Sunday Six: 2010-05-02May 2nd, 2010
I must apologize for the blog going dark over the past couple of weeks. School, life, my novel and general other things caught up to me and I rarely had a chance to watch my RSS feeds for good stuff, let alone write about them. I’m throwing in a bonus link today as a minor apology for my lack of posting.
Ahh… Character backgrounds. I love writing them, most players don’t. I guess it’s just the writer in me that loves creating a beautifully crafted piece of prose to illustrate who my character is, what his goals are, and why he ticks the way he does. Need a springboard to launch your next character background? Go check out what NewbieDM has to say on the matter.
This post is a great one! In my own RPG that I’ve created there is no such thing as a “long sword +1.” Yes, there are magical weapons, but they are all unique unto themselves and act almost like characters do, even if they’re not intelligent, per se. This post really brought home to me the fact that someone else most likely owned/used/cherished the item before the player’s came along, slaughtered the monster and took the loot. This is a great chance for some excellent role playing.
Show. Don’t Tell. I hate those three words. I hear them rarely from my critique group, but I get it often enough that it rankles my nerves. I have being told that I’ve missed the mark… even when I have. This is a great article on how GM’s can really spice up the environment the players are in.
As a creator of an RPG that has gone through many iterations over the past decade, I hope that I’ve finally hit the nail on the head with a balance between realism and game play. It’s a tough rope to walk, and Bill over at Dungeon Mastering has a great post on the topic.
TPK usually stands for “total party kill,” but in this case a single character must die to move the plot forward. It’s a rough thing to do, and I’ve seen it happen a few times. As a player, I love being the one that dies because my death has meaning and purpose other than falling to that random encounter that was tougher than the GM thought it was going to be. If a character must die for the plot to move forward, I can totally handle it. I think it’s a great idea, but it has to be done just right or the whole thing falls flat and turns into the loss of yet another character… and possibly another player.
Last night at the Pathfinder table, we lost 3 of the 5 party members in a nasty fight with some demon dogs. Damn. It happens, though and we move on with new characters. How do these new characters get integrated into an existing plot and party structure? It’s kind of rough at times. Fortunately the survivors made it back to town where they’ll have a chance to meet the new characters in a neutral or friendly setting. Go see what Wimwick has to say on the matter. It’s a great post!