<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:series="http://unfoldingneurons.com/"
		>
<channel>
	<title>Comments on: Happy New Year! &#8211; Lessons from yesterday</title>
	<atom:link href="http://www.campaignmastery.com/blog/happy-new-year/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.campaignmastery.com/blog/happy-new-year/</link>
	<description>Expert tips and how-to&#039;s on every aspect of creating and running exceptional campaigns.</description>
	<lastBuildDate>Wed, 08 Feb 2012 13:31:47 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: RPG Blog Carnival Roundup: New Year&#8217;s Gaming Goals and Resolutions &#124; UncleBear</title>
		<link>http://www.campaignmastery.com/blog/happy-new-year/comment-page-1/#comment-155</link>
		<dc:creator>RPG Blog Carnival Roundup: New Year&#8217;s Gaming Goals and Resolutions &#124; UncleBear</dc:creator>
		<pubDate>Mon, 02 Feb 2009 18:10:30 +0000</pubDate>
		<guid isPermaLink="false">http://campaignmastery.com/blog/?p=83#comment-155</guid>
		<description>[...] Bourke also wraps the year up nicely, and brings us into 2009 with much food for thought in his Happy New Year! [...]</description>
		<content:encoded><![CDATA[<p>[...] Bourke also wraps the year up nicely, and brings us into 2009 with much food for thought in his Happy New Year! [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mike Bourke</title>
		<link>http://www.campaignmastery.com/blog/happy-new-year/comment-page-1/#comment-140</link>
		<dc:creator>Mike Bourke</dc:creator>
		<pubDate>Sat, 31 Jan 2009 08:58:31 +0000</pubDate>
		<guid isPermaLink="false">http://campaignmastery.com/blog/?p=83#comment-140</guid>
		<description>I wouldn&#039;t describe what you wrote as ranting - rants are nothing but emotion. You describe an emotional reaction, but then justify it with a description of events and circumstances, which you discuss quite rationally. So it was venting, perhaps, but not ranting; and venting, moreover that was relevant and on-topic, which means that no apology is necessary. The events were what I would characterise as a &#039;learning experience&#039; - and sharing those can help prevent someone else from having to learn the same lesson the hard way.</description>
		<content:encoded><![CDATA[<p>I wouldn&#8217;t describe what you wrote as ranting &#8211; rants are nothing but emotion. You describe an emotional reaction, but then justify it with a description of events and circumstances, which you discuss quite rationally. So it was venting, perhaps, but not ranting; and venting, moreover that was relevant and on-topic, which means that no apology is necessary. The events were what I would characterise as a &#8216;learning experience&#8217; &#8211; and sharing those can help prevent someone else from having to learn the same lesson the hard way.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Masteh Casteh</title>
		<link>http://www.campaignmastery.com/blog/happy-new-year/comment-page-1/#comment-138</link>
		<dc:creator>Masteh Casteh</dc:creator>
		<pubDate>Fri, 30 Jan 2009 23:36:02 +0000</pubDate>
		<guid isPermaLink="false">http://campaignmastery.com/blog/?p=83#comment-138</guid>
		<description>Forgive my earlier ranting, when I hear horror stories much like mine, it gives me an excuse to vent. Like I said, it was during my younger days... when the idea of DMing was new to me and half the time I made mistakes that should never have happened.</description>
		<content:encoded><![CDATA[<p>Forgive my earlier ranting, when I hear horror stories much like mine, it gives me an excuse to vent. Like I said, it was during my younger days&#8230; when the idea of DMing was new to me and half the time I made mistakes that should never have happened.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tommi</title>
		<link>http://www.campaignmastery.com/blog/happy-new-year/comment-page-1/#comment-96</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Fri, 23 Jan 2009 16:18:31 +0000</pubDate>
		<guid isPermaLink="false">http://campaignmastery.com/blog/?p=83#comment-96</guid>
		<description>Masteh Casteh, maybe the problem is that you expect the players to do a specific thing but let them select other choices? If they are supposed to pull the shiny lever, why have others? Why have them roll if failure is unacceptable?</description>
		<content:encoded><![CDATA[<p>Masteh Casteh, maybe the problem is that you expect the players to do a specific thing but let them select other choices? If they are supposed to pull the shiny lever, why have others? Why have them roll if failure is unacceptable?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Masteh Casteh</title>
		<link>http://www.campaignmastery.com/blog/happy-new-year/comment-page-1/#comment-80</link>
		<dc:creator>Masteh Casteh</dc:creator>
		<pubDate>Thu, 22 Jan 2009 03:43:55 +0000</pubDate>
		<guid isPermaLink="false">http://campaignmastery.com/blog/?p=83#comment-80</guid>
		<description>I hate it when I create a campaign that should go on for at least a dozen sessions if not two to three times that amount. It drives me nuts when someone new (or old, thats happened too) to roleplaying messes it up for everyone by doing something stupid. I think the worst instance of campaign where that happened was in my early days (six years ago). We were playing DnD 3.5, I had a group of buddies who had finally gotten to 12th level, just when you can start throwing in some of the heavier stuff and the stories get to be a ton of fun. 

