Posts Tagged by relationship
| November 8, 2012 | Posted by Phil Vecchione |
In my continuing quest for a campaign, my group has recently picked a Savage Worlds super hero game with a home-brewed setting. As we started working on the characters, I wanted the players to not only have a background, but to have NPC’s that I could use during the sessions. Sounds plenty reasonable, and something that I have done in a number of games before. Rather than doing the normal list of NPC’s, or pulling them from their backgrounds, I wanted to do something a little different……
| September 10, 2012 | Posted by John Arcadian |
Kevin: Ok, I’ll use a spell to purify the water coming from this spring so that we can drink it without worry. You know how Hank can be a stickler about those things. Hank: Hey, you want to go out in the woods of a medieval fantasy setting and camp, you’ve got to deal with some dysentery every once and a while. Remember… Everyone: Oregon trail! Lucy: Yeah, we know. But can’t we just assume we do this stuff? Hank: And what if I…
| July 20, 2012 | Posted by Phil Vecchione |
I made a mistake and it killed a campaign. It was avoidable, and had I been more patient when I started the campaign, I may have avoided it; but I didn’t. In hindsight it seems so obvious what I did and why it lead to the premature end of the campaign. I forgot an essential element of the game: character formation. The Quick Story Ok. Enough being mysterious. Here is what I was trying to do… I wanted to run a Corporation game using the Japanese…
| June 28, 2012 | Posted by Scott Martin |
Last week I shared a technique that’s been around for a while; much of it was borrowed fro Chris Chinn’s blog and old RPG.net articles. Building a conflict web is a way to quickly interrelate people, and have them react to each other’s fortunes and misfortunes in life appropriately. It’s another way to juggle lots of NPCs–similar to the matrix method Bryan B discusses in the linked post. Last time I wrote, there was an image of a complex web of names near the top–something…
| June 22, 2012 | Posted by Scott Martin |
Places are cool, but it’s people who make a world. Welcome to the next installment of Deep as a Puddle: streaming NPCs. Or at least creating several interlinked puddles. Whatever the analogy, we’re making groups of NPCs, while still trying to keep them interesting, with individual details and motivations. If you wind up with guard #2, you’ve gone down the wrong path. This trick is for building NPCs in thematic batches. You’ll find that creating a few related NPCs can produce interesting interactions, relationships, and…
| October 22, 2009 | Posted by Walt Ciechanowski |
While reading Patrick’s article and related comments yesterday something struck me as a good Hot Button topic: As a Game Master, what do you do when two of your players break up and both wish to remain in the game? If you’ve gamed for any respectable length of time, then you’ve probably had at least one romantic couple in your group. Sometimes they join as a couple. Sometimes one of them is already part of the group and recruits the other. Sometimes two members of the same group…












