Posts Tagged by system

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If you would like a printable version of this post for quick reference, I organized it into a PDF which you can find here. I have recently become intimately aware of the extreme effects of having sickness ravage my body. It is the same kind of awareness I gain after most conventions I go to, or when travelling by airplane. Anytime I’m exposed to masses of people and am putting even just a moderate amount of energy into travelling or socializing/working, that con-crud, nasty flu…

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It sits there in your hand, this awesome module that has an incredible story, a great concept, a well thought out adventure path, and it’s perfect for the game you’ve always wanted to run…. except it’s not in the system you or your group likes to play. While standing in the game store, you mull over your options. You could pick up the source books for the system and work to learn it, you could see if someone else who is more familiar with the…

I recently did a review of Open Design’s Courts Of The Shadow Fey 4e adventure, an excellent little romp through the interaction between the fey courts and the mortal world. I was incredibly impressed by the adventure, and it reinvigorated an old similar campaign idea that I had been kicking around for a while. The game I’m playing in is trailing off and it will be my turn in the hot seat next, so I’m going to be running a version of the Courts adventure.…

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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…

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(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…

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(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 sharing the common term “roleplaying games,” not all RPGs are created equal in this…