Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Saturday, April 17, 2021

How I Roll - My Traveling GM Bag

Another blog had a post asking what people kept in a traveling GM bag. Rather than comment there (burying the answer and giving that blog traffic instead of mine) I decided to do a post on the contents of my traveling GM bag.

I used it when the game went virtual as well because we were going with a camera on the battle mat so it was still a physical game and I needed all the same things. There was no point in having things scattered about more than they were so it stayed as-is.

My Traveling GM Bag

Here's my oh-so-glamorous GM bag

Old fashioned, rather beat up rolling suitcase that probably would qualify for carry-on luggage depending which airline you pick

This is a rolling suitcase I bought at the thrift store on half price day. It probably cost me about $5 or less. I know there's all kinds of fancy cases out there but honestly I'm frugal and needed some way to transport all my stuff. A suitcase works just fine if you don't mind that it's not all fancy and things can get messy.

An overview of the contents of my traveling GM case, showing how it's a mess

As I said, things can get messy. Everything moves to the bottom of the suitcase as it gets moved around. I don't mind that and pack with the idea that it's going to happen. Heavy stuff near the bottom, more fragile/lighter stuff near the top. Even then contents can shift during travel.

A Rocket book reusable notebook, a 3 ring paper folder, and a spiral notebook

One of the most important things a GM needs - a way to take notes. At least that's what I consider most important. I've written on my feelings about taking notes before so this should be nothing new. I did try the Rocketbook and while it works for some people it didn't work for me. Printouts of the transcribed notes are in the green folder. I went back to my trusty spiral bound notebook for the last couple of sessions and found myself much happier. I never decided if I was going to put the pages from the spiral bound notebook into the folder or not before the game ended. Since I will be using written notes in future games it's not a consideration. But notes and the way to take them are extremely high on my list of things to have.

Small photo album designed for 5 x 8 photos, closed

Small photo album for 5 x 8 photos, open

This is my GM screen. Isn't it fantastic? Isn't it perfectly in keeping with the theme of the game? Another thrift store buy it's wonderfully horrible. I thought about covering it with something more appropriate but decided to leave it in all its tacky glory. However this thing is perfect as a screen for me.

It's short enough I can see over it when I'm sitting down. It lets me put sticky notes for things like player-character names, special abilities, PC ability scores, etc. The center lets me put in notecards with more detailed information and I can add as many sleeves as I want. Hint - put some tape around the bottom of the sleeves or the cards fall out.

Even better if you run more than one game you can start from the other end and have a separate screen for the second game. It's pretty cool that way.

I use a screen to hide my dice rolls and keep my notes less visible. I don't need a lot of room for that and having a custom setup for my 'in my face' notes is perfect.

Pencil bag, pencil case, and water based markers in a baggie

Pencils, pens, and the markers I use on the battle mat. Of course I'm going to have a pouch of pencils, pens, erasers, sticky notes, and other writing related materials. I'm a GM. The center box holds the special pens for the Rocketbook. That's a leftover I never bothered to remove. The markers are self explanatory and I don't know why I even keep the yellow marker since that color never shows up anyway. But they're all there, ready to be used.

A container of mixed dice

Dice. Of course there's dice. What kind of GM doesn't have dice? I swear even in a fully virtual game I'll have dice on hand just for the tactile click clack they give. I tend to keep three full sets of poly dice and swap them out when I want a different look or I think they're not performing up to snuff. I also have:

  • D24 (hours of the day)
  • D30 (Forgotten Realms has a 30 day per month calendar)
  • Weather dice (the set of 2 - one for current, one for forecast)
  • Place value dice into the millions (because I bought them and would maybe have a use for them some day)
  • Pink D20 (the D20 of Shame)
  • Random dice (because dice)
  • Red glass blob (makeshift campfire marker)
  • Black cat eraser (something I've had with my dice for a very long time)
  • Orange tricorder accessory from a ST:TNG Data figure (so I don't lose it)

The triangle you see with a note and a value is from a treasure notecard. I'll get into notecards next.

