Tuesday, June 4, 2024

WWAD

In day-to-day life, we sometimes have to make decisions and generally, we can't go wrong by asking ourselves "WWJD?" (What Would Jesus Do?)

But that's day-to-day life. When wargaming, something different is called for.

I've been a history buff to the extent that studying history is about as much fun for me as any of my wargaming. I've mostly focused on Medieval History but for a time I'd gone classical, and the subject of my most intense study had been Alexander of Macedonia, the greatest military commander the world has ever known.

I was recently overwhelmed with awe at a study of his victory at Gaugamela and the out-of-the-box thinking that allowed an army of 50,000 Macedonians to defeat a Persian army estimated to be anywhere from two to five times its size.

And so, when standing at the wargame table, with my opponent on the other side presenting me with a tactical problem, there's really only one question:

What Would Alexander Do?

We had been running a campaign for a couple of years in Warhammer (Blood in the Badlands, which I've mentioned before) and there was only one player who was undefeated in the campaign... and I was playing him in one of the rounds. He'd beaten me before, but it was payback time. And so, as his horde of chaos warriors came across the table toward my gallant knights? I asked myself "What Would Alexander Do?"

He'd set up to look like he was going to do exactly what his enemy expected, and then surprise him with sudden, unexpected cavalry strikes.

... and it worked.

I don't say this to brag. I say it because I've noticed a sad trend in gaming where people spend so much more time looking at army lists and reading stats and doing math than they do thinking about tactics. Read fewer army lists. Read more Sun-Tzu. Tactics, not numbers. As long as my opponents keep fixating on numbers and not on tactics I'll drive them off the table every time. It's the tactics that win, not the stats. I don't regard myself as much of a tactician, but even simple tactics will always win against someone who isn't using tactics at all.

Don't ask "What units are best from this book?" Ask yourself "What would Alexander do with all of these units?"

In one game, my opponent's Dark Angels (Space Marines) had a brand new rulebook with power creep and awesome stats, heavy-hitting units, and lots and lots of special abilities. My Black Templars (Space Marines) were running a book that was 10 years old at the time and didn't get much for their points. How do I defeat a superior army?

What would Alexander do?

He'd leverage his strengths against his opponent's weaknesses and drive a lever into the crack. The victory was so one-sided that my opponent conceded at the beginning of the 3rd turn. Warhammer 40,000 is a 6+ turn game.

Put away the army list. Read Sun-Tzu. Put aside the stats. Read Arrian.

Any fool can win a game with superior units. Win with inferior ones. Win whether your units are better or not. Win because you're a general, not a mathematician. Let the credit for your victories be YOURS, and not the guy's who wrote the rules you exploited to get there. Don't do what the ordinary gamer would do.

Do what Alexander would do.

Probability. A Rant

 Today's rant is about dice.

I play with a lot of different gamers, some fun, some not so much. Everybody approaches their gaming differently, but one thing is sure, we all game using some sort of random number generator. In most games, that's dice. In Malifaux, it's cards. We understand, intellectually, that if I'm rolling a 20-sided die and I need at least a 15 to succeed, that's a little better than a 1 in 4 chance. Not great odds, right?

And yet, on the table, people are astonished when they aren't rolling crits every single round.

"Man that sucks! I only made, like, a third of my ward saves! These dice frickin' hate me." Well, Einstein, your ward save is a 5+ on 6-sided dice. A third is exactly what you should expect. The probability of rolling a 5 or 6 on a d6 is exactly 1/3. So yeah, the dice are doing what they're supposed to be doing.

Here's one I got once:

"The spell landed? But I have a 65% magic resistance!" Yep, it landed. Saving throw, please. "Even with my magic resistance?" Yes, even with your magic resistance. 65% odds do favor you, but it should still not be such a major surprise when it doesn't go your way. 2/3 of the time you'll make it, the rest of the time you won't. It really irritates me when a player regards 65% as being about as reliable as 100%, and then questions whether I'm DMming fairly.

Same player:

"What? He saved against my spell?" Yep. "  Well, you know how the saving throw works, right?" Yep. "Are you sure?" Yep.

He'd cast a spell at an enemy and the enemy, who needed a 5 or better on a d20 to save, made the roll. The spell had no effect. "Sheesh, I can't believe he made that." Another lesson in probability, boys and girls... If you need a 5 or better on a d20 to make a save, that's 80% likely to succeed. Good odds, definitely in the target's favor, and far from a huge shock when it's made. Certainly not enough to start a rules-lawyering session in mid-game over it.

Same player (AGAIN):

"He hit me? But my Armor Class is -1!" (In AD&D, low AC is good. a -1 AC in 2nd Edition is equivalent to a 21 AC in 5th Edition.) In the case I'm thinking of, the enemy monster was a 9 HD beast with a THAC0 of 12. That means on a d20 it needed a 13 to hit an AC -1. Adding its bonus for Strength and the magical weapon, it only needed 9. It was likely to hit. I always fail to understand why people are surprised to be hit when their attacker has better-than-average odds of making that hit.

We assemble our characters, our armies, our whatever for gaming and we have to think about the odds when the time comes for the dice to hit the table. You've got to be realistic about this. When the odds don't favor you (or even when they do) and the dice don't roll your way, complaining about it and registering shock actually drains the fun away from others, because it sounds too much like whining. We're playing games that use random number generators. That means a certain amount of gameplay is simply outside of your control. This is meant to account for all the little factors that can't be covered by the rules. Sometimes even when the odds are in your favor bad things can still happen.

I remember a game once in Warhammer where my Bretonnian knights charged an enemy Dwarf unit and scored 4 hits. Each hit only needed a 2+ to cause damage. I rolled 4 '1's.  Another time I had a unit of Black Templars that were 3" from an enemy unit.  I declared a charge.  I rolled snake eyes.  The charge failed.

Frustrating?  Yeah, but what can you do? Sometimes you'll roll all crits. Sometimes they'll all fail no matter how good your odds are. Now mind you, this example is one in which I had a reasonable expectation of getting 3 - 4 successes. This is why I find it so silly for people to be surprised when the dice provide exactly the results the math expects.

Gamer's War Stories

 This is a pet peeve. No... this is a berserk button.

War Stories.

Have you ever been talking about a game with another person and at some point you get caught up in the soul-sucking tarpit that is the Gamer's War Story?

Before I go any further, I want to differentiate between an appropriate anecdote and a Gamer's War Story. It's important. This is an example of an appropriate anecdote.

"So I was facing this High Elf player in the tournament. He'd decided that since I had an all cavalry army he'd bunker his main unit inside a circle of fencing, expecting me to decline the charge. Well, he underestimated how crazy I can be and I got him in the front and flank with a double charge.  Hehe, I lost two knights, but I blew his general's unit off the table."

That story was short, had a point, was a little self-aggrandizing but not over the top, and generally an acceptable anecdote.

A good war story doesn't have to be short. It can be longer as long as it keeps the audience's interest either through humor, 2-way discussion, or if it's just plain necessary to get to the point. Risky but doable, the long story can really pay off. If I may toot my own horn, I direct the reader to the "Blood in the Badlands" posts for an example.

But here... here is an example of a Gamer's War Story:

"So I once had this level 15 paladin that had this awesome Vorpal Holy Dancing Luckblade +25 with a -30 bonus to my AC! It was so awesome! I'd like, rip orcs in half with it and just pile up the bodies! It's so funny... in this last adventure, the DM sent a red dragon after us. So we fought it in like a cave or something and it was blasting the party and while the other PCs were bleeding hit points my paladin was basically roasting marshmallows because I auto-saved all my saving throws because of that armor and this item I got in another campaign where if I successfully make a save vs. Breath Weapon I take zero damage. It's cool. So anyway we kept hacking at the dragon and finally, we killed it. In the treasure hoard, there was a bunch of stuff and I got a shield +3 with Ethereal, so I could become like a ghost 3 times a day. So awesome. So then we kept going and in the next room, there were like a thousand kobolds. We killed all of them and the DM was so pissed because he just couldn't kill us off. So then there was a horde of Giants in a chasm under that and we started plucking them off with bows and arrows and they couldn't climb the walls to get to us so we just sat there all day plinking them until they were all dead. Then we had to get down there and the party had to find some rope but I just jumped down because my hit points were so high and I had a ring of feather fall I just jumped down and by the time they got down there, I had already collected up all the treasure and was sorting it out in piles. Then we had to go fight the main bad guy in the next chamber and he was like some big evil Necromancer dude and could summon like, ten zombies a round and that fight was so fun... dude check it out... so I ran right up the middle and WHOMP I sliced him in half with my awesome sword while everybody else was dealing with zombies and it was so funny because the DM was getting all red in the face and we were laughing and the treasure was so great I leveled like three times from the XP. So I decided to put my new weapon proficiency slots toward a lance because in the adventure before that, I got a magical steed that can, like, move 480 per round and has +2 to hit when it attacks and can carry infinite weight because it has magical barding of encumbrance so I can carry an elephant in it because the horse has infinite capacity and I have gauntlets of Titan strength so literally I could be riding down main street with an elephant in my arms. And I could be like 'Here, hold this!' and throw it at someone. So cool. OH, you know what's awesome to play? A druid! I had this druid character once who..."

If you've ever told a story like this, I GUARANTEE by the time you got about halfway through that, the person you were talking to was fantasizing about tearing your tongue out and hog-tying you with it.

Please.... please stop. Just.... stop.

I had to sit through a Warhammer story like that once. I'll spare you the details, but it was like listening to a playback of an announcer calling plays during a football game, only not interesting at all and with no visuals.

Now, I understand that sometimes, people don't realize they're doing this. Here are some helpful hints to know when you might be telling a Gamer's War Story

  • The audience hasn't said a word in the last 10 minutes.
  • The audience has stopped making eye contact with you.
  • You're jumping from story to story without any feedback from your audience.
  • The audience's body language is signaling severe discomfort and/or stress
  • If you have to tell your audience that something is "so funny" because they aren't laughing... then it isn't funny.
  • If you're animated and excited and your audience looks like their shoes are too tight

Seriously.

This sort of phenomenon can also happen when it isn't a war story, but rather a far too detailed explanation of some aspect of a game. For example, when I first heard of the game Mage: The Ascension, I had to sit for 45 minutes while a guy told me about every. single. character. type in the game. "Basically it's a ...." and then 5 paragraphs worth of talk. For each one. Pro tip: If it takes you 5 paragraphs to explain something, you've gone well beyond "basically." If I really want to know this stuff I'll look it up in the rulebook myself. I'm not going to remember the sermon in any case.

If you've been speaking about a story for a solid 30 seconds without any feedback from your audience, you're in severe danger of being guilty of this. If your audience is laughing, asking questions, or seems interested by their body language, then proceed... But if they aren't. WRAP IT UP IMMEDIATELY. I don't care how cool you think your 23rd Level Wizard is or how awesome your horde unit of Beastmen Minotaurs is, if you can't convey the awesome in a single short paragraph or less, they're not going to be able to appreciate it anyway.

Bottom line... This is a form of conversation hogging and is considered very rude. I've never seen a Gamer's War Story that was actually prompted. Usually, the speaker just starts off with one little thing but gets carried away. I was guilty of this myself when I was young, I admit it... But I've experienced this phenomenon from men well into their 30s, so it isn't just a youth thing.

If someone wants to hear about your level 15 paladin, they'll ask. If they want to hear more, they'll prompt you. If they're interested in the story, their body language will encourage you to go on. BE AWARE of these signs and people will like you more. At the very least, they won't be imagining shocking violence directed toward you.

Please. Please don't tell Gamer's War Stories. I don't want to have to punch you in the soul.

