Archive for July, 2009

Many people out there are using social media as an avenue to promote their businesses on a national, or even international, level. They are advertising on Facebook, building 1-on-1 customer relationships on Twitter, and blogging about their area of expertise in order to build credibility and rapport with potential clients and contacts. But can social media be used effectively to promote business on a local level? I think it can, if you combine it with an effective guerilla marketing campaign as well.

Here is an example of how I think it can be done, and I’d love feedback:

1. Start, and regularly update, a blog about your company’s industry. First of all, if you keep this frequently updated with relevant, insightful, and useful posts, it will go a very long way to establish you as an expert in your field.

2. Figure out which other social media tools your clients are using most, and develop a presence there. Different industries will have potential clients congregating in different places, so don’t just think that this means creating a Facebook or Twitter account will solve all your problems. Educate yourself on which applications and websites are most used by people in your industry, and build there. The rules from Step 1 still apply though: be relevant, insightful, and useful. This is not just an ad-fest.

3. Use face-to-face networking to bring web traffic, and eventually business. Make sure your social networking profiles and blog URL are on your business cards, and hand them out to anyone and everyone you meet. Oftentimes, if they can’t use your products/services, they will know someone who can.

4. Scratch other businesses’ backs, and hopefully they will scratch yours. Get local retailers of related products to hand out your promotional materials in exchange for endorsements and free ad copy on your blog/website. For example, “By the way, for anyone who lives in the Dallas area, check out MadeUpName Comics and Games. They carry all the latest D&D products, have a great miniatures selection, and they are super helpful, especially to newbies.”

These are all pretty basic things, and I am certain they have been done before, but I really think this is a great way for local businesses to work together to promote each other and fill everyone’s customer dance card. How have you used social media to promote your business? Do you see anything you would improve about this strategy? Do you think local, small-radius businesses can benefit from social media?

When 4th Edition Dungeons and Dragons was first released, many long-time gamers lamented the loss of actual role-playing in role-playing games.  They feared this newest edition of the game was just one big blatant appeal to the power-levelers in computer MMORPG’s like World of Warcraft, or Final Fantasy XI.  Surely, they thought, the game as it once was, will deteriorate as it all becomes more about numbers and flashy, over-the-top powers than about characters and relationship dynamics. 

Admittedly, it is clear that the game has been tweaked to appeal more to the video-game crowd.  Wizards of the Coast, the producer of the game, had this strategy all along, and you can’t really blame them.  The game was slipping back into irrelevance when the old owner, TSR, was appealing only to the dying breed of traditional role players.  Wizards of the Coast found a HUGE new demographic to target, and they had to relentlessly adjust the game mechanics to attract them (which is why we saw 2.5 different editions in 10 years). 

Wizards of the Coast has done its part in attracting a new audience.  Now we, the players and DM’s of the world, have to do our part to make sure the game retains its feel.  Granted, it’s only expected that the game will grow and change over time to meet the needs of its players.  But it’s up to us to make sure we guide the D&D Freshman Class to maintain the social aspects of the game.  Find a newbie, and teach him to play using the new rules, but with the old style.  Have him play with your gaming group of old standby’s who still make over-the-top dying speeches and give strange personality quirks to every NPC. 

Because if we don’t do this, your son’s adventuring party might start walking into taverns looking for hirelings by saying, “LFM F30.”  The fighter might say to the priest, “rEz, plz!!!

RandomEncountertable061211257Random encounters have been a hotly debated topic since the early days of role playing games.  Endorsers of random encounters champion the variety-on-the-fly that they can add to a game session that is quickly growing stale.  Opponents claim random encounters take away from the cohesion of the adventure’s storyline, and can unintentionally throw the party off the scent of the plot.  With all the differing opinions, it can be easy to get indecisive on what option is best for your game.

For those who don’t know, random encounters (or “wandering monsters”) are social events taking place within the context of an adventure that are quasi-randomly generated by cross-referencing the result of a die roll with its corresponding outcome on a pre-generated “random encounter table.”  In other words, you roll a 17 on a 20-sided die, and then you look at a table to find out what happens when you roll a 17.  Easy concept, huge implications.