3 x 5 notecard organizer filled with notecards and a fine tip black Sharpie

I love this. I keep this handy. I love 3 x 5 notecards. I absolutely love 3 x 5 notecards.

I use notecards to have item information I can hand off to players. I make trinket, treasure, and magic item cards as the need or inclination hits, then keep them here for when I give out loot. The top card is a low value magic item with the name, the information on what it does, how it works, and in the corner the actual value. When I hand out these I rip off the corner so they don't know what it's worth. I take a picture before I do so I have it available to me - I don't have second copies and if the player can't keep track of their own inventory (game and physical) I can get it back if I feel like it.

Up at the top is a fine tip black Sharpie. That's my writing instrument of choice for notecards since it's permanent and dark. It also means I throw out a lot of notecards when I make mistakes in writing them up.

The trinket and treasure cards are from various item generators. I have a big thing for item generators. All the links are affiliate links so if you buy them I'll get a few pennies, so I can buy more item generators. Inkwell Ideas  has my favorite ones in their Infinite Choices products. Rusted Iron Games has some smaller, more focused generators in their Roll With It! series. Dicegeeks has a great selection of random item generators along with other types of random lists.

Folders of non-campaign specific paperwork

These folders have non-campaign specific paperwork. The red one has blank characters sheets and other things that are useful when people need them or I'm working on something. The bigger one has the 'working' paperwork. Let's get into that.

I like combat tracking sheets. You can see one there. I don't require players use them but I offer them every time there's combat. It has places for the round, initiative (I reroll every round), character action, result. I find these help a lot in the combat details - like how many rounds an effect lasts, what damage was done, overall what the character did at the time. I have them in various sizes so they're not wasted. Short combat? Short sheet. I also have bits of scrap paper for notes, maps, blank treasure and XP tracking sheets, etc. There's nothing in these folders that is essential to the specific game. I just keep it together.

Folders with the nemesis party sheets and the campaign materials

These folders, on the other hand, do contain campaign specific materials. Notice how much less there is in them than the non-specific materials. I try to keep these thinned out so I'm not hauling around maps from months previous that will never be used again or I have online and can look up if needed. I also try to build a nemesis party for every game I run and rarely get to use it. It's so fun to have when it works and is always a subplot to have handy.

The campaign paperwork generally has notes and printouts for the next session or two and what was done in the previous session. I thin it out when I'm reviewing my notes before the next game so it's an ongoing process. I keep some of it if I can use it in other games, like maps printed to scale or canned encounters I found useful. Others get tossed during the winnowing.

Plastic folders with player character sheets

The characters! I ask the players to send me copies of their character sheets so I have them on hand. Whatever version I have is the one that will be used when that player isn't available so it's in their best interest to make sure I have the most current version. I also have their backstories and any other information I've given them or they don't know yet in their folder. If you're going to do this you'll find very quickly you can't write directly on the folders. Put down a piece of tape, write on it with a Sharpie, and put another piece of tape over that so it doesn't rub off. I put both player and character names on the folders.

I keep each version of the character sheet. Their entire character history is in their folder. I can look up numbers or abilities at the table and I find it even more useful when doing game prep when I can reference whatever I need. I can also put things I want to give the player into their folder and know where it is when I need it.

Old version Stratego pieces with colored, numbered paper sleeves that I use as monster tokens

As much as I'd like to have a fully immersive game with appropriate minis for every encounter I just can't do it in a traveling game. Instead I found this workaround. Those are old Stratego game pieces with colored, numbered paper sleeves. Note I said they're the old version of the game. The old version has a smooth top edge. The newer versions have crenellations. Another thrift store find and if you can find them here's the sleeves you can print out for yourself. Print at full size and 1/2" tape fits perfectly around the bottom. You get 10 each of 6 colors.

They're not as sexy as the minis but it makes it so much easier to keep track of things in combat when someone says they're attacking Red 6. You can also make the different colors different monsters. They fit into the 1 inch squares and I didn't get around to making something that would fit more squares for bigger monsters. But these are a good start.

