Posts Tagged by approach
| February 27, 2012 | Posted by Guest Author |
Today’s guest article was written by Lord Byte, and it looks at a worldbuilding technique that doesn’t get much attention as some other approaches. His lens is D&D 4e, but the advice can be applied to a wide range of RPGs. Thanks, LB! The dwarves live in the mountains to the north, the elves in the forest, the humans in cities along the coast… I’m willing to bet that pretty much every first campaign world started like that. And the second. And third. (Guilty!) Every…
| October 17, 2011 | Posted by Martin Ralya |
Of the many ways to give the big villains in your campaign depth and make them fun for the PCs to go up against, one of my favorites is having a developed set of motivations and other cues for the villain. If you know what the villain wants, what they’re like, and how they approach the world, you can switch into “PC mode” when you’re planning or when your players surprise you. In other words, you can play your most important villains just like your…
| July 15, 2011 | Posted by Patrick Benson |
Some GMs approach the players as their rivals in the game. This is not to say that they are hostile to the players, but that the GM believes that he or she must meet or surpass the players through the game’s mechanics. This approach may result in preparation decisions that are not inspired by the game’s storyline but are instead born of meta-knowledge of the players and the game itself. Examples include: Many enemy NPCs are immune to one or several of the PC’s more…