Four out of the five of these guys had already played DnD before, they knew what was going on. The newb in our group listened to them about practically everything in the game. &quot;Charge the Troll!&quot; and he&#039;d do it. &quot;Flank the Giant!&quot; and he&#039;d do it. &quot;Power Attack the Sorcerer!&quot; and he&#039;d do it. We had a system where we rotated who made the decisions. It was the newb&#039;s turn and this time he said he would &#039;ask&#039; for advice. Nobody had problems with that, you need ideas, just ask. That never happened.

So the guys are dungeon crawling a crypt full of Nerull&#039;s cultists, just par for the course and we get to a point were the hall branches in three directions. He decides it would be a brilliant idea if the part split three ways. He (a fighter) takes the right side, the bard and the cleric take the left and the sorcerer and the rogue take the middle. I ask him &quot;Are you sure?&quot;, he says &quot;Of course.&quot;, I ask &quot;Really?&quot;, and he insists. Nobody else in the group felt this was a good idea, but they kept quiet. The fighter falls into a pit of spikes and loses a third of his health before he pulls himself out. Only to die two rounds later when he fails a fortitude check from the massive amount of damage he recieves from a cultist thrall. I didnt even try to kill him... oh well.

The bard and the cleric now check for traps every two seconds. Each time (three times) they attempt to disable a trap, the bard rolls to low and gets hit with half damage. No prob, cleric heals him. While healing him, the cleric (fails his listen check) is death attacked by a cultist assasin. The Cleric makes his save and only takes half damage, but he has no more heal spells. The bard (finally!)rolls a crit and after taking a huge amount of damage from the attack, the assasin flees. The bard and cleric give chase and set off a pendulum trap, kills the cleric but the bard evades it. I tell my friend playing the bard to retreat, back to safety. (I had meant to kill the cleric in my original plans) 

Meanwhile the rogue and the sorcerer fight their way through four cultist thralls and a dozen skellies, with virtually no loss in HP. They encounter the wizard who was supposed to be the main boss battle. Rather then fleeing back, they take him on! The sorcerer magic missiles the crap out of the wizard using his best spells on him, while the rogue (who had in a previous adventure been given an item that turns him invisible) sneak attacks the wiz like no other. Due to some great rolls, they kill the cultist wizard in four rounds. 

Then comes the test, I have given them three levers to pull. A shiny one opens a treasure room, a red one summons a demon and the black one collapses the dungeon. Earlier in the session I had practically told them which one to pull. They had encountered a diviner who told the party a bunch of useful hints which they had completely and totally followed up to this point. The hint concerning this portion of the dungeon was something like &quot;The bright is true...&quot;

Obviously the shiny lever was the right one... right? Right... my friend who played the fighter thought that this was far to obvious, who told the rogue to pull down the black lever. I thought, &quot;Okay I can still change this to my favor&quot;. I told both the rogue and the sorcerer to take intelligence tests, they both failed. I then asked the sorcerer to try to convince the rogue to pull a different lever... he failed his test. HOW DO YOU FAIL A TEST WHEN IT WAS DIFFICULTY TWENTY AND YOU HAVE EIGHT RANKS IN DIPLOMACY PLUS A CHARISMA BONUS OF +5???? Damn... the rogue pulls the black lever. Game over.

