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That Cool Thing Your Character Does

One of the challenges in a new campaign occurs when the players discover that they do not like their characters. Given time, the lack of excitement on the players’ part will degrade any efforts to sustain the campaign and ultimately lead to its collapse. Even the greatest plotline or the most richly described world will not hold your players at the table if they have no passion or ...

Do You Do It Alone Or In A Group?

One of the keys to the success of any campaign is the party of characters. The party, using the classical term, is the group of characters who are working together (for the most part) to advance the plot within the campaign. Who those characters are, what talents and skills that they bring, and how they react to one another, can propel your campaign into a Tolkien-like greatness, or ...

Hot Button: Pre-Gen Characters

I've been to three gaming conventions (GenCon 2007, 2008, 2009) and played in a lot of games. The overwhelming majority of these have involved pre-generated characters with little or no customization. I usually have a blast with these. Obviously, with only a 4-hour investment, it really doesn't matter to me what I play; I'd rather not waste time generating a character and be stuck with a 2-3 hour ...

Hi, I’m Magesto. Let’s go kill some kobolds!

Raistlin50201 has a good question: How do you get your player to meet the first time? I have been in a few dozen campaigns myself and am GMing one. In most that I played, I was in military situations so we were just ordered together as a unit. I also often hear of the classic “You meet in a tavern and decide to travel together” stuff. For my campaign ...

So You Want to GM a Roleplaying-Intensive Game, Part 4

This is the fourth and final article in this series -- the home stretch. My definition of "roleplaying-intensive" is in Part 1, along with tips 1-3; tips 4-6 are in Part 2 and tips 7-9 are in Part 3.) 10. Driftable Mechanics (This topic was suggested by Gnome Stew reader Irda Ranger -- excellent suggestion, IR.) "Drift" just means taking an element -- usually a mechanic -- from one RPG and ...

Troy’s Crock Pot: Roll ‘em if you got ‘em

What's the Crock Pot? Just a simmering bowl of lentils and herbs, with a dash of DMing observations. Don't be afraid to dip in your ladle and stir, or throw in something from your own spice rack. Characters with class One of the new online features for Fourth Edition, once Wizards of the Coast gets the DDI rolling, is supposed to be a character creator. But in addition to generating stats ...

So You Want to GM a Roleplaying-Intensive Game, Part 3

(The first three steps, and my definition of "roleplaying-intensive," are in Part 1; tips 4-6 are in Part 2.) 7. Make Good on Your Promises By this point, you've made two promises to your players, one explicit and one implicit: Here's the kind of game I'm going to run. This is the explicit promise you made in in step three, when you pitched a roleplaying-intensive campaign to your players. The follow-through ...

So You Want to GM a Roleplaying-Intensive Game, Part 2

(The first three steps -- and my definition of "roleplaying-intensive" -- are in the first post in this series.) 4. Choose Your System Wisely Suggested by the Stew's own Patrick Benson in the comments on the first roleplaying-intensive game post, picking a system that reinforces the kind of game you want to run is critical. Some games are just better suited to a focus on roleplaying than others -- despite all ...

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