Primadonna Gamers, Cheese, and why Campaigns Hurt: A Rant

So, having failed to learn our lesson from the drama of last time, my gaming club once again embarked upon a campaign. This one was for Warhammer 40K and was, like the Blood in the Badlands, based on official published rules.

Well, like the previous time, it wasn't a month in before the whining began. "Our faction didn't get enough access to special facilities." "Nobody's telling us what's going on (despite there being a page and several threads as resources within our site)" "The teams are imbalanced." At first, no major problems, but now, suddenly people were dropping out for various reasons.

One of them dropped because he wasn't expecting a tournament mentality in the campaign, but the first opponent he played was super competitive and fielded a cheese list.

For those who don't know, cheese is what we call something in gaming where the player leverages the rules to absolutely maximize the power level of his character/army. There's no fluff, no narrative, no sportsmanship. It's all about trying to create the perfect "I win" button. This attitude is mostly seen in tournaments but does find its way into casual gaming as well.

And yes, we had a player or two with that mentality.

There isn't anything wrong with being competitive... That's what gaming is about... But there's a big difference between friendly competition and "win at all costs." One is fun, the other is stressful, in my opinion.

So we started up a discussion and even though no names were mentioned, the super-competitive player became defensive and started talking about how his play style was clearly incompatible with the group, and that it meant there was no point in gaming with us. I find that mentality utterly bewildering. Why is it so hard to play a casual game? Why does every single game have to be a struggle for ego dominance? Why does it have to be a test of one's self every time the dice hit the table?

I suggested to him that he get his chance for hyper-competitive gaming at tournaments where that approach fits better, and be more relaxed and casual when gaming with us. Unreasonable? I didn't think so.

But apparently, he just doesn't have fun when he's not at maximum throttle, being as full-on as he can be. Even that I think I could understand somewhat, but the way it's explained to us comes across as he just played at a higher level than we do.

That mentality REALLY irritates me. Especially coming from someone whose idea of a good Warhammer player is someone who has a cheese list, as opposed to someone who uses strategy and tactics well.

Whatever game you play, whether it be Warhammer, Dungeons & Dragons, or Magic: The Gathering... there's always a way to build an army/character/deck that's "broken," meaning it's incredibly hard to beat with no player skill required. If you play a lot of Magic and you have a deck that's a super killer tournament winner, and it's equally effective if a complete newbie can use it and get wins, then what you have there is cheese. If you have a killer Druid build for Dungeons & Dragons that even a new player can kill all the monsters with, or an army in Warhammer that steamrolls all opposition even if a guy who has never played Warhammer before is running it... Congrats. You've made cheese.

What that means is you might be really good at building a killer combo, but not necessarily good at playing the game.

Back in my Warhammer days I often griped that my army in Warhammer (Bretonnia) was the oldest of the books and due to power creep was one of the weakest. The thing is, it was also an opportunity for me to sharpen my skills. If I had this old, underpowered army and I could beat you with your new, shiny, powerful list, then that means I played a better tactical game. This is my goal. And I can easily throttle that so I can play a new player and he will still have fun, or I can go to max power for tournaments and hold my own. I just find it to be an overall better way to game, but that's just me.

Grown. Men.

Grown. Men. Another Rant

What I really wanted to call this post was "Butthurt - A Rant" but I wasn't sure if I'd get away with that term as a topic so I softened it.

Grown. Men.

Grown. Freaking. Men.

I surround myself with grown men in the hope of avoiding high school-style drama. (No offense to you high schoolers.) I have failed utterly.

We in my gaming club embarked upon another campaign after the Blood in the Badlands campaign ended.  It was a short campaign published by Games Workshop entitled "Sigmar's Blood," which went fairly smoothly so we decided to start another in September of 2014. I wasn't the GM this time so I got to relax and just play for once.

...or so I thought.

The campaign officially started on 1 September. By the 5th, the campaign was ending and the GM gave up. Here's what happened, as best I can determine from the venting I'd heard from multiple parties.

The first step in the campaign was for each of us players to select our starting position on the campaign map. I went first, picking a nice capital city with towns and fortifications around it. Then the next player picked one, and so on... Each team was supposed to control a capital city.

But one guy, who is a constant magnet for gamer drama, chose to pick his starting spot directly adjacent to where the opposing team would have to set up. (This being Tony from the Blood in the Badlands) This would force early battles and possibly end the campaign outright in victory if he successfully attacked the enemy capital. This was never meant to happen, but the GM didn't consider that possibility when creating the rules for starting deployments. To be fair, Tony did offer to take the move back if people expressed concern over it.

Well, most of the players didn't express a problem with it, and I wasn't too comfortable with it but I wasn't involved so I kept silent on the matter as well. I had hoped that doing so would avoid any drama. Unfortunately, there was drama. I just wasn't involved.

So the two "evil" factions had deployed but neither of them had chosen to deploy at the capital which was being threatened by Tony. The problem was that one of them HAD to, so the GM contacted them both to see which one would take the position. Neither of them wanted to. (Understandably.) So the GM applied some pressure, and one of these two guys ragequit the campaign. (That being Dave from the Blood in the Badlands stories.)

Dave then vented to me about it. Now, I understand his frustration with Tony. They'd played before and Tony had a reputation for gaming the rules and using exploits to gain victory. He's not a bad guy, and we've been friends for longer than most of you pups have been alive, but I do know him to be someone who has a hard time distinguishing between sportsmanlike gaming and power gaming. Even this wouldn't be so bad, but I've tried several times to talk with him about this problem and I've just been unable to get through.

Because Tony and Dave have had some friction between them during games in the past because of this, Dave was annoyed that Tony had deployed in such a way that if Dave took that capital, they'd be forced to play each other. A lot. So he started texting me to vent about this, and how he didn't want to be in the campaign anymore as a result.

So the GM was frantically trying to resolve this issue while the rest of the players waited for the next stage of the campaign to begin.

Meanwhile, I got in contact with Tony to see what he thought, and he was all annoyed that nobody had come to him to talk about the problem. Well, I could understand that easily except that he's notoriously difficult to talk to about this stuff.  Still, he was right.

So then the GM E-mails me to vent, saying basically all the stuff I've already heard from Dave. And yes, Dave dropped out of the campaign. The GM wanted to end the campaign, and the shortest campaign in my gaming club history came to a tragic end.

I'm trying to be light-hearted about this, but it isn't easy. People who are full-grown adults and ought to have better awareness shouldn't have these problems. I hang out with intelligent, clear-thinking people, and yet sometimes you put them together in a room and it devolves into a drama-ridden whinefest of epic proportions.

So, as the unofficial "head" of the gaming group, I decided to see if I could salvage things by posting a thread on our forum board.  People were encouraged to air their grievances, BUT  there was a price.  Before one could criticize anyone else, they first had to admit to one of their own missteps or failings.  My hope was that it would give people a better perspective when being critical if they were reminded that they weren't perfect either.

It worked, more or less.

Some of the guys made peace. One guy had decided he was too good to game with the group, and another guy had become obsessive over the collapse of the campaign and, even though the dust had settled and things had calmed down, he wanted to revisit the whole thing.

Was my approach successful? Yes, and no.

No, in the sense that I feel like there were still some issues that didn't get aired out, and the focus centered on the louder drama.

Yes, in the sense that everybody had, for the most part, laid their cards on the table. For better or worse, things were out there and people were reacting according to their personalities. The majority of the group was fine, and looking forward to the next campaign. Those who weren't fine... well they never were going to be so at least that's out there now, and the expectations can be put to rest.

For my part, I've learned that sometimes trying to be a mediator for everybody only makes things worse, because it's just another form of trying to please everybody. That, as most of us have learned, isn't possible. By forcing the issue I extracted myself from being in the middle of all the griping and whining and my own stress level decreased. One or two guys still have a badly skewered understanding of what was going on, but I've learned that it's not a problem I should be worrying about fixing. They are, after all, grown men and will either figure it out on their own or they won't.

The 10 Commandments of Wargaming


 

1. Thou shalt not touch thine opponents' minis, dice or game aids without permission. They are not your property.

2. Thou shalt know the rules of the game and apply them correctly. You would expect the same from your opponent.

3. Thou shalt accept compliments graciously and offer them generously. It promotes a friendly game.

4. Thou shalt not celebrate excessively when thine opponent has bad die rolls. It makes you look like a jerk.

5. Thou shalt not use rules exploits or an opponent's lack of rules knowledge to win. Win on thine own strengths, not others' weaknesses.

6. Thou shalt be generous and reasonable when your opponent makes a minor mistake. Being ruthless is not a positive character trait.

7. Thou shalt be gracious in both victory and defeat. Nobody likes a sore loser or a braggart.

8. Thou shalt think quickly and decisively. Taking too long to decide on moves is not fun for the opponent.

9. Thou shalt be polite and courteous at all times. The game must be fun for both parties.

10. Thou shalt always shake thine opponents' hand after a game. It's good manners.


And above all, game with others as thou would have them game with you.

No, That's YOUR Job. A Rant

So back in September of 2015, I  was running my D&D session and the party of PCs was having an encounter with a very large, very grumpy Cloud Giant.

"WHAT ARE YOU DOING HERE?" demands the giant.

Aaaaand every single player says something different. Mostly it's smart-alecky nonsense that people say to get a laugh, but don't actually intend for their characters to say. (That's INTENSELY annoying for a DM to deal with, but more on that later.)

"We're here to kick your butt in."

"We're here to fight the evil cult"

"We're here to sharpen our blades on your bones."

"I have no idea."

"Who are you?"

"I'm just here for the beer."

Yadda yadda yadda. Then the players start to discuss, among themselves, what they should do. Mind you, this game is happening in real time so the giant is literally standing there waiting for them to give him a coherent answer. Unsurprisingly, he quickly becomes impatient and attacks.

What the players don't know is that killing this giant results in the entire dungeon, a floating castle, to crash into a mountainside. There is an opportunity to negotiate with the giant, who is actually opposed to the same enemies the PCs are. (the evil cult.) But that, of course, assumes that a fight doesn't ensue.

Now, once they become aware of the fact that the giant's death triggered the castle to start falling and that they could have recruited him to help, they start griping at me. "Hey! We told the giant we were here to fight the cult." (We?) "Yeah," says the guy who said something about fighting the cult. "I told him that." and nods, knowingly. The rest of the party joined in.

Okay, let me explain something to all of you PCs out there who do this kind of garbage to your DM. You aren't clever by tossing out a dozen different statements and then crying foul when the one correct answer didn't work. It's like no matter what the correct response was, as long as SOMEBODY randomly tossed it out there these people expect it to count in their favor.

No. That's lazy. That's hedging bets. For starters, it isn't my job to pick out the one right answer from the wave of noise as every smart aleck in the party tries to play Evening at the Improv at every opportunity for a comedic one-liner. It's also not my job to warn you when you're doing something stupid.

So the castle hits the mountainside and, predictably, the party doesn't react well when their characters are suddenly in mortal peril. "But wait!" Everybody shouts. "The Wizard cast Feather-Fall on the whole party!" Well, no... He didn't. He said he was going to if necessary, but he didn't actually cast the spell. "Yes, I did." Insists the Wizard. "I said it as soon as the castle started falling." Well, that MIGHT be true, (more on that later as well) but how can I know that when all the amateur comedians are lunging at the chance to do one of two things, all simultaneously:

  • Make wisecracks about the castle's insurance policy
  • Start whining about why the castle shouldn't be hitting the mountain so quickly.

So the castle hits the peak of a mountain and the party thinks they can just safely land on the side of a snowy mountain peak and start searching the wreckage for treasure. :roll:

Some do's and don'ts for good RPG gaming:

DO: Keep your mouth shut when the DM is telling you what's going on, describing a room, or answering someone's question. It's rude to talk over someone, but it's also annoying when the information has to be repeated back to you because you weren't paying attention the first time. If you find the game boring, don't play.