I could have bagged each color individually but that's a waste of bags and I generally needed 2 colors for each encounter so having them together helped. Kind of since they were all mixed up.

Hint - don't stress about having them in any kind of order. There's no need to pick through so you have 1, 2, and 3 unless you feel that need. 2, 5, 9 work just as well.

The position of the token also can be useful. My standard is upright is active, on their side is prone/unconscious, flat is dead/down. They still fit in the square and help the players determine their actions. They also continue to take up space on the mat if you leave them there, which makes for obstacles and other fun issues.

Three gaming books - the Dungeon Master's Guide, the Forgotten Realms Campaign Setting, and the Players Handbook

Books. Where would we be without books? These are the only ones I carry since they're the ones needed pretty much all the time. The DMG is pretty self explanatory and I don't use it as much as you might think. If I didn't bring it I would need it, of course. The setting book is a must. And the player's handbook as well. If there were other setting or game specific 'required' books I'd have them in the bunch. But books are heavy and I also don't like the abuse they take from being hauled around. So I keep them to a minimum.

Samsung tablet

My final tool - my tablet. I have the SRD apps for my games and use those for things like monsters so I'm not hauling around those books. I can also keep copies of splat books (or pages of splat books) on there so I've got them as needed. I have the PDF copies of most of the books in my Dropbox (no, I won't link that) so I can look them up in a pinch. I use this as a tool but it's not a central tool overall. It's an accessory. 

There's a lot of debate about electronics at the table. This isn't me being a hypocrite since I ban electronics at the table and I haven't gotten anyone saying anything to my face. Unless I need it for the game I don't play with it.

Not shown is my battle mat. I don't put it in the suitcase so it kind of doesn't fit in this post but it's something I always bring. I still have the plastic sleeve for it and I think the packing tape patches add character. I just added a wrapping paper core support so it won't sag when I stand it in the corner. Even if the game doesn't use squares it's a way to draw out the scenery at least.

Summary

I can carry a lot of stuff in a rolling carry on sized suitcase. I try to carry as little as I can since it makes the stupid thing heavy. Finding a place to put it during the game can also be a problem since space is always at a premium. Keeping the bag handy is much better than having the contents strewn about the table is my opinion. My preference is to have a chair within reach and have the suitcase across the arms so I can dig through it as needed.

I use a lot of different kinds of folders. I like thinking I know where things are when I need them. That doesn't always hold true. I put things in the wrong folders at times. But in general I prefer to have them as organized and protected as I can.

Hopefully this will spark ideas on how to make a traveling GM bag. We always have to carry the most stuff so finding a way to do it efficiently and effectively is a task. My way still needs that space to hold the bag where I can get at it quickly. I carry a lot of stuff now that I look at it. But I also use a lot of paper in my game so that adds up. I'm more old school in that I like pencil and paper at the table so I lead by example. Lay out what you always use, what you like to have, and what you keep around because of habit. Out of that you should be able to assemble a good set for games away from home.

Sunday, September 22, 2019

I Gamed! 5e Session 2

Ok. Second session. Introductions are done and it's time to start doing party things. At least that's the hope.

I'm still not fond of this guy's style of GMing. He draws way too much on popular culture references but part of that may be his attempts to keep his son involved. But that sends his son into quoting stuff that pertains to the reference and it goes from there.

Or he could just be that kind of GM.

All the adults agree that we don't like the limitations of 5e. But we're going to keep playing it. I think trying to get his son to play a more detailed system wouldn't be practical. So 5e it is.

To summarize where we are. I passed a conquered city on my trip south. Turns out they were in that city trying to defend it and ended up with a band of refugees about 1,000 strong. But of course none of the city leaders made it out so the party (as it was) was trying to organize them into some kind of action.

I showed up and we got drafted to be the delegates for them to try to get help from a pirate village. Yeah. I hear ya on that one. The negotiations were done without us present and the one guy from the town got some help in return for us doing something for the lead pirate. They never asked. We sailed off to another city and have a set time to steal some item from the Pirate King.

