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 ...
Ah, the good old Scry and Fry.
The term Scry and Fry was brought to my attention recently and it got me thinking about information gathering techniques in games. In most any type of game setting there is always some element of information gathering that the player characters engage in. Whether it is asking the village elder about the dragon’s cave, going into deep intel mode before attempting ...
There are lots of ways to use NPCs to motivate your players to take a particular course of action (by motivating their PCs, of course), but I've recently discovered one that surprised me: lying.
Specifically, having an NPC that they would like to trust -- or perhaps have trusted in the past -- turn out to be a filthy, lowdown liar.
This is along the same lines as stealing the ...
(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 ...
When I started up my current Mage: The Awakening chronicle, I made a conscious decision to not use battle maps. When combat or exploration comes up, I doodle sloppy maps on the huge white board in our game room, and adjust them on the fly.
Signposts
Could I have used battle maps instead? Sure -- but I wanted to put up a signpost for my players that says, "This aspect ...
Immortal. Classic. Throbbing with manly manhood. Everything a roleplaying game should be. Synnibarr! All others are just pale imitations.
Never heard of World of Synnibarr? You owe it to yourself to buy a copy on eBay (mine was $10), or at the very least to read the classic RPGnet review.
Thus Begins the Gospel According to Synnibarr
I. Thy character is made of that bamboo from Rambo.
"Never wish to be an ...
(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 ...
There are probably as many ways to define "roleplaying-intensive" as there are gamers, but for talking purposes here's the definition I use: A game in which mechanics take a backseat to character interaction, where all (or nearly all) in-game decisions are purely character-driven and where most (or all) in-game conversation happens in-character.
I've been running a Mage: The Awakening chronicle since October of 2007, and from the outset I ...