But we had fun and everybody learned how to take a hint... at least I think so.</description>
		<content:encoded><![CDATA[<p>I hate it when I create a campaign that should go on for at least a dozen sessions if not two to three times that amount. It drives me nuts when someone new (or old, thats happened too) to roleplaying messes it up for everyone by doing something stupid. I think the worst instance of campaign where that happened was in my early days (six years ago). We were playing DnD 3.5, I had a group of buddies who had finally gotten to 12th level, just when you can start throwing in some of the heavier stuff and the stories get to be a ton of fun. </p>
<p>Four out of the five of these guys had already played DnD before, they knew what was going on. The newb in our group listened to them about practically everything in the game. &#8220;Charge the Troll!&#8221; and he&#8217;d do it. &#8220;Flank the Giant!&#8221; and he&#8217;d do it. &#8220;Power Attack the Sorcerer!&#8221; and he&#8217;d do it. We had a system where we rotated who made the decisions. It was the newb&#8217;s turn and this time he said he would &#8216;ask&#8217; for advice. Nobody had problems with that, you need ideas, just ask. That never happened.</p>
<p>So the guys are dungeon crawling a crypt full of Nerull&#8217;s cultists, just par for the course and we get to a point were the hall branches in three directions. He decides it would be a brilliant idea if the part split three ways. He (a fighter) takes the right side, the bard and the cleric take the left and the sorcerer and the rogue take the middle. I ask him &#8220;Are you sure?&#8221;, he says &#8220;Of course.&#8221;, I ask &#8220;Really?&#8221;, and he insists. Nobody else in the group felt this was a good idea, but they kept quiet. The fighter falls into a pit of spikes and loses a third of his health before he pulls himself out. Only to die two rounds later when he fails a fortitude check from the massive amount of damage he recieves from a cultist thrall. I didnt even try to kill him&#8230; oh well.</p>
<p>The bard and the cleric now check for traps every two seconds. Each time (three times) they attempt to disable a trap, the bard rolls to low and gets hit with half damage. No prob, cleric heals him. While healing him, the cleric (fails his listen check) is death attacked by a cultist assasin. The Cleric makes his save and only takes half damage, but he has no more heal spells. The bard (finally!)rolls a crit and after taking a huge amount of damage from the attack, the assasin flees. The bard and cleric give chase and set off a pendulum trap, kills the cleric but the bard evades it. I tell my friend playing the bard to retreat, back to safety. (I had meant to kill the cleric in my original plans) </p>
<p>Meanwhile the rogue and the sorcerer fight their way through four cultist thralls and a dozen skellies, with virtually no loss in HP. They encounter the wizard who was supposed to be the main boss battle. Rather then fleeing back, they take him on! The sorcerer magic missiles the crap out of the wizard using his best spells on him, while the rogue (who had in a previous adventure been given an item that turns him invisible) sneak attacks the wiz like no other. Due to some great rolls, they kill the cultist wizard in four rounds. </p>
<p>Then comes the test, I have given them three levers to pull. A shiny one opens a treasure room, a red one summons a demon and the black one collapses the dungeon. Earlier in the session I had practically told them which one to pull. They had encountered a diviner who told the party a bunch of useful hints which they had completely and totally followed up to this point. The hint concerning this portion of the dungeon was something like &#8220;The bright is true&#8230;&#8221;</p>
<p>Obviously the shiny lever was the right one&#8230; right? Right&#8230; my friend who played the fighter thought that this was far to obvious, who told the rogue to pull down the black lever. I thought, &#8220;Okay I can still change this to my favor&#8221;. I told both the rogue and the sorcerer to take intelligence tests, they both failed. I then asked the sorcerer to try to convince the rogue to pull a different lever&#8230; he failed his test. HOW DO YOU FAIL A TEST WHEN IT WAS DIFFICULTY TWENTY AND YOU HAVE EIGHT RANKS IN DIPLOMACY PLUS A CHARISMA BONUS OF +5???? Damn&#8230; the rogue pulls the black lever. Game over.</p>
<p>But we had fun and everybody learned how to take a hint&#8230; at least I think so.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mike Bourke</title>
		<link>http://www.campaignmastery.com/blog/happy-new-year/comment-page-1/#comment-36</link>
		<dc:creator>Mike Bourke</dc:creator>
