind of people. Let it happen, cultivate that interest. Re-purposing those emotions to spur a useful interaction in-game is incredibly helpful. As much as it’s a reset button for them, it can be for you too. When everyone leaves the room and you gain a second of peace to think the situation through, there’s a chance you’ll emerge on the other side of the situation more collected. Having that clarity of mind is a GM’s deadliest weapon. We don’t like to admit it, but we have some physical tells that spoil some cool surprises for the players. I know I grin like a goof during cool moments because it’s so exciting. Hitting that reset button can help you pull yourself together and execute the situation like a boss.
The last option, though I’m not a huge fan, is over-preparation. I feel like this is the most common knee-jerk reaction to unpredictable players. For some people this one works, where it doesn’t for others. I can see the appeal and use, but it’s definitely not for me. Over-preparation allows the GM to carry a sense of security through the entire session, but can also lull them incredibly far into that feeling. If I operated this way, I would probably panic when something unexpected happens because I have a boatload of source material for reference. There is something to be said for it though: Over-preparation can lead to some of the richest environments ever imagined. There’s something going on everywhere at all times, and if something goes neglected, the written material helps you visualize what happened to that situation without the players’ input.
Each method of dealing with surprise behaves drastically different. Like I say all the time, this diversity of theory makes our hobby incredibly unpredictable. Running the same thing at two different tables makes for two very different experiences. It can be frustrating, fun, and scary all at the same time! If you have any thoughts to fuel this fire, let’s keep it going. Post a comment here, on whatever post you found this on, or Tweet at me. Just like a good game, writing these things is the best when your audience interacts with you.
You didn’t think I’d forget, did you?
Stay Metal! \m/
Disclaimer: WizKids did not send me these minis, I had purchased them myself of my own devices. Enjoy the review!
For as long as I can remember, I’ve been fascinated with models and figures. I hadn’t found tabletop games until I was 17, though. Every now and again I would meander down to the hobby store (in the classic sense) to gawk at the various historical models of ships, combat aircraft and buildings. The very idea of taking something from the real world, making it bite-size, and someone taking the time to paint and construct them was (and is) just so cool to me.
When I got into tabletop gaming, I had a sense of finances and said, “NOPE!” to the idea of painting miniatures for it. You can only hold out for so long, right? Alas, I broke, and now I’ve been painting minis because tiny, detailed things are freaking amazing. Not having started young, it’s been a bit of a learning curve; and though I’m no expert, I figured sharing my findings is always helpful. Nolzur’s Marvelous Unpainted Miniatures is a product line put out for Wizards of the Coast and their ever-growing 5th edition of Dungeons and Dragons by Wizkids. Smart move on their part, since Wizkids has been doing amazing things for Pathfinder and Heroclix in the model department as well. Not exactly knowing where to start, the price point of these really grabbed my attention. So, I started here and with some Reaper Bones minis. Since we all know what to expect from Reaper, I figured talking about these made more sense.
Being a GM, I decided to start with some monsters. Hero characters are cool and all, but If my players want high quality, painted minis for their characters, do it your damn selves! That’s not to say that I won’t be buying some heroes down the road, however. It seems like these minis are packaged in twos, unless they’re smaller creatures, in which I’ve seen packaged in threes. I started with the Bugbears, Gnolls, and Kobolds. Seven HD minis total for around $12 US is pretty good, if you ask me. As I had mentioned, they’re packed in twos, but the Kobolds as three. The deal with these minis is that they come pre-primed (white) with Vallejo primer. As a new painter, I was skeptical with the white primer, as black is a bit easier to hide mistakes and make detail come out. In the end, it looks like it worked out okay though. So far, I’ve only gotten around to painting one Kobold and the two Bugbears, and there’s a pretty solid reason for that.
I decided to start with the hulking Bugbear with an ax. One thing about the packaging/advertisement that really irks me is the pictures of the models themselves. Instead of pictures of the actual minis, it looks like they’re computer generated images. This projects an incredible amount of detail, more detail than shows up on the miniature itself, I’d argue. When I unboxed them, although I could see them through the clear plastic beforehand, I was a bit disappointed. Don’t get me wrong, they look really good, just not as good as they look on the box. Oh well, for the price, I still can’t argue.
Having thrown out the box after I ripped them open, I don’t recall if they told you to use Vallejo paints or not. Since they’re transparent about the primer they used, I wouldn’t be surprised. I don’t have Vallejo paints. I had started by buying Citadel and Army Painter, as that’s what my FLGS has. Apparently, that was a bit of a problem. The Army Painter stuff didn’t have too much of an issue, but the Citadel paints simply didn’t want to stay on the model. I got it to work, and look pretty good (if I do say so myself), but it wasn’t that easy. I would put a bit of paint on a part of the model and it would just run in all directions. It was like it thinned itself, quite strange, really. I would say maybe I got some bad paint, but it had no trouble on the Reaper minis, that I primed with Chaos Black.
Excuse the noise, I was listening to a podcast (Tales to Terrify).
After a bit of a struggle, the Bugbear was done. Let me tell you, the frustration was worth it. I absolutely love the way this model came out, he looks a little like a Roman Legionnaire meets a Gaul. Another positive point for these is that they come with plain, round bases that you can glue the model to after you paint it. No paint on the base? Good in my book! What confirmed my suspicion about the paint vs the primer was my experience with the Kobold. The Bugbear made it easy, as the model is bigger. A little bit of running is no problem when you have room for mistakes. That Kobold was so damn tiny, it was a complete nuisance. The paint tolerated staying on the more textured parts like the scales, but the pants, or loincloth, or whatever you want to call it was smooth and almost completely rejected it. As with the former, it came out halfway decent,even though I’m not 100% done with it.
My hands are clean! I just work on cars so I’m forever stained.
Here’s where the frustration really starts for me. I haven’t even touched my Gnoll minis. I felt like I had to gear myself up to do it. The bodies of these models are stunning, with some really interesting little details on their person. However, the face of the chieftain looking dude is a bit of a jumbled mess. Maybe that’s because the model is white and doesn’t bring out the detail all that well yet, or maybe I just got a bad cast, who knows. But the fact that it’s so hard to see what I’m painting makes it intimidating to start. The other one? You can see his face a lot better, but instead of it being confusing to look at, it’s simply plain. He’s almost featureless, the eyes are nearly indistinguishable from the rest of the brow/face. Swing and a miss on this one. I’ll eventually try my hand at painting them, but I need to build up some confidence first.
Overall, for the price point they ask, these miniatures are fantastic. Even with my concerns, I do wholeheartedly recommend them for painters of any skill level. Don’t let the model defeat you, plunge in and go to town. I thought I couldn’t do it either, but it actually worked out pretty well. It seems like these miniatures suffer the same problem as their pre-painted counterparts. Detail doesn’t translate from picture to model, sometimes it looks a little wonky because of it. The plastic seems durable, though, so at least that can be said.
To sum it all up!
I really hope this review helped! For anyone that’s had a different experience with these miniatures, I would love to hear your stories. Reach out to me here, on Twitter, or send a message to my Facebook page. I look forward to hearing from you!
And of course…
Stay Metal \m/