I personally like the concept of random encounters, because it makes the world feel more alive, and reinforces the concept that the PC’s, while important to the adventure at hand, are not the center of the universe and the world will go on with or without them (until epic levels, that is).  However, there are a few key guidelines I keep in mind when implementing random encounters:

  • Random encounters should be planned.  Random encounters should be treated with just as much preparation as regular ones.  A great random encounter is one that the players will never realize is random.  Rather than simply putting “8 orc barbarians” as the result on your table, put a little time and effort into fully fleshing out the encounter with an accompanying map, interesting terrain or features that pose a challenge.  Decide on monster tactics, throw in traps, and place hidden treasure.  The DM should be the only one who knows the encounter was randomly generated. 
  • Don’t have more than 8 maximum prepared per adventure.  There is no reason to have more than a d8’s worth of random encounters in an adventure.  Most of your work should fit easily into the scenario you are crafting, and the verisimilitude will start to feel disjointed if nothing has anything to do with anything else.  
  • Don’t use more than 1 random encounter per 4 planned encounters.  At most, every 5th encounter is an okay time to insert a random one.  If you are using more than that, you are not doing enough to tie your encounters into an interesting story arch, and your players will notice and lose interest.
  • Present a variety of difficulty levels, but ALWAYS give the option of escape.  A random encounter should not EVER kill an entire party, unless they just flat-out make really, really stupid decisions.  While I have no problem putting a dragon on the encounter table for a level 5 party, I always make sure that there is either…
    • something that puts the giant scary monster at a severe enough disadvantage so that it falls within a reasonable level of the party, or
    • a relatively easy means for the characters to run for their lives.

What other rules or guidelines do you go by when implementing random encounters?  Do you think random encounters take away from the cohesiveness of a story?  Other opinions?

Harry Potter and the Half-Blood Prince comes out at midnight tonight in movie theaters across America.  This is going to be one of the highest-grossing films of the year, just as the other movies were in their respective release years.  The Harry Potter books are one of the best-selling book series of all time.  All things Potter have sparked huge controversy within religious communities across America.  Most importantly, this fictitious boy has gotten a generation of kids buried in their various digital screens to read, and read at length.  That is no small feat.

But before the creation and rise of fantasy RPG’s like Dungeons and Dragons in the 1970’s, the modern fantasy genre was largely a trivial fringe interest for the weirdest of the weird in America.  The few people before that era who were into dragons and sword-and-sorcery adventures had really only a handful of writers providing them with imagination fodder.  Before D&D you didn’t really have fantasy fans; you had Tolkien fans. 

Over the last 3o-ish years, D&D has gradually grown from a fledgling fringe game to a monstrously large cultural force that has had an undeniably huge role in shaping entertainment media today.  Because a few geeky people decided to roll funny-looking dice and pretend to slay orcs at their dining room tables (and had the motivation to evangelize their hobby) we can now go see blockbuster movie hits like Lord of the Rings, Dragonheart, and the entire 7-part Harry Potter series.  While J.K. Rowling’s writing is very respectable, and I commend her for what she’s been able to do with Harry Potter, I think it deserves saying that nobody probably would have ever thought to create something quite like this had Dungeons and Dragons not impacted entertainment culture so profoundly. 

So while you Harry Potter fans are out enjoying the midnight screenings, and you are sitting in the darkened theater thanking J.K. Rowling for the empirical force she has built, also thank Gary Gygax and Dave Arneson.  And then thank Bruce Cordell, Andy Collins, Richard Baker, Steve Winter, and everyone else who has ever worked on D&D game products.  And then thank the legions of players and DM’s all over the world who have poured blood, sweat, and countless hours of prep time and game time into this little hobby of ours.  And then enjoy the show.  :)

Even when you are running the most interesting of campaigns, it is still bound to occur at some point that one or more players will seem utterly disengaged from what is going on at the game table.  Whether their head is buried in their iPhone, they keep watching the TV screen, or they just seem aloof and inattentive, everyone’s experience is hurt by a player who is focused on everything but the game.

So how does a DM address this?  The trick is to ask questions to find out what the root of the problem is, and come up with a direct response to it.

The problem could be related to something in-game:

  • Does the player dislike his/her character?  Campaigns can last for months and even years; sometimes playing the same character just gets old.  Maybe it is time to retire this one and let the player create something new and exciting.  Or perhaps they have made some poor or redundant choices of powers and feats.  If so, it might be time to make some “oops” adjustments to get them back in the game.
  • Are you giving the character enough opportunities to shine?  Every character needs an opportunity to show off from time to time, because always being a “support” role can get boring if there is no variety.  If players don’t see that their character is important, they can begin to feel that their attention isn’t that important either.

The problem might also be something out of game:

  • Does the player fit well into the group?  I believe every group should make an effort to accommodate its players, and likewise every player should make an effort to play well with the group.  However, occasionally personality types can be so different that a player just might not be a great fit.  If your group is made up of intense power players who pour over sourcebooks and dream up new characters in their free time, a player who just uses D&D for a bit of weekly stress relief might not gel very well with everyone else.  I think it’s better to address it honestly than let everyone have less fun because of it.
  • Is there something going on in the player’s life?  D&D is a very cerebral game that requires a lot of focus and some dedication, and sometimes people just can’t devote that kind of attention to it.  That’s okay.  Maybe when things change a bit, the player may become an excellent group member.  But sometimes letting a player take a hiatus is in everyone’s best interest.  Just be prepared to welcome them back when they are ready.