		<pubDate>Thu, 15 Jan 2009 08:24:06 +0000</pubDate>
		<guid isPermaLink="false">http://campaignmastery.com/blog/?p=83#comment-36</guid>
		<description>Actually, Alexei, there was no time and effort on my part. I pretty much made up the campaign concept and background in under five minutes, on the spot - the only given was &quot;asteroid mining&quot; because one of the players was interested in the subject. There were no notes made, either; what I&#039;ve written about the campaign was all done from memory. What you&#039;ve read is all there is! I spent the time developing other campaigns, which ran for a great many years. It was in hopes of inspiring someone else out there who might be looking at a scifi campaign in the near future (insert shout-out to my collaborator on these blogs, Johnn Four, here) who might find the ideas useful.</description>
		<content:encoded><![CDATA[<p>Actually, Alexei, there was no time and effort on my part. I pretty much made up the campaign concept and background in under five minutes, on the spot &#8211; the only given was &#8220;asteroid mining&#8221; because one of the players was interested in the subject. There were no notes made, either; what I&#8217;ve written about the campaign was all done from memory. What you&#8217;ve read is all there is! I spent the time developing other campaigns, which ran for a great many years. It was in hopes of inspiring someone else out there who might be looking at a scifi campaign in the near future (insert shout-out to my collaborator on these blogs, Johnn Four, here) who might find the ideas useful.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alexei Yaruk</title>
		<link>http://www.campaignmastery.com/blog/happy-new-year/comment-page-1/#comment-33</link>
		<dc:creator>Alexei Yaruk</dc:creator>
		<pubDate>Wed, 14 Jan 2009 21:47:23 +0000</pubDate>
		<guid isPermaLink="false">http://campaignmastery.com/blog/?p=83#comment-33</guid>
		<description>What to you do when a game crashes and burns? Wait, reveluate, develope further, and try again. 
   In a few years you will have a new crop of players who may be less stupid and rash and this time all the effort you have put in to plot and background will not go to waste. Abandoning a well developed world, into which you have put decent createive energy, time and effort is nigh criminal. Even moreso if you are one of the lucky few for whome such endeveors come efortlessly. If you realy cant stomach returning to that story write it up and post it online. Someone somewhere will take your old and broken ideas and make something wonderfull! They deserve that second chance.</description>
		<content:encoded><![CDATA[<p>What to you do when a game crashes and burns? Wait, reveluate, develope further, and try again.<br />
   In a few years you will have a new crop of players who may be less stupid and rash and this time all the effort you have put in to plot and background will not go to waste. Abandoning a well developed world, into which you have put decent createive energy, time and effort is nigh criminal. Even moreso if you are one of the lucky few for whome such endeveors come efortlessly. If you realy cant stomach returning to that story write it up and post it online. Someone somewhere will take your old and broken ideas and make something wonderfull! They deserve that second chance.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Johnn</title>
		<link>http://www.campaignmastery.com/blog/happy-new-year/comment-page-1/#comment-11</link>
		<dc:creator>Johnn</dc:creator>
		<pubDate>Tue, 06 Jan 2009 19:34:57 +0000</pubDate>
		<guid isPermaLink="false">http://campaignmastery.com/blog/?p=83#comment-11</guid>
		<description>Happy New Year, Mike.

2000s - I&#039;d classify them as a flip in power to the customer, as new technologies in information access, distribution, and manufacturing allowed customers to get whatever they wanted, however they wanted, wherever they wanted it. So, maybe the &quot;customer era&quot;?

That&#039;s a cool sci-fi plot. Well done.

At least with premature campaigns there&#039;s something to note and miss. Games that fizzle leave no memory of time spent.</description>
		<content:encoded><![CDATA[<p>Happy New Year, Mike.</p>
<p>2000s &#8211; I&#8217;d classify them as a flip in power to the customer, as new technologies in information access, distribution, and manufacturing allowed customers to get whatever they wanted, however they wanted, wherever they wanted it. So, maybe the &#8220;customer era&#8221;?</p>
<p>That&#8217;s a cool sci-fi plot. Well done.</p>
<p>At least with premature campaigns there&#8217;s something to note and miss. Games that fizzle leave no memory of time spent.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