We got to the new city. We talked to his contact. He sent us to another contact. Now you're caught up.

The pair of half-orcs decided we looked more suited to finding work in this place rather than the shiny paladins. That didn't work out at all. We tried a different tactic to get information and - surprise, surprise - it meant being enforcers with the target being the other guy who just blew us off.

The GM admitted it was to move the story along. He's that honest, at least.

At this point there's a bit of discussion between the practical half-orcs and the idealistic paladins. We want to wash our hands of this whole situation and take one of the roads out of town. We're tired of being used as pawns and honestly we don't care if those refugees make it or not. They're capable of finding their own ways to survive. The paladins make some noise about oaths and protecting the innocent. End result is we keep going. Of course.

The others in the party captured the person and turned him over to the guy who sicced us on him. There was payment. Woo. The guy also had a magic compass that showed us exactly where we needed to go to find the lair. And it was almost exactly like the compass from the Pirates of the Caribbean movie. Yes. He's that lazy.

We get to the island. We find ruins. We find the passage behind the waterfall. We overhear some pirates talking about how the Pirate King has plenty of treasure, that they're tired of being almost killed, etc. So I suggest we use these mooks to get us to the treasure room and if they live we take them with us when we leave the island. Surprisingly they agree.

So we left it with us having to get past some kind of guardian for the treasure room and then the Pirate King who seems to live in the room like some kind of dragon. Which I kind of hope he's not given our character levels.

I'm kind of but not really enjoying the game. The people are nice. The kid is as bad as I was warned he would be. The GM isn't as good as others I've had. And it's 5e.

I told them at the beginning that I've been asked to GM a 3.5 game and if it works out I may not be able to be in this game due to scheduling conflicts. They were understanding and we're going to see how things shake out. I have some time before the first session of the new game so I'll still play in this one.

I'll talk about the 3.5 game in another post. So far it's still gathering up people and answering questions about possible character ideas. And hoping that the venue will let us use their event room for free since none of the game stores around here are really RPG friendly.

Sunday, September 15, 2019

I Gamed! 5e Session 1

For the first time in almost two years I gamed last night. It was D&D 5e (meh) but it was gaming.

The group is a married couple (husband is GM), their teenage son, and their friend/neighbor. All the adults are in the same basic age range so that's helpful. I'll get to the son in a bit.

Disclaimer - I'm not fond of 5e. I'm very much a 3.5 person when it comes to D&D. I'm not saying it's better or worse than any other edition. It's the one I prefer. So no edition wars, please.

Their game is still early so we're all second level. That fit very well with the character I had already made and enjoyed in the previous 5e game I was in. She's a half-orc war cleric of Gruumsh. I stepped her alignment to the side so she's a chaotic neutral with a chaotic evil deity. The backstory I worked up has her free of the tropes that tend to go with half-orcs. I like her. The character was third level so I had to step her down one. No big deal.

As with most sessions when introducing a new player it was uneven. He had to get me set up to meet the group and continue with their story so it would all blend together. I expected it and waited politely when I wasn't involved. It happens. I was prepared. It let me read over the player's handbook to make sure I was clear on some of the rules.

Overall it was a decent game. The next one is coming up this weekend (two in a row then two weeks off while they play other games) and I'm hoping I don't get the call/text/email that they talked and decided I'm not going to fit into the group. I don't think it's going to happen but I can't help but worry.

On to my impressions of the game and how it's being run.

He showed me the charts he uses during combat for how damage is done, critical hits, critical fails, etc. I dislike those. I dislike those intently. I mentioned that I didn't but that I won't make a fuss if that's how the group plays. That caused the friend to say he didn't like the charts either. The son liked the charts (his vote really doesn't matter - more later). The wife waffled and eventually said she liked the flavor text but not the charts themselves. So the GM said he wouldn't use them. I felt awkward about making a change like that as a stranger but with a table vote it showed that no one else spoke up earlier.