DON'T: Treat every conversation in-game as a chance to show off your keen wit in front of your friends. The DM is trying really hard to set a particular mood, and you ruin it, taking people out of the game, with your wisecracks. You may be the funniest guy in the world, but the other gamers didn't show up to listen to your stand-up routine. They came to play D&D.

DO: Make your character's actions clear to the DM. Let the DM know what, exactly, your character is doing. It is not the DM's job to anticipate what you plan to do or react as if you did. On a related note:

DON'T: Say you're preparing an action and then just assume that it got done. If you tell the DM "I will cast Feather-Fall if the castle starts to drop" that's great, but players are CONSTANTLY changing their minds about what they want to do, so just telling the DM what you are preparing to do is NOT the same as telling the DM you're actually DOING it.  See an example here.

So not long after that I decided I needed a break, and asked one of the players to DM for a while so I could just play a character.

Well, we had our first game on our usual Friday and I can tell you the DM did well. I enjoyed playing my Paladin and being able to just sit back and relax and not have to deal with all the issues I was ranting about above.

The downside is the new DM had to deal with those same issues, and I could see the frustration on his face. I tried to help by setting an example and trying to keep things focused, but there's only so much one can do. A couple of times he was delivering a dialogue from an NPC and one or two other people literally continued their side conversations right over him.

I think part of the problem is our group was too big. We had 8 players + DM at the time. An 8 player party is HUGE, in my opinion, and has several side effects:

  • More people means the DM has more to do with keeping track of everyone
  • More people means combat encounters go much easier and thus, less exciting
  • Experience is divided more ways, resulting in smaller rewards for each character
  • Same for treasure.
  • More people means it's easier to get bored from not having anything to do, and that inevitably leads to side chatter, mobile devices coming out, etc.

There's also the problem of redundancy. This also leads to boredom. Here's what I mean... In a fantasy game like D&D, there are really 4 basic archetypes of character... Fighter, Wizard, Cleric, Rogue. Once you have all 4 of those covered, you have a balanced party. It's always good to have more than one Fighter type because they can distribute the damage they soak up between them, but you really don't benefit much from having multiple rogues, and the benefit of extra Clerics and Wizards is a matter of diminishing returns. So that makes people feel bored, and bored players cause trouble.

The ideal D&D party size, IMHO, is 4 - 6. That's enough players to cover all the archetypes at a minimum, with not a ton of redundancy at the upper end. This is the party size most printed modules are designed for.


That's Your Fault: A D&D Rant

As a DM, the thing I dread most is hearing a player protest a judgment call I made on the grounds that it shuts down some design decisions they made when they created their character. I mean, I really hate that.

Case Study 1

(This was during the 3rd Edition days.)  The adventuring party had come upon an ancient ruined city in the middle of a haunted forest. One character decides to use the Ancient History skill he equipped his character with. I tell him the roll automatically fails. He demands to know why. He demands that I honor the result if he succeeds. He goes on to tell me all about how I'm shutting him down. He specifically chose that skill for exactly this kind of situation and I'm not letting him do what he designed the character to do, and now he feels the choice of that skill has been wasted.

Now, you might say "Well he's right.  He is entitled to the roll.  If there's something about this ancient city that would make it especially unlikely that he'd know anything about it, you should just set the CR higher.

Well, no.  If I set the CR so high he couldn't possibly succeed, then it amounts to the same thing.  What if he'd rolled a critical success?  Then I'd be obligated to give him information the PCs just weren't supposed to get yet.

Let's look at the situation to see how this player has failed to see the forest for the trees. The ruin in this case was not what it appeared to be. It was an ancient city, but it had been entirely separated from the world around it through magical means, and thus its existence wouldn't have been recorded in any source the characters would have known. That, in itself, was intended as a clue to its true nature. If I had allowed the roll and he failed, he'd not have had a way to realize that there was something very special about this place. If he'd somehow succeeded, like by rolling a natural 20, then it would have ruined the mystery of the city and undone the point of the adventure. The simple fact that his character, having studied history, couldn't identify the ruins was itself a very important clue! Thus, taking the skill wasn't a waste because it helped to create the feeling of mystery. That thought never occurred to him, because he was too busy worrying about having his design decisions validated.

Case Study 2

 The adventuring party is walking down a dungeon corridor and triggers a rolling ball trap (Think of Raiders of the Lost Ark). the characters each get a saving throw to mitigate the damage they'll take. One player fails the save but wants to use a reaction spell to blink out of the path. I didn't allow it and I got to hear about how this was exactly the sort of scenario he chose that spell for, and now it was wasted.

Well, the problem is that the rules simply aren't structured to allow that. A Saving Throw represents the character taking some kind of action to protect himself. By failing the save, the character's efforts were unsuccessful. Since the outcome of the save, in the game world, is only known after the impact, there's no time to try something else. Also, if I were to start allowing spells to be used in reaction to a Saving Throw, the potential for abuse would be staggering. Why bother rolling a saving throw to avoid a dragon's breath attack if you can just use a reaction spell to banish it away? The Saving Throw is not a free action, however instant it may be.

In both of these cases, the players made certain assumptions about how things would work during the game that turned out not to be what they expected. That isn't my fault as the DM. Creating a character is an exercise in trying to do the best you can to anticipate what situations might arise and how you would handle them as the character. It doesn't obligate the DM to present you with situations to reward you for your design choices. If you design a good character, they'll succeed more often than they fail, but sometimes they WILL fail. Just like in real life. When I hear someone complain that a choice they made when creating the character has been wasted, it sounds to me just the same as when someone gets a Bachelor's Degree in Medieval Women's Literature and complains because they can't find a job that uses their skills. I never told Player 1 to go get ancient history as a skill and I never suggested to Player 2 that a spell could be used to escape the result of a failed Saving Throw.

Now, you could argue that this was my fault because I must have been running the game inconsistently for the players to have had these expectations.  No.  In both of these cases, the situation was entirely unique and hadn't come up before.  If they had, then there'd already have been a precedent for the players to know what to expect.

I'm not looking to stifle and shut down characters. I want people to feel good about their characters and to feel like they did a good job creating them. It's just that I'm not going to bend and break the system or the adventure narrative to give them a cookie for every little thing they put on that character sheet.

"Not my problem" said the local gaming store.

So in November of 2017, I bought one of those MDF laser-cut terrain pieces from one of the local gaming stores... a house with 2 levels that you can take apart so miniatures can move around inside it and such.

One of the parts sheets was the wrong part and isn't really usable. I mean, I could build the house with these parts, but it wouldn't be as sturdy as it should be and it would be wrong on the inside.

So I went to the manufacturer's website to use their Contact Us form to get some help. A week went by, and all I heard back was crickets.

So I took it back to the store yesterday to see what they could do. I didn't really want a refund since I like the model. I was hoping for an exchange but I didn't see any others when I bought this one so I wasn't too hopeful about that. Still, I figured maybe they could order another one for me or something, I dunno. They're the place where I bought it, maybe they'd have a better idea.

Apparently their response to "Hey, I bought this item from you and there's a problem" is to throw their hands up in the air and say "Not my problem."

Wut?

What he literally said was that I needed to contact the manufacturer. I told him I'd done that already, a week ago, and heard nothing back, so here I was. He said there was nothing he could do.

Pausing the story here... That's a load of horsecrap. This is the retail outlet where I purchased the item. I would be well within my rights and reasonable expectations to demand a refund. I didn't want a refund though, all I wanted was some customer service. I repeated that I needed help and he repeated what became his mantra for the entire conversation: "There's nothing I can do." With variations including "I'd help you if I could" and "I don't have any others." I responded to that last one by asking, hypothetically, if that meant I could get an exchange if he had another one like it. At this point be backpedaled and went back to the mantra.

Now, at this point, I'm becoming angry. I'd spent a lot of money at this store over the many years I'd been going there. I've bought things there, knowing I was paying a higher price, just for the sake of supporting the local gaming facilities. Almost every single thing I've ever bought at that store can be had for cheaper online. I felt like I deserved better treatment than this. Frankly, as a customer, I have a right to expect better treatment than this even if I had never been there before.

So I said "Look, I'm not trying to be a problem here and I don't mean to be argumentative" at which point he cut me off and said, "But you are being argumentative."

30 year old ArcticFox would have told him to go $*#! himself at this point, because I was in the right here, and struggling not to be a jerk. This whole time I'd been maintaining a smile and trying to keep my tone friendly and constructive, when the response was this mantra I was getting. And by the way, at no time did this dude look me in the eye throughout the entire conversation. I'm 43-year-old ArcticFox at that point so I was rather more in control of my temper by then, so I kept my cool.

I said "No offense, but aren't you supposed to support your products that you sell, man?" Again with the mantra. At this point, he did offer to contact the manufacturer on my behalf and see if he could get a better response since he did say at one point that this particular manufacturer was generally very good about being responsive to customers.

Why he couldn't have suggested that off the bat, I don't know, because it is a reasonable thing to do. Like I said, I wasn't after a refund, I just wanted some customer service. So I wrote down all my contact info and the details of the kit and part that was wrong. He promised to send out an E-mail and CC me on it to the manufacturer just as soon as he had a break.

I browsed a bit after that, but as you can imagine my desire to spend another dime at that store was in the toilet at that point. I did seek him out before I left to shake hands and try to smooth things over somewhat, to improve the odds that he'd actually do what he said he'd do. I don't know if he's the kind of guy who would keep his promise even if he'd mad at you, or if he's the kind of guy who would "accidentally" lose that slip of paper.

It was Black Friday that weekend, so I figured it would be a while, and that was okay.

Well, I saw no E-mail. So either he didn't send it or he just forgot to CC me.

In a world where online retail is killing local gaming stores, we in the gaming community have an interest in shopping at the brick & mortar stores so that we have a place to meet other gamers, buy things we need right away, attend events, etc. Yes, it costs more to shop in person. There's always sales tax, there's the fuel you spend driving there, and the prices tend to be higher, (especially at this particular place.) but we do it because we're investing in our local community. But is this how it's going to be? No customer service and a "that's not my problem" attitude when they sell you something that isn't right? Can you imagine going to any other store with a problem you're having with an item you bought there and being blown off like this guy tried to do?

In a world where online retail is killing brick-and-mortar stores, customer relations is EVERYTHING.

Feeling very aggravated after that conversation at the game store, I sent a direct E-mail to the manufacturer. A day or two later, I received a reply that they'll not only send me the correct part but I also get a 10% discount on my next order. I just need to send them my address and the lot number from the kit.

This still left me with a bad taste in my mouth from the game store though. I'm glad the manufacturer was going to make it right, and I did intend to buy from them again, but after that, I didn't really shop much at that store anymore. Just because the manufacturer is handling it doesn't really let the store off the hook for the craptastic attitude and the fact that they didn't initially keep their promise to send the E-mail. 

A couple hours after I got the reply from the manufacturer, the guy at the game store finally sent the E-mail that was promised days earlier. Better late than never, I guess. When I responded to the manufacturer I let them know the other E-mail was in reference to the same case so that they didn't accidentally send out two replacement parts.

Maybe it wasn't a coincidence that the store sent the message right after the manufacturer was involved.

Now at this point, I'm aware that I'm coming off sounding more than a little Karen-ish, and taking it personally.  Well, I do take it personally in a way.  We call them FLGS (Friendly Local Gaming Store) because places like that tend to build a community of gamers where the store is more than just a retail outlet.  It becomes a meeting place, a place to game, a place to attend events, and a place to go to meet other gamers.  When you go to a place like that and make an effort to spend some money when you use their gaming tables, and when you're a loyal customer you expect to be treated well.  When that doesn't happen I think it's perfectly reasonable to re-evaluate whether or not this business deserves any more of your money.  Besides all that, if I buy a product at your store, and you're making money selling it to me, I expect you to back that product up.  I don't think that's unreasonable.