As always, I firmly contend that the best method is to just ask the player in a friendly, but direct way.  Grab some lunch one day with the player, casually mention that you’ve noticed they seem a little disengaged, and ask what maybe the two of you could do to turn that around.  I find that in D&D, as in life, people appreciate open communication.

What do you find works well to keep your players interested?  How has your group solved problems like these before?

Of all the social media tools available, Twitter has been gaining the most attention for the last couple of years.  Powerhouse marketing teams use it to have open communication with tech-savvy customers, celebrities use it to build their online presence, and everyday people tweet daily play-by-plays to all their friends.  But how can D&D players benefit from this swelling social media tool?

There are a number of ways that Dungeoneering adventurers can enjoy the benefits of Twitter:

  1. Keep Absent Players In the Loop: Inevitably, every player will have to miss a game session from time to time.  Having at least one present party member tweet any important happenings will give a running, bite-sized, written record of the major events of a session.  It’s simple: just start one Twitter account for your entire adventuring group, and each night assign one person Tweet Duty, and make sure anyone who’s absent is receiving mobile device updates.  This way, no player ever has to miss out on the important parts of a game session he unfortunately can’t make.
  2. Find New Players: Need to find a new player or gaming group in your area?  Twitter is searchable, so you can seek out D&D-related tweets from the entire network of users.  Use this feature to find out who plays the game in your town, or even to network with other social media-savvy hobby gamers in other parts of the country.  If you do this, you could even host a Tweet-Up when the next GenCon or D&D Experience conventions roll around.
  3. Run a Virtual Adventure: This one could prove to be tough to manage, and I don’t know of anyone who has tried it yet, but with the right structure and ground rules, Twitter could be a great place to run an ongoing virtual campaign.  Each player and the DM could all have separate accounts, and direct @ messages could be treated as private communications.  Like I said, I think it would be tough to make this work, but I don’t doubt that the right group of gamers could be successful with it.

What other ways have you used Twitter or other social media to enhance your Dungeons and Dragons experience?

P.S.: Here’s a little Easter egg for you.  Allgeektout.com has a post that translates Twitter into a 4Ed magic item!  Enjoy!

When most people hear D&D they immediately think of scrawny 15-year-olds in horn-rimmed glasses sitting in a dark basement, totally shut off from the world.  And in D&D’s early days, this was not so far removed from the reality of the situation.  Even today, this is often the scenario under which the game is played. 

Because of this, Dungeons and Dragons, as well as most hobby games in general, have developed a reputation for being antisocial.  Although this perception is changing as the game becomes more and more of a cultural phenomenon and is subsequently thrust into the spotlight, it still persists to a large degree.   But if the average person could be a fly on the wall at a game session, they would immediately see that D&D is pure socialization to the core.

D&D is 100% communication, no matter what actions you are taking.  These are just a few of the social skills D&D helps to foster:

  1. Teamwork: Every character in D&D is at least a little different.  Even characters who are statistically exactly the same will differ in personality types, and thus make different choices about how to react to different situations.  D&D requires players to develop a deep understanding of the different skills and abilities, strengths and weaknesses, and personality types that the different characters bring to the table (literally, ba-doomp-tsch!)  Many different team members with different skill sets all coming together to accomplish a common goal: when is this not important in the working world?  Or for that matter, in life in general?
  2. Information Sorting: Since the entire game is presented through verbal depictions of actions, places, people, and things, D&D is a constant barrage of information.  Everything from combat actions and stats to diplomatic negotiations and dungeon exploration is full of information, some useful, some irrelevant.  Some adventures are full of party-killing puzzles and hazards that require careful filtering of information to solve and survive.  The ability to effectively sort and categorize information is one of the most critical communication skills to have in the real world as well.
  3. Verbal Clarification Skills: See Wish.

What other ways does D&D improve communication skills in its players?  Do you have a differing opinion?

One of the most valued skills in the world is the ability to listen well.  Not hear.  Listen.  Knowing how to be a good listener will help you in so many ways throughout life.  It will ensure that you are able to take better notes in school, give you the ability pay full and effective attention to coworkers and clients at work, and it will give you a huge advantage when attempting to solve any challenge you may ever run into.  Many people are even paid hundreds of dollars per hour just to listen, and then make recommendations based on what they’ve heard; consultants, psychiatrists, and even salespeople all rely heavily on superior listening skills.  Dungeons & Dragons is one of the best ways I know of to develop listening skills, and here is why:

1. D&D is a game of constant communication.  You literally cannot do a single thing in D&D without communicating with another person.  It is the very essence of the game, which is why it strikes me so oddly that D&D is viewed as an “antisocial” activity.  Whether you are making an attack, using the Diplomacy skill, or simply passing a note to the Dungeon Master, you are always communicating, and always being communicated to, verbally or otherwise. 