He's using a couple of variants from the dungeon master's guide that are fine. They give the players a bit more flexibility and don't unbalance anything more than 5e already does. I still need to find out his change to initiative since he said he uses a d10 instead of a d20 but didn't say if we still add our initiative bonus. He said it makes things tighter. Um. Sure. I don't see what it matters if someone is 17 or 7 if the end result is the same but it's not worth bothering about.

The GM started out by telling me about a dream that I had and it was obviously a railroad into some kind of quest for a magic item for me. Nope. I'm going to avoid that as long as I can. I dislike being told what my character's goals are. I found out after the game that he's statted out legendary weapons to use in the game and I guess he wants us each to find one of them. Mine's some kind of spear. I don't use that kind of weapon, I've never wanted to use that kind of weapon, and I'm not interested in epic weapons.

During the game I found out how he runs. I haven't been on the player side of the screen much in the last decade so I made sure to go with his style and not mentally compare it to what I would do. It wasn't as difficult as I thought it would be. I don't know if he realizes how much railroading he actually does.

That dream thing I already mentioned. He said I could do with it what I would but it's obvious that he's going to push it later if I don't bring it up. There's a group of refugees from a conquered town that the other group was helping and he had it set up so they lost all their stuff except what they were carrying because of that. I found that problematic in that they have to rebuy everything they started with except their weapons.

We were 'chosen' to be the delegates to a pirate town as a way to get help for the refugees. Personally they had their own leaders, such as they were, and I would have left them to that. As second level we shouldn't have had to try to do anything to get them resettled and as adventurers with no ties to the town there's no reason to do it. But that was part of his story (or they decided that in the previous game) so we went. And of course the NPC from the refugees bargained that we would do a service for the head pirate in exchange for them helping.

Note that the negotiations were done without us so we were told about this after. We had the choice of taking on the task and the refugees getting help or not taking it and leaving them to their fates. Like that was a real choice. Personally I would have left them but that's me. So we take on the stupid quest.

The trail of breadcrumbs was more a series of loaves of bread at this point. We're getting passed from one NPC to another as we try to 'find information' we need to complete the quest. I found out in the middle he pulled this from a module so it makes more sense why it feels so flat. But I seem to be the only one with a problem so I'm not making waves. I'm playing it as my character would do, which isn't the dodge to do stupid things.

We left the game as we were going to talk to the next NPC who had information for us. It was a good stopping point.

Now on to the son. The son has socialization issues. They did tell me about this when we met to find out if we were going to be a match for gaming. Session Zero is important. They're getting him into gaming as a way to work on those issues and that's not a bad way to do it, in my opinion.

The kid has the attention span of a concussed squirrel. He's only concerned with the cool armor he wants for his character and the title that he wants, not with playing the character itself. We tried to keep him involved in the game but he wasn't responding half of the time and never initiated anything unless it was to show us a print of what he wanted his armor to be. For a while he was playing with a Transformer action figure rather than paying attention to the game. His dad let that go for a while then told him to stop. So they're aware of his limits and setting expectations.

I can handle the kid being in the game. He's not disruptive as much as not there. He's kind of an enhanced NPC from what I can see. We'll see what he does during combat rounds but for role playing he's not much. I was aware that role play was something lacking in the game and they were pleased that I enjoy the RP aspect as much as the combat parts of the game.

At this point my impression of the game is favorable. I'm not going to rank it because that's not relevant in this situation. If they don't kick me out I'll play and do my best to enjoy it. If nothing else I get to play a character I like. I'm also paying attention to his GM style and seeing if I do anything he's doing and I don't like as a player. If so then I can work on not doing that in the future.

It's tough joining a new group and it's even more so when the group is tight. They didn't make me feel like an outsider and they seemed to genuinely want me in the game. I'm working hard to adapt to what their table is like and not try to change too much to my own preferences. That table thing was the only one that stood out and the table vote makes me feel much less awkward about it. Did I mention I really dislike those kinds of tables?