So I sent the E-mail out to the guy I had the incident with because I really needed to know whether or not purchases I made there would be "safe."  After 3 or 4 days of getting no reply, I forwarded my message to the owner.

He replied within minutes and said that he was aware of what happened and that it had been the subject of a lengthy discussion with the staff.

He went on to explain that generally, they do have the customer resolve those issues with the manufacturer directly when possible because the manufacturers can often resolve things more quickly and prefer it that way anyhow because it means fixing the problem by sending a single part instead of being out a whole kit or box set or whatever.

That being said, if that isn't a solution for whatever reason, then the store will take steps to make sure the customer is happy. 

That was all I wanted. The reassurance of knowing that I wouldn't be left hanging if there was a problem. I'd still rather be able to do an exchange where possible but at least he took the time to explain the process in detail and I can understand where they're coming from.

So after that, I wasn't angry at the store anymore, but it just wasn't the same.  Around that time I'd found a better gaming store anyway that was about the same distance from my home, so I just started going there instead.

How to be a Dungeon Master and an Introvert at the same time

 Yes, it can be done. You can be introverted and a good DM simultaneously. You just have to take a somewhat different approach.

I've been DMming for... well... a long time. The first time I ran a D&D game George Bush was president. No, not George W. Bush... His father. Yeah. I've been doing this for a while...

...and doing it wrong.

If you're introverted you know how hard it can be to have sustained participation in a group of people. It's exhausting and frustrating, you get grumpy and tired, and player characters start dying...

Believe it or not, there are ways to mitigate these problems so that you can be an awesome Dungeon Master AND an introvert. These are all things I've learned through experience, which means I did it wrong for a long time before figuring out how to do it right.

Keep your D&D group size small. Don't try to be the hero DM with 10 players because you hate to say no to anybody who wants to join. Sometimes you just have to say no. It stinks, but there may be other ways to handle it, like splitting into separate groups if you can get someone else to DM or running both groups yourself on separate days. Don't feel beholden to the "always room for one more" idea. The best size for a D&D group, if you're an introverted DM, is 4 people. 5 is pushing it, 6 is the extreme upper limit that should probably only happen when someone occasionally wants to sit in for a session or two.

Keep the session relatively short. If you start to feel your energy level flagging and you find yourself daydreaming about retreating to your introvert den, that's a good time to call it a night on the session. For me, I find this is usually around the 3-hour mark but your mileage may vary. Plan for that number, once you know what it is. My players are used to getting to my house between 7 and 8, and then leaving around 11.

Take some time in your introvert den before the game begins to charge your batteries and get ready. If you work all day and then immediately go into DM mode then you'll truly be torturing yourself. Set aside at least an hour or so between the time you get home and the time people start arriving. This is even more important for men because psychologically, men need more wind-down time after work than women do.

Gently but firmly encourage people to hit the road when the session is over. This usually isn't too hard if your session ends late at night, but sometimes people get into chatterbox mode because your D&D session might be the only time they see each other. Just let them know you're tired and it's nothing personal, you're just ready to get some rest. You aren't being a jerk if you do this and you're not lying either. Your emotional/mental batteries are depleted and you need some time to recover.

To be honest, I'd give this advice to ANY DM, but it's critical for introverts. We live in a culture that rewards and promotes extroverted behavior, so we usually think in terms of what an extrovert would do. That needs to change.

Monday, June 3, 2024

Scramming the Reactor: The Near-Death of an Almost 2 Decade Old D&D Club

 This happened in August of 2018.

My D&D group has always been made up of a variety of different people with different beliefs. We've had Republicans, Democrats, Libertarians, Independents. We've had Protestants, Catholics, Atheists, Mormons, Quakers. We've had gay, straight, bi. We've had Caucasian, Latino, Black. You name the demographic and chances are we've had someone play in our group at some point that represents it.

This group has run almost continuously since 2000. That's right, nearly 20 years. I've DMmed for longer than that, but this club, this campaign world, has endured for that long. If my D&D campaign club was a living person, it would be old enough to drink. In all that time, those differences between people had never once caused any significant drama.

In August of 2018, That changed.

It began as a normal D&D game. The only thing that was out of the ordinary was that a new player (but a very old friend) was joining us. He's Tony from the Blood in the Badlands campaign vignette series. Also present at this game were players who had been in the campaign longer, like Steve and Sam.

Well, we were in the pre-game social phase, when the frozen pizzas are in the oven and people who haven't seen each other in a while have a chance to socialize a bit, catch up, etc. before the actual game session begins. At one point, a more or less tense exchange got going, from our more leftist members on how Christians are so very privileged in this country. This came from Penny, Steve's wife. When I asked her for an example of this supposed Christian privilege, the best example she could come up with was that Christians get 2 holidays per year where they get the day off.

Yeah, that was really her argument. Apparently, Easter and Christmas are proof positive that Christians are the privileged class. Well I don't know about you, but I've never gotten a day off for Easter since it falls on a Sunday anyway (I understand some people do, but that's not a very powerful argument.) Christmas is as much a secular holiday as any other, oh and many pagan systems celebrate it too as Yule.

So I made this point to Penny, who started becoming agitated. She'd already snapped at Sam for having the nerve to say "punching up" isn't justified. ("Punching up" is the idea that a less socially advantaged group is free to be critical or mocking toward a more socially advanced group and that's fair game, but "punching down" is bad. This is a philosophy often used by some people to get away with their own version of discrimination and bigotry.)

At about this time, I left the room to go get the pizzas out of the oven and took Sam with me to help. While we were gone, something happened.

When we came back with the pizzas, Tony and Penny were involved in a very heated exchange over the current social problems in Europe arising from the sudden influx of Syrian refugees. In a nutshell, Tony was talking about how these social problems needed to be addressed and remedied, and Penny was calling him a racist for saying these social problems were a result of these refugees.

Now, I want to point out here two things. One, Tony is no racist. I've known the man for 40 years now and I can tell you with full honesty and confidence that there's no racism in him. Two, Tony is very direct in his way of speaking. He isn't rude or undiplomatic, he just doesn't sugarcoat things. Penny, by contrast, lives in a bubble that just doesn't get any other point of view. Her kneejerk reaction to Tony's comments was to immediately go to the racist card.

Things were getting very heated, very fast, and before I could referee them back to their corners, Penny decided she would no longer sit and listen to Tony's "racism" and packed her stuff to leave. Tony, who is also quite a reasonable fellow, started trying to calm her down. He was apologetic (not that he owed her an apology, in my opinion), gentle, and managed to get her to stop at the door. The bickering continued at that point, with Tony sitting at the table and Penny by the door. It was like watching that video of Jordan Peterson debating Cathy Newman... where Peterson would make a point, then Newman would respond with "So you're saying that..." and then proceed to utterly misrepresent and twist the argument. This was just like that.

After a minute of this, Steve got involved, telling his wife to either go or stay, but that her behavior was embarrassing him in front of his friends. Shortly after this, she calmed enough to rejoin us at the table and was perfectly pleasant for the rest of the session. (Don't let that fool you. She was putting on an act. As far as she's concerned, Tony is a vicious racist, period, and will not hear any defense of him. I tried.)

Now, after that session, I realized I had a very serious problem. Penny can be a very nice person, but her contempt for Christianity and conservatism in general has always been hidden, but she'd occasionally let it peek out. The Christians and conservatives in our group are well aware of this, but have always just let it slide to avoid exactly the sort of meltdown that happened on this fateful evening. The problem is that Penny isn't the only one in our group who thinks that way, and those who see things from her point of view are a tight-knit group of friends who also hang out when not in my D&D campaign.

That meant this fire was gonna spread.

At the time, I was running two concurrent D&D groups, each of which was about half and half between left and right-wing thinkers. My fear was that this incident was going to spill over into the other group. This was going to come up again for sure, especially because I really enjoyed having Tony in my group. He and I hadn't played D&D in many years. The funny thing is, he isn't even a conservative. He's very centrist.

So I followed up with an E-mail conversation with Penny. I was hoping she'd at least acknowledge that she'd gone too far.

Nope. She sees herself as the victim. She doesn't want me to try and defend my friend, she doesn't want to discuss anything in detail, and she doesn't want to come to D&D games anymore if it means she has to triple-check her words before speaking. (Which I can't believe she said unironically. This whole mess happened because someone else didn't triple-check his words in front of HER.) That E-mail chain ended amicably between her and me, but I didn't feel much better.

So I scrammed the reactor, as it were, to avoid a meltdown. I discontinued both of my D&D games until I could come up with a way to deal with all of this.

After I let things cool off for a few weeks, I sent out feelers to see where people stood as I started building a plan for resuming the gaming. The conservative guys were all for restarting. Just gotta let them know when. For the most part, the same is true of the liberal players. Steve and Penny, however, had given me a list of conditions under which they'll play again. I can't put them in the same group as Tony or Kyle (another player they've decided they don't like.) I should censor certain topics of conversation, and apparently (and this wasn't explicitly on the list but I am inferring it from the E-mail chain) Penny's views aren't to be challenged (although maybe that falls under the censorship requirement.

I HATED the idea that politics had infected my gaming club like this. I always felt that even though we may disagree on things, we all saw each other as people who all wanted the best for everyone in our country, just didn't see eye to eye on how to achieve it. What I've learned is that is NOT how some folks in the group think. At best, people like Penny see the "other side" as deluded people who do evil in the name of God and need to be defeated. Well, I guess I should be grateful that she doesn't think we're all evil.

Or maybe I just don't care anymore.

A couple of months later, Penny's husband Steve contacted me to apologize for the long silence and that they loved us (my wife and me) and wanted to hang out again. Keep in mind that there had been *zero* contact between me and Penny since the short series of E-mails last year in the aftermath of the meltdown.

This led to a conversation in which I pointed out that there were two sides to all this, and that I didn't feel like my concerns had been dealt with. Essentially Penny's position boils down to this:

  • They did't want to encounter Tony at any time, ever.
  • We weren't to talk about politics.
  • Penny didn't want to discuss this incident or any of the personal issues I had with all this.

Evidently, this is the list of conditions I was to agree to so that we could put this behind us and move on.

Erm. No. That isn't how friendships work.

First of all, I was supposed to guarantee they'll never see Tony? So I guess that meant if we ever have events like Nerdfest again, or if I throw a gaming party, or a backyard barbecue, I had to choose whether to invite Tony or Penny, not both.

Second, not being able to talk about politics? Well, that's at least a mildly reasonable request, since some people just can't handle that sort of discussion and there's a modicum of honesty here that Penny was such a person.

But my side of the story wasn't going to be discussed? So I did't get to even hope for an apology from Penny for:

  • Routinely trashing Christianity right here in my home, while her beliefs (Progressivism) were to be held sacrosanct.
  • Bashing and demonizing one of my very best friends, who is a far better person than she's ever been
  • Ruining that gaming group
  • Melting down and making everybody uncomfortable, instead of being an adult.
  • Putting me in a position to choose between her and Tony

Nope. We proceed as if she did nothing at all wrong and we pretend that it's perfectly reasonable to put me in a position to have to choose between friends? Tony would be perfectly fine around Penny, even though it would be perfectly understandable if he weren't. It was Penny that radiated all the drama. She was the one who wanted me to have to choose.

Well, that's not how friendships work. Friends care when they've hurt each other and they make an effort to make amends, or at least try to understand each other. They don't ignore the pain they cause because they're either too proud or too selfish to admit they wronged a friend.

