Posts Tagged by experience points

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A few days ago I was talking with my friend Alec about games we were running. He’s recently gotten into an old school superhero roleplaying game. One idea he had going into it was that there would be no character advancement in the form of EXP or buying new skills. Wait, what? No character advancement? That’s crazy! That sounds dangerously close to being one of those independent games that makes you think!  It does sound a little crazy at first, but the more you unpack…

GMingAdvice05

In many ways GM’s have it easier in RPG’s. Slow down, I know all about the work we do as GM’s, after all I did just write a book about it [Shameless Plug]. What I meant is that as a GM when I need something in the game world, I have it. Need a cybernetic ninja with the most expensive nano-tech implants? Done. For players this is not the case. They have to survive our plots and encounters so that we will dole out the…

GMingAdvice01

There’s a fox in the henhouse over at Open Design, Wolfgang Baur’s design project that produces d20 OGL and 4E materials for its patrons. This particular fox is games designer John Wick, who was the principal designer for 7th Sea and Legend of the Five Rings rpgs and has recently released Houses of the Blooded through his Wicked Dead Brewing Co. Wick’s been taking aim at some d20 sacred cows, such as re-envisioning core races for Kobold Quarterly, and in the Wicked Fantasy segment of…

GMingAdvice012

What’s your party fighting for? Traditional RPGs like D&D reward the party for overcoming obstacles and defeating foes. Many modern RPGs reward the party for advancing the plot, playing to character traits or goals, or even for losing a challenge (Dogs in the Vineyard). Some groups simply give a standard reward each session.  Why is this important? Because your players will work hard to earn those rewards, and you can use them as incentives to create the game that you feel will work best for…