Posts Tagged by roleplaying

At Origins this year I ran a lot of games. Most of them went according to plan, many of them weren’t planned until the group sat at the table (which resulted in fighting Nazi Showgirls From Las Vegas), and one of them somehow turned into PvP session but still came out well. That is a horrible moment for a Game Master – when one of the players starts saying things like “My paladin wouldn’t let you steal from that man. Prepare to die!”. There is…

This wasn’t the article I intended to write today. I intended to write my long overdue Realms of Cthulu review, since I played Savage Worlds with Sean Preston and Sean Patrick Fannon at Con On The Cob and now feel familiar enough  with Savage Worlds to review it. But Martin’s article got me thinking, which is always a mixed blessing, and I got this one big question in my head: Is tabletop roleplaying going to survive in the digital age? Roleplaying Is Relatively Young When…

4ecased

Playing roleplaying games (often called “gaming”) is a lifelong hobby for me. I started gaming when I was 10, and am still gaming regularly more than 20 years later. Without exaggeration, I can say that many of the best aspects of my life can be traced back to gaming. (If you’d like some background on me, check out my personal website.) This article is about the positive ways that gaming has impacted my life. It’s intended to serve as an introduction for parents, significant others,…

engine

When you get right down to it, what is an RPG? It’s an engine for making interesting decisions. When your players are playing in your campaign, at the most basic level they’re doing one of two things: making decisions, or having stuff happen to their characters. Stuff happening to their characters is by far the less interesting of the two — it’s the decision-making that really matters. Game Mechanics and Decision-Making The game rules — the mechanics — are there to facilitate decision-making (and to…

roleplayingcrap

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 using it in another RPG. Sometimes that involves conversion from one system to the…

wookiee

(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 here is simple: Run that kind of game. Don’t suddenly change your mind and…

GMingAdvice012

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 of the game is less important than the others.” I wanted all of us to…