No, Penny. You haven't been a friend to me and what you want isn't friendship.

Get bent.

So I decided to resume D&D the following January, but I only invited people I knew will get along. That includes Tony and Kyle. Put me in a position to choose between friends? I'm gonna pick the guy who has been my friend since 1988, when we bonded over the contents of the 1st Edition Advanced Dungeons & Dragons Player's Handbook in gym class when I was but a high school freshman and he was a junior. There will ALWAYS be a seat at my table for Tony. And Kyle? He goes to my church. I've known him for "only" 30 years. I also had a couple other reasonable people in mind to invite.

As for the others... Well they're still friends and I didn't want to just turn my back on them, but I didn't trust Penny anymore, and they were closer friends with her than with me, for the most part, so I had no illusions about where they stood on this issue. They don't know the full truth about why I halted D&D.  

The group continues to this day, although not with anyone from Penny's clique.  That included Steve and Dave from the Blood in the Badlands campaign, unfortunately.  The rest of us gradually lost touch with them other than Steve as the years went on, but that's probably for the best.  With the political divide so much worse in our country now then it was even then, I can only imagine what might have happened.

Has it really come to this?

Epilogue

Things have changed a lot since that campaign all those years ago.  Here's an update for anybody who is curious.

Sam is a successful engineer and at the time of this writing has a wife and 3 kids.  He moved out of the area so we rarely play wargames anymore, but we do play Dungeons & Dragons using Roll20.

Steve is married and we're still friendly but our lives have grown in different directions.  We still check in with each other from time to time.

I don't hear from Dave anymore.  He too is married these days but our paths also grew apart.  I have a sneaking suspicion that in these politically divided days of our country, he may no longer have wanted to be close friends with me because of our widely different views, but I don't know that for sure.  I just know at one point he just stopped making an effort.

Tony, Jeff, and I still hang out and talk regularly.  We're like the Three Musketeers although they see each other more often than I see them.  That's probably because I'm the most introverted of the three.  They too participate in my Roll20 D&D game and we occasionally play Batletech.   They've expressed an interest in playing the new version of Warhammer: The Old World.  I don't want to play it, but I kind of owe it to them since they've so often followed my lead into new games.  So, I probably will play. 

I occasionally talk to Don and we're on good terms but we don't see each other very much.  He's even more introverted than I am (and that's saying something) so I understand.  I am subscribed to his YouTube channel and he seems to be doing alright.

I still consider all of these guys to be good people and even with the ones I don't hear from, if they needed me I'd be there for them without hesitation.  The Blood in the Badlands campaign strained some of our friendships, but we survived it.  We even did another small campaign or two after that but nothing that came close to matching the scale of that big, horrible, glorious, confused mess.

An Old Rant About a Common Problem

 In my last post, I shared a few short stories from my gaming club's Blood in the Badlands campaign.  In one of those stories, I had an opponent who blamed me for his errors in the game.  

I wrote a rant at the time and thought it would be fun to share it here because I know there are others who have dealt with this kind of thing too.

During one of the weekends of the campaign, I played a couple of Warhammer games and one of my pet peeves came to a head. I bit my tongue in the name of diplomacy, but this frustration was eating me up so I needed to get it out.

Learn the #@$*! rules for yourself. DO NOT blame me for your failure. You suck at Warhammer. Cope. I beat your butt in fair and square and for you to go whining about "ArcticFox didn't make the victory conditions clear. He didn't explain the objective markers well enough."

WAAAAAAAAAAAAAAAAAAAAHHHHHHHHHH. YOU HAVE THE SAME RULEBOOK I DO. Don't give me that nonsense about how you haven't the time to sit down and learn the freaking game. At the time, I had 5 kids and 2 jobs, and I played 5 different wargames.  Do NOT come to me and give me some kind of sob story about how you're just too swamped with life to spend a couple minutes a day with the book. Keep a copy of the rules in the bathroom and read a page or two each day while you're taking a dump if you have to. Don't act like it's somehow my job to hold your little hand and make sure you know what all your options are and what you need to do to play the game. Admit it. You faced me across the table and you got owned. Be a man and learn from it. Every minute you spend pointing to me and whining is a minute you could have been spending analyzing your craptastic tactics or your idiotic decisions during the game. If you spent as much energy working on your game as you do making excuses, you'd be beating me every single time.

Granted, the specific scenario we played is from a small set of rules (all of 3 pages) you don't own. That's why I loaned you the book ahead of time, and then on the day of the game that book sat there on the table, within your reach. Don't act like somehow I took advantage of your ignorance to score a win. The victory conditions were about as simple as a Warhammer game gets. You were attacking my fortress. You needed 3 objective markers to win. Period. If you had 2 markers you could force a victory points tiebreaker. Other than that, I win as the defender. Simple. You lost because you held 1 objective marker. What's so freaking hard about that?

Do you want to know the real reason you lost? You lost because you stupidly took the best infantry in your army out of a fortified castle tower where I couldn't possibly have beaten them, and moved them out into an open field directly in front of a unit of mounted knights with lances. What the &%#!@ did you think would happen next? If you had used that force to take objective markers in the fortress you'd have blown me off the table. You handed me the game on a silver platter and now you're mad because I didn't coddle you and talk you out of your bad tactics. You lost because the only other unit you could have used to take an objective marker was too scared to attack a wall section held by one single knight and a peasant with a longbow. You lost because you kept 48 archers out in an open field with nothing to shoot at instead of moving them to the fortress and climbing the walls. You were actually winning decisively for the first 3 turns of the game because I blundered my deployment and you deployed very wisely. Yet all the decisions you made after that point resulted in snatching defeat from the jaws of victory and I recovered and won. DEAL with it.

But it isn't even just one person. Turns out a few months ago I heard a similar excuse, and was even told I was being jerk-ish because again, he didn't understand the victory conditions and so he wasn't playing the way he would if he'd known. Tell me, exactly when did it become my job to make sure that my opponents know what they have to do to win the freakin' game? I don't take advantage of ignorance. I thought, in both of these cases, that my opponent knew what he was doing. What am I supposed to do? Take them by the hand, and ask them each turn if they know what to do to win? If they understand the rules on how to play their army? Shall I roll your @$#@)(& dice for you too?!?!?!? How about I offer you tactical advice? Want me to coddle you through each turn so you feel like I'm not being a jerk? Oh, I've heard people say it's good sportsmanship to let people suffer when they make a mistake and to not let them go back and do something they forgot to do or not say anything if they forget about a rule that would help them... Well, I don't agree. I think that's bad sportsmanship. I do let my opponents go back and do something they forgot. I do speak up when a rule they're forgetting would make a difference. If I make a mistake to my advantage and realize it later, I admit it and I offer to retract it in the name of fairness. Most players aren't that honorable and it ^&$@$ me off when someone accuses me of playing shady when I make an effort to be fair like that. I don't recall anyone (including you) doing that for me (except my son, whom I taught to play honorably as I do.) If I win, I want to win because I played well, and not because of my opponent screwing up game rules. Even when it's borderline, I let my opponent have it 9 out of 10 times. Think I get that same level of courtesy back? &%#*%@!( NO.

But I'm the jerk.

MAN THE &%@#*& UP. When I lose, the person I blame for my loss is the man in the mirror. I think about the game. I talk about it with my opponent. I LEARN. I come back better the next time. I up my game. I don't whine like a $^&!#@$ as if the universe is set against me winning. I don't blame the dice. I don't blame the rules. I don't blame the company that published the game. I don't point the finger at my opponent and cry about how mean he was to me. I lose like a man and I act like a man and I adjust my strategy and come back and play again like a man. Is that so #@%!! much to ask?

You know what? I'm glad you quit the campaign and are taking a break from playing because I'm sick of feeling guilty for winning. I'm sick of you going behind my back and telling people you lost because I somehow didn't go far enough to make sure you remembered what you were supposed to do. I guess I gave you too much credit because I thought you did know. I thought you'd actually read the book I loaned you. (The relevant section is, like I said, 3 %!@$&! pages long.) I thought you were telling the truth before the game began when I explained the victory conditions to you anyway, asked if you understood, and you said "Yes."

Forgot about that, didn't you? About the quick discussion we had before the game started when I reviewed the victory conditions with you, with the book open, and showed you the 3 $*@%&(# sentences where the very simple rules were detailed. If that isn't enough for you then I don't know what else to say. And then to whine about "ArcticFox plays in hardcore tournament mode!" BULL#@!%RI&#!*@&#!@. How many times during that game did I remind you of things you forgot that would have been to my benefit to keep quiet on? How many times did I encourage you to roll dice to resolve something, even when you were convinced it was pointless, and the result benefited you? People don't do that in tournaments. They stay silent and smug when you screw yourself over by forgetting things. I don't even play like that when I'm in a tournament and you have the GALL to accuse me of it during an ordinary campaign game? HOW DARE YOU? You couldn't handle a game against me if I played that way. Even with me reminding you of all the things you forgot about that helped you, you still managed to lose. You know what that means? It means I outplayed you fair and square, and it means I earned my victory, and it means I have every right to feel good about a game I honorably won, and your whining and griping and childish behavior rob me of the good feeling I earned.

I'm glad we're friends, and I love you like a brother, but I feel betrayed. Do you think it's easy to push my ego aside to speak up or to let you take moves back knowing it could cost me the victory? I want to win, just like anyone else. I want to feel good about my ability to play. I want to earn bragging rights. Every time I remind you of a bonus you forgot to include or allow you to go back to a previous game phase to do something you forgot to do I have to MAKE myself do it. It's an EFFORT because your mistakes are YOUR fault, not mine, yet in the name of the friendly game and honor I don't hold you to them. It's HARD to do sometimes, but I do it. I expect the same courtesy back, and I rarely get it. Especially from you. How many times have I asked to undo a mistake and you refused to let me? More than you'd remember, I bet. When you see me get frustrated during a game, it's not because I'm losing, or because something didn't go my way. It's because I feel like you aren't extending to me the same courtesy I extend to you and I resent it. Can you understand that? I cut you a HUGE amount of slack during our games and it definitely doesn't go both ways.

And still, you whine about me being a poor sport just because you lost. $#@!^%^#@ you.

Here's a guy who never bothers to make time to read the rules or work on his strategy, and then when he plays against me, a guy who made Warhammer his primary leisure time focus, wonders why he loses.

Which, in a way, is a slap in the face to me when you think about it. Why should a player who never spends any time in game prep expect to beat someone who is borderline obsessive over it? I read the books. I listened to tactical podcasts. I read Wargame forums. I have read "The Art of War" by Sun-Tzu. (You'd be amazed at how much of it actually applies.) I run battle drills when experimenting with units. I even wrote a battle simulator to compare the relative effectiveness of units in close combat (Using C#... This was in my .NET days. I later created an updated version in Java.) Yeah, this was my main hobby.

Reasons I've heard for why I win against this person:

1) The dice screwed him. (Yes. The universe is out to get you through your dice.)

2) I didn't make the victory conditions clear enough. (And hiding the rulebooks too, I guess)

3) The publisher keeps changing the rules and nobody can keep up. (This rules set had been out for 4 years at that point, homeslice.)

4) The rules don't make any sense. (Apparently, those of us who can handle the rules are what? Insane?)

Notice that it's never been that I played a good game. I've never heard that from him one single time. Evidently, he's just entitled to beat me and it's just a cruel, harsh world that denies him.

Well, this matter has been, at least for now, resolved.

I was at the Battle Bunker and that friend was there, and we talked. To his credit, he initiated the conversation. I got to offer him my point of view on several of these matters, as did he. (Some of it didn't come up, because apparently another mutual friend got on his case about his behavior toward me and that was that.) I think we each had some skewered perceptions of each others' motives and this was a chance to set the record straight.