2. There are hidden messages everywhere.  A good DM provides clues to the true nature of an object, room, or NPC.  A great DM blends those clues into his descriptions so seemlessly that superior listening skills are required uncover them.  Having so much information thrown at you all the time conditions players’ minds to quickly sort out the useful information, and discard the irrelevant or unimportant.

Check out GTD’s post about why D&D-playing parents should get their smart kids interested in the game.  He’s got some great insights on learning and social skills. 

What other ways does D&D help develop listening skills?  What other skills does D&D help develop?  Or maybe do you disagree about the personal development benefits of tabletop role-playing games?

Anyone who has ever been a Dungeon Master can attest to how much money it can cost (provided you get all your materials legitimately and avoid illegally pirating intellectual property).  However, gaming groups can help take a financial load off of the DM’s back by contributing in other ways which offset the burden a bit.  This makes things fairer and more fun for everyone.

Heavy Cost of Materials

Whereas most players only are required to shell out less than $50 for a Players Handbook, some dice, pencils and paper, and maybe a binder, DM’s usually end up saddled with all kinds of extra costs.  Most sourcebooks are typically purchased by the Dungeon Master, and these can cost upwards of $30-40 each.  However, the players gain just as much, if not more, benefit from the skills, powers, magic items, and all the other information found within these texts than the DM does.  Also, with the new D&D Insider subscription service, that can add an extra $60 or more per year to the DM’s tab. 

Additionally, in my experience, it seems like the Dungeon Master often is the host on game night.  This is kind of an unplanned event that just happens; since the DM is most likely the one organizing the event, he usually hosts it as well.  With all the Mountain Dew, Cheetohs, M&M’s, and other snacks and necessities, not to mention mechanical pencils which inevitably disappear and have to be replaced, this can all begin to add up very quickly. 

Share the Wealth, Share the Load

Seeing as everyone is benefitting from the money being spent to sustain a game over the long term, many gaming groups are seeing fit to share costs among all participants, rather than having a “you host, you pay” mentality.  For example, while it is still a good idea to have all players be individually responsible for purchasing basics like the Players Handbook, other sourcebook costs can be shared among players, and the books can be collectively owned by your gaming group.  If it is very important to establish individual ownership, players can purchase any sourcebooks that they want to take material from on their own, and share relevant information with other group members.

Another alternative is to keep letting the DM purchase any sourcebooks or published adventures he likes, but agree that he never has to pitch in for snacks or ongoing costs.  This is also a way to directly show appreciation for the extra work and time your Dungeon Master puts in between gaming sessions to prepare adventures. 

Finally, my group has addressed the D&D Insider issue by letting anyone who wants to pitch in $10 toward the yearly subscription get access to every 5th update, since subscribers are allowed 5 updates per month.  This ensures that everyone who wants the content has contributed equally toward it. 

What efforts has your group taken to spread costs around?  Do you think the DM should be responsible for all gaming materials costs?  Other thoughts?

I’ve been using the D&D 4th Edition Character Builder and so far I am pretty pleased.  It has a massive amount of features and content that are only getting bigger every month, and the UI and printouts are very user-friendly.  And to top it all off, you cannot beat the TCG-style Powers Cards that print out with every character (they make a game move SO much quicker, because everyone can immediately see what their attack options are at any given moment.  However, as a 3rd level character nearing the end of the free trial, I am not sure I will upgrade to the full D&D Insider experience, mostly because the only thing I am really interested in is the Character Builder.

A Player Doesn’t Need Everything a DM Needs

I don’t know if I am ready to shell out 60 bucks for a year of D&D Insider.  Granted, while that price is rather paltry for all the content that you get, I am just not sure I need all that information, or that I should even have access to it, seeing as I am currently only playing, not DMing.  Should players have single-click access to a DM’s entire published adventure just because they can afford to shell out a few clams?  There are some players out there who will preview an entire adventure and learn the strategies they need before next gaming session, which isn’t fair to the other players or the Dungeon Master. 

Pick-and-Choose

In any event, I know this is not me, and I don’t want to know what’s going to happen before it happens.  But here’s another issue I have with the D&D Insider model: It is a one-size-fits-all approach to anyone and everyone.  I think an option for A La Carte would sell very well to us gamers who just don’t need every single feature it offers.  For example, I absolutely LOVE the Character Builder, but right now, I don’t have a lot of need for Dragon Magazine, and I have almost no use at all for Dungeon Magazine or the Online Play capability.  If Wizards simply offered just the Character Builder alone for, say, $30 a year, which is half the current price of a subscription to the Insider, I would be all over it.  Even though I am paying more per feature this way, I get to choose what I will use and what I will not.  Ultimately it will result in more profit for Wizards, and a better deal for me.  Win-win, right?  So why doesn’t this exist?  I haven’t seen any news of this coming, but has anyone else?  Can you think of any reason why this might not be a good idea?