So all's well that ends well, but I needed to get that off my chest.  It was written years ago, but I put it here just to share.

Blood in the Badlands: A Post-Mortem of a Warhammer Campaign

About 14 years ago Games Workshop published a campaign book called Blood in the Badlands.  It was a poorly written, thrown-together, obviously not playtested mess of a campaign that was mainly meant to sell a new product.  Mighty Empires, I believe it was called.  It was basically hex-shaped tiles that represented various types of terrain that would all be assembled together to create a board to play on.  We didn't use that product, instead relying on a hex map I created and displayed on our gaming club's webpage.

The Blood in the Badlands. Mention that name in my gaming club and you're sure to get some eyerolls, disgusted looks, and maybe a groan or two. And yet, it was glorious. 8 players, Warhammer Fantasy Battles, epic, glorious success, and catastrophic failure all rolled into one book published (not playtested) by Games Workshop.

I've wanted to run another really great campaign, but it will never be. Not with this group, and for the last few years I've been struggling to understand why. I think the problem is that the ArcticFox of 13 years ago needed a little more life experience, and today's ArcticFox is going to take a crack at it. What follows will be a few vignettes from that campaign, in chronological order as best I can remember them. Maybe by doing this I can achieve some sort of catharsis and allow myself to finally let go of the idea of ever having another massive campaign in this group. I hope you'll bear with me as I share these stories as I flatter myself in thinking that any of this is worth reading in the first place.

Story 1: The Skyscraper

This tale takes place in the Games Workshop Battle Bunker in Bowie, MD in a tiny strip mall about halfway between Annapolis and Washington, DC. The Bunker isn't there anymore, but at the time it was a 24-gaming table hub of all things Games Workshop. The Blood in the Badlands campaign was still in its early stages and people were meeting each other and playing each other for the first time.

To understand this story, you have to understand a concept in the 8th Edition of Warhammer Fantasy Battles (WHFB) that I like to call the "Power Gamer's Cocaine." WHFB was a great system as long as your armies stayed outside on the battlefield. Go inside buildings and... things get a bit wonky. This particular rule concerns how many troops can fit inside a building. The rule basically said that a unit can fit up to 5 troopers per floor of the structure, for purposes of size and being able to fire out through windows, doors, etc. The variety of possible buildings that can appear on a Warhammer tabletop meant that there couldn't really be specific rules for each, so the catch-all rule was (paraphrased) "The players should agree before the game how many floors a building has." This isn't hard to do for 99% of the population, since generally models built for tabletop wargames have an obvious number of floors in them...

Then there's that 1%.

In this scenario, Tony's force had rolled up on a fortress under Steve's control and was assaulting it. So far, so good. The players placed the castle on the table and then began to place other scenery items on the table. Things like hills, forests, other structures, fences, etc. got placed, one at a time. Tony chose a tower and placed it a few inches outside Steve's fortress walls. This was the red flag that anybody who ever played Tony should have known to look out for. Steve never had before, at this point.

Now, I was at the Battle Bunker that day, playing a game from the same campaign against another player, but as I looked over and saw that tower go up, a little voice inside my head said "Uh-oh." I knew that Tony had placed that tower, and I knew what it meant. Too late, I realized that I had failed to warn Steve about Tony's approach to gaming. Now I was just waiting for the inevitable.

You see, as I discovered a little while later, Tony had proposed that this tower be considered 10 stories tall. Steve, being new to Warhammer, new to playing Tony, and a very laid-back, friendly guy to begin with, amicably said "Sure. 10 stories it is." And nearly sealed his fate.

The tower model we're talking about here is about 6" tall and represents a wizard's tower of about 3, maybe 4 floors. (I don't remember exactly. I used to have a tower ruins model that uses many of the same parts but mine only went up 2 stories.) That model isn't high enough to be able to see over the walls of the castle, but if it were 10 stories...

And that's what Tony was counting on. He was now playing as if that model were itself 10 stories which meant it would easily be able to shoot over the walls and into the castle courtyard. He then garrisoned a 30 model unit of elite Wood Elf archers into it which meant a murderous rain of wood and feathery death would be raining down into that castle every turn, and there was very little Steve could do about it.

I don't need to tell you that Steve was going to lose that castle. An army of fortified High Elven defenders was poised to lose a stone-and-mortar fortification to an army of Wood Elves with nothing but bows and a couple of walking trees.

Now, I'm making Tony seem like a jerk here and I don't mean to. As I said before he's a good guy. The problem is that almost every gamer has a sense of when they're gaming the rules and when they aren't. It keeps us on the straight and narrow path that avoids exploits or holes in the rules that are obvious errors. Tony's brain did not come with that component installed in the software, and he just doesn't see it. From his point of view, declaring the tower to be a 10-story structure is a perfectly legitimate play since it violates no rule in the book.

Steve wisely came over to me, as the Campaign GM, and asked me if this was a legitimate play. I went over, got Tony's side of the story, and made the following ruling:

Want it to be 10 stories? Fine, it's 10 stories but regardless of how many floors you and your opponent decide that building has, the actual height of the model doesn't change. Steve agreed that the building was a 10-story building, but it's still no taller than it was before and therefore it still can't see over the wall. Tony didn't like that ruling, but to his credit, he didn't pitch a fit about it. He accepted the ruling and the game was played. He did wind up putting that large unit in the tower and using it to shoot at Steve's defenders on the walls, but he did not have a line of sight to fire into the courtyard.

The moral of this story: You aren't being a jerk if you don't just let your opponent do whatever he wants. Some opponents will willfully abuse the rules to gain an advantage, and some just don't realize when they're doing it. Either way, even if you're laid back, don't be a doormat. Fair play is fair play.  If you're playing someone worth playing with, it won't be a problem.

Story 2: Why We Read

In the early stages of the campaign one player, Jeff, was playing a Wood Elf army. It's unclear why he would choose that particular faction since it definitely does not reflect his usual play style, but I guess he thought he could work it in.

I initially wrote a rant about this game right after it happened here.

His name is Jeff (again, not using real names in this.) His army was assaulting one of my fortresses and the Army of Bretonnia was arrayed to defend.

I'd lent him the campaign rulebook so he could brush up on the castle assault rules in order to come to the table prepared. I also kept the book out and available for reference during the game. To win, he had to capture 3 out of the 3 objective markers which represented sections of the fortress. If he only captured 2, then the winner would be determined by who destroyed the most enemy units. If he captured one or zero, then I win.

So he deployed his army outside of my walls in a very effective formation, and I completely botched my own deployment. My best units were my knights who, being mounted on horseback, had to remain in the courtyard where they couldn't defend the walls or towers. Care to guess where all of the objective markers were? In the wonky rules, they could attack the walls or towers, but couldn't hold them.

So basically I settled in and prepared to hand over my fortress.

But then something weird happened. Jeff, who had been dominating the game for the first 3 rounds, suddenly began making stupid mistakes. At one point he even took a unit of heavy infantry, that had captured a tower, and had them exit the tower.

...in the courtyard...

...in front of my best unit of fresh, uninjured knights.

Hilarity ensued.

So by the end of the game, Jeff had only been able to capture and hold 1 objective marker, and so I won.

This is when I started to hear about how I had not made the victory objectives clear enough (did they seem complex to you?). Apparently, I hadn't made the siege rules clear. Apparently, I hadn't made the defense rules clear. Apparently, I was just a big ol' meanie who took advantage of his lack of understanding of the castle assault rules to win the game.

I was... annoyed... by this.

Fortunately, we talked it out later and he continues to be one of my best friends to this day. He really is one of the best people I know and even though he isn't a man of religion, he acts more like a Christian than most of the Christians I know. I think maybe he has a hard time with losing and needs something to point to that will allow him to save face. It isn't that he really thought I had treated him dishonorably, it's just that he has a very tough time just acknowledging his own shortcomings when it's a contest.

The moral of the story: Read the rules and know what you're doing. If you don't, then you have nobody but yourself to blame.

Story 3: How many dice?

I wasn't there for this story. Well, I was physically there, but I wasn't involved in the game.

This took place at DropZone, what was almost the premier wargaming store in Maryland, now a closed-down memory. This was during the heyday when they had 4 gaming rooms which were almost always full. It was early-ish in the campaign, and the war was in full swing.

This game was being played between Tony and Steve (not real names), Wood Elves vs. High Elves, respectively. I was there playing a game against someone else that day (I don't recall who) so I'm going to attempt to reconstruct what actually happened, based on what I heard from both players later.

It was a Saturday, and the smell of gamer funk was heady in the air in the large gaming room at DropZone. The sounds of dice hitting tables, the cheers of a good roll, and the groans of a bad one wafted off the bare drywall of the walls that had been neatly painted, but never fully decorated. The Blood in The Badlands was well underway, and the Wood Elves of Athel Loren were battling the High Elves of Ulthuan for one of the map grid hexes. It was Steve's turn, and he was in the magic phase. In WHFB, that meant you could have your wizards cast whatever spells they had prepared for the battle, which you'd do by rolling dice. The procedure was you declare what spell you were casting, declare the target (if applicable), and declare how many dice you were going to use in the attempt.

Tony's version of the story:

Steve picked up the dice, rolled two, and saw that the total was not high enough to successfully cast the spell. He smiled mischievously at Tony and dropped the third die, which increased the rolled total to a number high enough for the spell to go off successfully. Steve was playing dishonestly, because he rolled the first two dice and then only threw the third because the first two weren't enough. Tony graciously let it slide because it's only a game...

Steve's version of the story:

Tony had already been getting away with some questionable tactics, like moving models further than their allowed move distance or shooting arrows through terrain that normally one can't shoot through. Nevertheless, Steve graciously let it slide because it's only a game. When the magic phase in question came up, he picked up the three dice and rolled them, but one of the dice sort of got caught between his fingers and dropped last. He never intended any sort of shenanigans.

The Investigation:

If there's anything I can't stand it's a cheater, and yet I know both of these men to be honest men who play an honorable game. Tony can be somewhat of a min/max gamer at times and Steve is a prankster of sorts, but neither of them would cheat, as far as I know. I've known Tony since 1989 and Steve since about 2008, but if either of them was being deliberately dishonorable in a game it would be a surprise to me, so I figured this must be a simple matter of a misunderstanding. I knew both of these guys, but this campaign was the first time they'd met, and this particular game was only the second time they'd played.

The way I saw it, it all came down to just how many dice Steve actually intended to throw. The fact that he picked up 3 dice suggests that was his intent, but what really matters is whether or not he declared that he'd roll 3, per the rules of the game. Steve assured me that yes, he had indeed declared that he would roll 3 dice. Okay, so if he declared three then he had to roll 3. No problem there.

So, I went to Tony and asked him. Here's how the conversation went...

Me: So did he declare that he'd roll 3 dice or two?

Tony: He rolled two, then a third.

Me: I get that, but how many dice did he declare he was going to roll?

Tony got a momentary blank look, blinked a couple of times, and said:

He rolled two dice but didn't roll the third until he saw the first two weren't a success.

Me: But how many did he declare he'd roll?

Tony: I'm saying he rolled two dice which didn't succeed, then looked at me with a weird smile then rolled the last one.

Me: (Exasperated) But you have to declare how many dice you're rolling first. What did he say?

Tony got that blank look again and muttered "I don't know man. I just know he didn't throw that third die until the first two failed."

Tony's a good guy. We've been friends now for almost 40 years and I trust him completely. It's just that he's sometimes really stubborn once he's made up his mind on how to interpret something, and it's very difficult to get him to see it differently once he's reached that point. So I let the subject drop at that point and concluded that it was just a misunderstanding. I'm inclined to think Tony was being stubborn here, because of the blank look he gets when he realizes he's probably wrong but doesn't want to change his opinion. It's possible that Steve had forgotten to declare the dice that day, but I think if he had, Tony would have pointed that out sooner.

The point of this story? Even honest people can have a disagreement over a misunderstanding. What makes the situation a bit juvenile is that both were perfectly happy to complain to me, but not to just talk to each other. Also, it's just a game. Everybody is happy to SAY it's just a game, but rarely do people ACT like it.

Story 4: Honorable Combat

I decided to put in a positive tale, just to break things up a bit. I did say there was also glory in the campaign, did I not?

In this story, Tony and Sam had a battle in an open field. Tony was playing his Wood Elves and Sam was running an Empire army. Imagine high Medieval/Early Renaissance Germanic and you'll have a pretty good understanding of what the Empire in WHFB was.

Tony is an excellent wargamer but he often tends to forget things, which is understandable as complex a game as Warhammer Fantasy Battles was. We all forgot things, a lot, but I think Tony struggles more than most. The battle was going fairly evenly, with neither side gaining a significant advantage. Sam's long gunners (dudes with matchlock rifles) and Tony's Wood Elf archers were killing each other across the table while knights battled Tree Men.

At some point, about halfway through the game, Tony completely forgot about an important rule in his army that allowed his archers to pierce armor more effectively when firing at Sam's armored knights. As a result, his arrows were very ineffective in this round of shooting. The conversation went something like this:

Tony: Ok so your armor save is 4?

Sam: No, it's 3 in this case.

Tony: Really? Why?

Sam: Because I'm in short range of your archers... so I get -1 to my armor save, remember?

Tony: Oh! Duh. Thanks... That's really great sportsmanship, dude.

Sam: Thanks. If I win, I'd rather beat you because I outplayed you than because you forgot a rule.

Tony: Who taught you that?

Sam: My dad.

Tony: That's awesome, man.

And it is awesome. Sam went on to lose that game, but it was an honorable loss and he fully deserved to hold his head up high. I happen to know he regrets nothing. The moral of this story: Yes, kids do still listen to their parents, and yes, a battle honorably lost is better than a battle won by exploiting honest rules mistakes.

These next couple of stories are the Bizarro images of the last.

Story 5: The Rules Are Terribly Unfair... Unless I'm Winning.

Sam's territory on the campaign map was in a fairly central location and bordered three others' who were on the opposing alliance. Sam was a good Warhammer player but his choice of faction (Empire) meant that to find victory he had to really work at it because that particular faction was one that required finesse. A lot of finesse. Too many options, in my opinion, and a lot of moving parts in an army that was much better suited to players with a lot more experience and time than he had. As a result, he became a target.

One of the adjoining players was Dave, who played a pretty simple and very tough Chaos army that was more or less a point-and-click force. Not a lot of finesse to it, just run your very tough units at the enemy and watch them beat face.

So in the first game they play, Dave is attacking one of Sam's fortresses. As you can imagine, attacking a fortress by assault is not an easy thing to do, and the first couple of turns Dave was getting a pounding from Sam's archers, artillery, riflemen, crossbows, wizards... the works. Being a man of... volatile emotions, I got a series of profanity-laced texts from him during the course of the game letting me know exactly what he thought of these siege rules, how unfair they were, and how it was utter... well, you can imagine what.

Now, I had no way of knowing what it was like to actually be there, but when talking to him about it later, Sam was very surprised at the nature of these texts. It seems Dave appeared very calm and reasonable the whole time. Maybe he just didn't want to be a jerk during the game and I was helping by being the pressure relief valve in receiving these texts.

Despite the complaining, Dave went on to win that game. His troops were overwhelmingly more powerful than Sam's in close combat once hand-to-hand was joined, and even with the disadvantages that exist when you're assaulting over castle walls, they still overwhelmed the defenders.

The moral of the story is, If you agree to play by a rule set, don't whine about it when things don't go your way. Especially when the game isn't even over and you haven't had a chance to see how it all balances.  Bothering to read the rules ahead of time has a nice tendency to prevent nasty surprises.

Story 6: What You Don't Know Can Kill You

This next tale involves the same two players... Sam and Dave. You see, emboldened by his victory against Sam's fortress, Dave launched another attack into Sam's territory.

Dave's army, as I mentioned, was very tough and difficult to kill. To make things harder, attacking them in close combat conferred a -1 penalty for causing wounds against the unit. Read that last sentence again, with emphasis on the "close combat" part.

So Sam and Dave played another game or two, the entire time Sam applied a -1 penalty to his shooting attacks as well as his close combat attacks. He was mistaken about how that worked, probably having misunderstood the wording of the rule at some point or another. It's understandable since that particular rule would be in the Chaos army book, not the general rulebook, so Sam didn't really have an easy way to read it. Besides, the campaign was being fought by the honor system...

It was an honest mistake perhaps, but I know Sam's play style. He announces what he's doing, he announces why he's doing it, and he announces the rules he's using to give the opponent a chance to check him so he doesn't make mistakes.

Sam: "Ok I have 20 archers... rolling to hit, need 4's... ooh good roll I got fifteen hits. Ok now to wound I need... 5's... oh and with that special rule you have I need 6's... Bah. Only 3 wounds..."

Dave: <Should be correcting Sam here on that special rule, but wasn't.>

Repeat the above exchange about 20 or 30 times in a game and you can see how that bonus really adds up, and when an army like Sam's relies heavily on shooting attacks, this is clearly not how the game was meant to be played.

So what's the deal? There are three possible reasons why Dave didn't correct Sam, in any of the games they played.

Maybe Dave somehow never noticed that Sam was applying this penalty to himself. I don't really see how that can be, especially since Sam likes to announce what he's doing and why for exactly this reason, but it isn't impossible.

Maybe Dave did say something, at some point, and Sam didn't remember. It's possible, but also unlikely.  Finding out that a major disadvantage actually doesn't exist would be a pretty memorable moment.

Maybe Dave knew full well what was happening and chose not to speak up. There are many reasons why that could happen. I don't think Dave is a dishonest player, but I do know how hard it can be to point out your opponent's errors when it would hurt you. 

Maybe he first saw it during that fortress assault game and chose not to say anything, believing that the rules were unfairly favoring Sam's force and that somehow this mistake balanced the scales... but then couldn't come clean later because he'd lose face. 

Maybe he's one of those gamers whose mentality is that it isn't his job to make sure you know what you're doing, so your mistakes are your own fault. I don't know. All I do know is that Sam doesn't trust Dave as a gamer anymore, and I can't blame him. This is especially true because Dave rarely attacked anyone but Sam, despite pledging to back off a bit to avoid making Sam feel picked on in the campaign. (In fact, now that I think back, I don't think Dave ever attacked anyone else but me, which he did only once. The Knights of Bretonnia did not suffer Chaos to befoul their territory...

The moral of the story: It's never a bad idea to double-check your understanding of the rules governing your opponent's army, even though that can mean not relying on your opponent. It isn't unreasonable to ask to look at your opponent's army book so you can see the rule for yourself. If your opponent refuses, I'd call that a red flag.

Story 7: When Winning Just Isn't Enough

This tale is the story of a battle between myself and another player, Don.

Don was a Dark Elves player, which meant he'd joined the alliance opposing the one I was in. We had a fairly straightforward battle, with the Knights of Bretonnia attacking the Dark Elves in their territory.

The battle did not go well for Bretonnia that day. I made a few mistakes and Don, being a competent player, was able to capitalize on them. I could see by the end of the fourth round that I wasn't going to be able to pull a victory on this one, so I decided to concede the game.

Instead of a victory smile, Don instead looked dismayed. I asked him what was wrong.

"Well, If you concede now, I won't be able to kill your general."

You see, in this campaign, there was a narrative continuity between games, such that characters were sometimes able to carry over items and injuries from one battle to the next. In some cases, they could even be captured or killed. Up to that point in the campaign, there had never been a problem if one side or the other conceded.

Don's problem here was that by conceding the game, I was essentially ending the battle at that point, and Don wanted the chance to go after my characters. While I admit that there's a certain strategic benefit to making sure to injure your opponent's characters, nobody had made an issue of it before. This struck me as poor sportsmanship since he'd already won the battle.

Additionally, the problem here was that it created a conflict of interest. I was the GM, and also directly involved in the problem. If I ruled that a player could concede the game without losing characters (as we'd already been doing) then it would appear self-serving, since it was my characters at stake. On the other hand, I didn't want to just arbitrarily rule against that since it struck me as bad sportsmanship to compel a losing player to play it out just so that the victorious opponent could maximize the total damage.

Admittedly, it also went with the character of the Dark Elves.

So I took a compromise route. I ruled that if a player conceded a game, a die roll for each character that was still on the table would determine whether they escaped or whether they suffered an injury as if they'd been removed as a casualty during the game. Don didn't really like that, since I think he was very confident that he could have run down all my characters, but with Bretonnian horses being pretty fast for having barding, I think he was a bit overconfident on that.

The thing is, When you're playing a game like this and you know you've lost, it really sucks to feel compelled to play it out. That isn't fun at all and I wanted to find a solution that wouldn't make people feel compelled when the desire to play was gone.

The moral of the story: In a campaign like this, where the GM is also a player, it's always a good idea to have a co-GM who can step in and make a call when there's a conflict of interest.

Story 8: The whining begins again.

Our campaign had been going sloooooooly so we restructured it to pick up the pace. Turns became one month long with the last day of the month being the day for resolving army actions like claiming new territory or building forts and stuff.

So at the end of the first month with this new approach, I could feel the storm coming.

Now, bear in mind, in this campaign there were 8 players. That's a lot of cats to herd, but they were all adults. I had revised our gaming club's campaign rulebook 5 weeks before and in it was the campaign schedule. Everybody got a copy and it clearly stated the last day of the month was for resolving moves.

Now, knowing that people probably didn't read it or read it but didn't remember, I created a post the previous afternoon on our gaming club forum reminding everyone about the deadline (midnight). And just to make doubly sure, I sent out a group E-mail to every player reminding them.

Well, of the 7 players (excluding myself) I heard back from 2. So I posted the end of the turn at midnight and followed it with a post to address concerns I could see coming ("Nobody TOLD me it was the end of the turn!" "But I told you 3 weeks ago in a casual conversation what I was planning!" "But my next move was OBVIOUS!")

Well, it was just before 9:30 AM the next day, and already I'd gotten nastygrams from 2 people. Apparently, it's an ENORMOUS amount of work and effort to log onto a web forum for 5 minutes to post actions. ENORMOUS, and if I were a good GM AT ALL I'd coddle them, hold up the campaign for them, and read their minds for them so they don't have to expend the unreasonable effort to post a message.

One player I'm not sure what he thought because all he said was "Really?" Another took it like a man. The third gave me three of the excuses I anticipated, all in one set of texts:

"I told you I was gonna do this when we talked a couple weeks ago..."

I'm sure you did, but you have to declare these actions during the Resolve Expeditions Phase. Telling me as part of our discussion in an alliance isn't enough. Otherwise, it isn't fair to the guys who are not in the same alliance as me. It would mean that my allies NEVER miss their chance to do anything because we discussed it in advance during our planning. Not fair.

Additionally, these things need to be placed on the forum so that there's a record. Telling me in the car on the way somewhere or mentioning it to me at D&D isn't enough. Expecting me to take the time to make the posts for you isn't reasonable. My time is valuable too.

"When I made my move, I said, right in my post, that it was for the purpose of taking the hex."

No doubt, but stating your reasons for an action way back in the move phase doesn't constitute declaring an action in the Resolve Expeditions phase. When I'm closing out the turn, it isn't reasonable to expect me to research through the thread to try and find your reasoning and then take your actions for you. It's not like I have a photographic memory and know who said what. I'd have to read every single post. Even if it were easy, I still wouldn't do it. The move phase was a month before. You might have changed your mind for all I know.

"I had a lot of stuff going on yesterday and didn't even check my E-mail until today."

That sucks and I feel for you, but if I make an exception for one, I have to do it for all. Sometimes life gets in the way. Maybe it wasn't your fault, but it wasn't mine either. In any case, you own a smartphone. You can check E-mail anytime, anywhere. If the campaign wasn't a priority for you that's perfectly reasonable and fine, but that doesn't obligate me to give special treatment nor does it entitle you to hold up the rest of the group.

Story 9: The Wall Before the Wall

So at one point in the campaign, Tony had decided to assault one of my cities. The unusual feature of this battle was that it took place in a special location on the map that added extra elements to the battle, like legendary magical items and monsters.

The problem was that the basic siege rules didn't really have room for these extra elements, which caused things to become massively overcomplex with rules contradicting each other and all sorts of unexpected side effects of combining these separate rule sets. So what I did was to choose a scenario from one of the supplemental books that was meant to resolve battles in this kind of case.

Basically, one table edge represented the city wall. Then, the attacker would deploy their force on the table across the middle. The game would then begin. The attacker would have to do enough damage to the "walls" to cause a breach, which would mean the city fell. On the first turn of the battle, the defender would be able to deploy their army onto the table on the table edge opposite the wall. The result would be that the attacker would be between the wall and the defender's army.

To win, the attackers had to inflict a certain amount of damage to the wall. To win, the defender had to prevent this from happening within 6 game turns.

So Tony agreed to this scenario and off we went to play our game.

Remember a few stories ago when I said Tony sometimes has a hard time knowing when he's cheesing the rules and when he's just playing the game well? Well...

So we got to the venue (DropZone) and the place was PACKED. There were no free tables and we were unable to play our game. We were out of time for the campaign game turn so there was no way we could just play another time. So, we decided to just hang out there for a while and agreed to just call off the battle for the turn entirely.

That's when Tony told me what he was planning to do.

In Warhammer, if at any time, at the end of a turn, your army has no models on the table, you automatically lose.

In Warhammer, you cannot deploy units onto the table within a certain distance of an enemy unit.

Since this scenario calls for the attacking player to deploy his army first, and then have the defender move his army onto the table during the first turn, Tony's plan was to deploy his entire army around the perimeter of the gaming table (excluding the side with the city wall) and make it impossible for me to move my force onto the table in the first turn. In so doing, he would force an automatic win. So there would have been no game, no dice rolled, no fun. Just an auto-win. His plan was to then challenge me to a friendly non-campaign game after having secured himself the campaign game win and taking my city.

This really irritated me, because essentially it goes completely against the entire point of the campaign, which is to get people together to play games. His exploit of the rules was not only against the spirit of the game, it also went against the point of the campaign. Not to mention the time wasted that I spent building my army, driving us to the gaming venue, and working out the scenario.

He did sheepishly agree that he could see that was a cheese thing to do, but since the rules allowed it... He was going to do it for the official campaign game, but then play a non-cheese game with me just for fun. This was not much of a consolation, since if we'd been able to get a table and he'd actually done that, I would NOT have been in any mood for a game.

The moral of the story: If you're not sure whether an action is cheesy in a game, ask yourself whether the result is consistent with the point of the game. If it's not... Don't do it.

Story 10: The Vanishing Tower

So near the end of the campaign, there was a massive magical structure that was being fought over in one of the built-in campaign scenarios. It would be a 4-way game and each of us was trying to capture the massive tower at the center of the table. Whoever did so would gain significant bonuses in the campaign and have an advantageous starting position in the final game.

It was Sam, Dave Jeff, and me and the battle was joined.

Capturing the Wizards' Tower at the center of the table was key to the game, and whoever controlled it at the end of the game would win. The only way to control it was to have one of your wizards physically enter the tower.

Mine was the only wizard on a horse. (I was playing Bretonnia, after all.)

So in the first turn, I was able to send my wizard galloping toward the tower on her ridiculously fast unicorn. She made it into the tower in turn 2 and when my magic phase began, her spells were massively supercharged because she was casting from inside this awesome wizards' tower.

Too bad on one of my spellcasting rolls I rolled double 6s.

In Warhammer, rolling double 6s when casting a spell meant that things had gone out of control and the magical energies were ripped from the spellcaster's grasp. The end result could be terrifying or awesome, depending on the result of an additional die roll. So I rolled again.

What happened next can only be described as the worst possible outcome for a game of this type.

In game terms, what happened was that I rolled boxcars (two 6s) again. In narrative terms, the result was that the magical energies unleashed by my wizard caused a magical vortex to appear and rip the tower out of the game universe and be annihilated. Of course, my poor wizard and her unicorn went with it.

Remember, capturing that tower was the game's victory objective. Essentially what I had done was to destroy the whole narrative point of this game, and so it was now impossible for any of the players to win.

So... we just kinda packed up our armies and left.

Nobody was mad at me since it was just the luck of a random die roll, but I still felt bad. It's hard to gather 4 players at once for a game and it felt like I'd wasted everybody's time. They ragged on me in a friendly way, of course, and I know they didn't blame me, but still.

Not much of a moral to this story. sometimes, the dice just screw you over. (This, by the way, is one of the criticisms I've had about Warhammer and Warhammer 40k... too much randomness.)

The Final Chapter

So here we have come to the end of the series.

The table was set up as part of our gaming club's annual New Year's party which we usually held in a building run by the LDS Church on the nearby university campus. The center of the table was a castle which my army occupied. Then there were four other players who showed up with their armies to take it from me. They were: Sam and his Empire army, Dave and his Warriors of Chaos army, Tony and his Wood Elves, and Don with his Dark Elves. The object of the game: Be the player who controlled the castle at the end of the game (which lasted 5 turns).  I got to start the game already in the castle because I had won the most games during the campaign.

One thing I specified at the beginning of the game was that because time was somewhat limited and because there were 5 players, in order to keep things moving we were going to have to stay focused, and if some kind of rules error happened along the way, we weren't going to go back and re-do it unless it happened in the same turn it was noticed. What I was afraid of was that somebody would remember something that should have happened a couple of turns before, and then we'd have to go back, do it over, then play through turns we already had. Doing that was bad enough in a one-on-one game, no way were we going to be able to do that in a five-man game and possibly finish in a reasonable amount of time. I made sure to put that out there upfront so that there wouldn't be any drama if it came up later. (Today's Word of the Day: Foreshadowing)

Well, everybody was deployed and coming at the fortress. Fortunately, they were also beating on each other so I didn't have to defend against a massive force by myself. It also helped that Sam was an ally of mine and was actually attacking Dave in order to help me. Dave reached the tower first and used Archaeon as his General.

In Warhammer, Archaeon is regarded as one of the most broken, overpowered, unkillable characters. In fact, it was Archaeon that was at the center of the narrative story that Games Workshop used when they decided to stop supporting Warhammer Fantasy and (literally) destroy the Warhammer world. (To my disgust, Archaeon is back again in Warhammer: Age of Sigmar. Let that be yet another reason I won't play that game.) So Archaeon leads a large unit of Dave's best troops up the walls and into one of my towers, to be met by my Bretonnian General. (A generic Lord character, not an overpowered named one.) Needless to say, Archaeon defeated my General in single combat and it looked for all the world like the Chaos Warriors would gain the tower and rule the day...

But there was trouble brewing on the Chaos Warriors' right flank. You see, a couple of turns previous, one of Dave's monsters had started battling one of Sam's units. This monster had a special rule called "Causes Terror," which meant that units fighting it had to take a Leadership test on two dice or flee from it. At some point, Sam and Dave had forgotten to roll this test. Now, suddenly, Dave remembered.

This was a minor problem in a minor part of the battlefield. It would have no effect whatsoever on what was happening in the fortress or with anybody else, and it certainly wasn't game-changing. If they'd remembered, Sam could very well have passed the Leadership test and nothing would have been any different. Now, maybe Dave had other plans for that monster, such as bringing it into the fight for the castle. I don't know. What I do know is that Dave was suddenly expressing outrage over the forgotten Leadership test.

I reminded him that, according to the statement I'd made, which all agreed to, that was a rules mistake that was a couple turns old now, and we were just going to have to let it go. He didn't like that very much and argued that Sam should have had to take the Leadership test for that unit. Well, yes, he should have... but both players had forgotten about it and it was two turns (which was a couple of hours) ago.

This was the point at which things got UGLY.

Dave stood up, shouting and cussing about how unfair that was and how that was complete B.S. Oddly, his rage seemed directed at Sam, not me, even though I, as GM,  was the one who refused to allow the takeback, and it's not like he himself wasn't equally to blame for the forgotten die roll. He grabbed his army and started packing it up while the rest of us, as well as the other party guests, sat in stunned silence. Dave finished packing, got his coat on, and headed for the door, his fiancĂ©e pushing him out to keep him from going on further with his angry tirade, cussing all the way. (This is in a church building, mind you.)

Now, let me pause here. I'm making Dave out to seem like some kind of volatile monster. He isn't. Well, he's kinda volatile, but not a monster. I'm aware that he was tired and not feeling well, and a combination of those and other factors caused the blowout. He remained one of my closest friends for years after and I loved the guy like a brother, but I can tell you that nobody was sad to see him leave the party that day. He apologized to me a day or two later, but as far as I know, never to anyone else.

Well, with the Chaos Warriors off the table, my job of defending the castle became a lot easier. A couple of turns later I was victorious by a thread, but the victory felt a little hollow. I feel like Dave would have won that game had he stayed, so I don't really feel like I fully earned that victory. I also think that the other players silently felt cheated, because there was little chance of one of them winning the castle now that Dave wasn't there whittling down my forces anymore. Since Sam wasn't coming at me, my entire left flank was safe and I could shift my defenders over to stop the elves.

So in a sense, it was a glorious Bretonnian victory, but in another sense, it was a very anticlimactic end to the 2 year campaign.

The battle raged on for hours. The Wood Elves struck hard at the Southern wall of the Bretonnian fortress. A Bretonnian dragon flew out to meet them but was struck down by the elite Asrai warriors. The Dark Elves advanced slowly, clashing with Warriors of Chaos to the North and East even as the Empire struck the Warriors of Chaos in their left flank. Bretonnian magic lashed out as best it could against the superior magical abilities of the enemy.

The Warriors of Chaos reached the walls first, and their general met Lord Guy deLyonesse in personal combat. Lord Guy was slain, falling bravely in defense of his King and Country. The Grail Knights rallied and denied the Chaos forces possession of the north tower. The Wood Elves pressed hard, the Dark Elves pressed harder and began breaching the southern walls and towers. Murderous bolt thrower fire slew many brave knights in the southeast tower and Bretonnian lives ended in breathtaking numbers, yet the Banner of Bretonnia still flew over the fortress 4 hours into the game.

The Wood Elves and Dark Elves began attacking each other, fighting for one of the towers and Bretonna threw its full weight of numbers against the Warriors of Chaos, desperately holding them back. Eventually, the Dark Elves gained the upper hand over their Woodland cousins and held the southeastern tower, and took their turn to strike the northern tower to consolidate their hold and end the battle victorious.

But Bretonnia wasn't finished yet. Peasant Men-at-arms flooded the tower and died in ghastly numbers as they struggled against the elite Dark Elf Black Guard to stop them from gaining the tower battlements.

Chaos. Fury. Death. It was a massive charnel house of close combat fighting.

Until at last, the battle was over. The fortress grew quiet...

And the Banner of Bretonnia flew proudly over its ramparts.