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Friday Five: 2010-08-27

August 27th, 2010

School has started up for me again. I’m down to two classes left before my MS in Information Assurance is completed. What does this mean? It means that I may miss or be very late on posts for the next 4 months. Ugh. Apologies to any regular readers out there, but school takes priority over this blog. Since this Friday Five is already late, I’m just posting links this time around.

I’ve Been Framed
Lessons From The West Wing II: The Psychology Of Maps
Hot Button: The Player or the Sheet
The Houghton Institute For Gamers Who Won’t Shut Up About Their Character
Now THAT’S A Map!


Friday Five: 2010-08-20 — Double Edition!

August 20th, 2010

Wow! A double-dose of Friday Five today. This was a fantastic week for RPG bloggers across that board. Here are the links that really jumped out and grabbed me, so I’m sharing all of them with you.

Bottling Lightning: Coming Up With the Core Idea for a Campaign

Got an idea for a campaign that you think is fantastic? There are ways to fail… epically. There are always ways to make the entire experience a tremendous one that will be talked about for ages to come. Which path do you want to follow?

Setting And Enforcing Campaign Limitations

Most characters fail miserably because their genesis in the campaign didn’t fit the flavors of what the GM had envisioned. Firstly, it’s up the GM to express himself properly to set the mood for the game. Secondly, it’s up the player to listen to the GM and create a character that will fit into the context of the game and go with the flow. No. This does not limit the player’s choices. It guides them. It directs them. It helps them… and the game. Years ago I had a roommate that would only play elves. Period. It aggravated me to the point where I almost started up a “dwarf only” campaign to get him to break out of his mold, but by the time I solidified the campaign, he had moved away. This is a case where me, as the GM, would have had to build up the proper setting to make it enjoyable for all involved, even though the “elf only player” would be forced to play something totally opposite his norm.

Challenge =/= Fun

When are challenges fun? When they offer a situation in which the PCs must work together to barely overcome the obstacle. This requires the GM to know the players and characters quite well. It’s not enough to sit on your side of the GM screen with your monster blocks, skill challenges, traps, curses and treasures and throw them in a haphazard manner at the PCs. By properly building out the challenges presented to the players and the characters they control, the game will grow for the better.

Creating A Character Around A Concept

I rarely create a character without a concept behind it. I’ve always created backgrounds, and I usually write them up in extensive detail for the GM to use as a way to pull me into the campaign, and for a way to keep me there. There are many different inspirations that I pull from for creating my characters. The list includes, but is not limited to, books, movies, comics, RPG articles, pictures, RPG books, campaign sourcebooks and my own twisted imagination. In my opinion, I think that a solid concept for a character will lead to an enjoyable character in the end. This is especially true of open-ended system like Hero and GURPS.

Hot Button: Playing Yourself

I’ve played myself in a handful of games in the past. The most enjoyable one was where I got to play myself as a werewolf in the White Wolf World of Darkness setting. It was an absolute hoot! Character generation was also fun as the Storeteller pulled us aside and “interviewed” us one-by-one to see how we’d act and react in certain situations. It was good stuff. Even though I had a blast with it, not everyone will feel the same. It takes a strong person to be honestly introspective enough to fairly create themselves in an RPG system without getting offended when they see “on paper” how much they suck at various things.

Kids and Games: Getting it Wrong is Doing it Right

I can’t wait until my son is old enough to crack open the Red Box D&D and sit down with his friends to learn the game that I love so much. Like Chatty DM did, I plan on sitting back and letting the group of youngsters read and interpret the rules for themselves. I made a million mistakes with rules going wrong in my day (and I still do,) but I rarely made the mistake of not having fun. So long as the game is fun that is all that matters. However, if my son doesn’t have fun with RPGs, I won’t force it on him…. much. :)

The Architect DM: Building Foundations

Ever slap down a maze, dungeon, cavern or building on paper and populate it with monsters without thinking about how it all fits together? Yeah. Me too. As I’ve matured, I’ve made sure that everything makes sense (at least to me) and I try to impress upon the players that everything fits together if they just find the right clues and ideas. If you’re not organically merging elements of your maps and creatures together, go see what Bartoneous has to say on the matter.

World Building 101 – The Art of Artifacts

I love artifacts. No. Wait. I LOVE artifacts. As a matter of fact, one of the early columns that I did on this blog involved an artifact of the week. It finally become too onerous to generate an artifact every week, so I had to bail on my much beloved column. I feel that every magic item (other than menial ones like potions and scrolls) should have a large history behind them all. It adds so much more flavor to hold the “Sword of Karn’s Reckoning” than “a long sword +1″ even if their crunchy game effects are the same.

Essential Elements of a DND Campaign

A while back I posted about using the three-act-structure to build out campaigns. This article offers different advice going with introductions through rising action into the climax and then a denouement at the end of the game. I feel that either structure can work for a campaign. It’s up to you to decide which way it goes and which method fits your style. The campaign that I’m currently running is a three act story with the players just now finishing the first act. I hope the second two acts are as fun as the first one has been.

The GM: Everyone’s Best Friend

Whether you are running a homebrew system/campaign/game, or using COTS (commercial off the shelf) gaming supplies, this is an interesting read. Shawn has an excellent breakdown on the pros and cons of both and some deep introspection into the whole affair. I highly recommend this link.


Friday Five: 2010-08-13

August 13th, 2010

If you’ve been paying attention, you’ve been noticing that I’ve been late on my Friday Five posts. Sorry about that, but work’s been kicking my rear for several weeks now and there’s no end in sight. I’ll try to do better in the future…

First Time GM – Game Prep I – Overview

There are many facets to prepping for a game, and some of them can bite you in the ass if you’re not careful. You have to prioritize things and avoid time wasters. What are those priorities? Well, it’s different for each person, but the time wasters are pretty much the same. Go check out what Telas has to say over at Gnome Stew.

Action Trumps Description

There are tons of ways to hand over information to players, but nothing will bring a game to a halt faster than a long dissertation on the history, details, relations or other methods of sharing your “brilliance” with the players. Keep the action high and merge in the descriptive details with the action pieces. It works well, and is a technique that I use quite often.

Mazes and Puzzles

I loved the old days of spending hours and hours in a maze with random critters placed in random places with a million traps to overcome. It was amazing. If you want to see the Bonemaster reminisce on the same thing, then follow the link.

World Building 101: That’s No Moon

What’s in the sky? Sun, moon, stars, more? These are vital details for any world. Most people concentrate on what lies beneath the boots of the adventurers, but it’s so important about the phases of the moons (or single moon) because battles and travel at night require light. As the GM, you need to know how which phases the moon(s) are in at all times and the phases have to make sense for the world. Also, don’t forget about lycanthropes for the fantasy settings. Moonlight really makes a difference for were-critters. There are more details over at D20 Source, so go check it out.

The DM Is The Key

The most important person at a role playing table is the GM. Period. Full Stop. I’m not trying to stroke the egos of the full-time GMs out there, but it’s just a fact. If the GM falls flat, then the rest of the group has a really hard time keep the spirit of the game up. There is some really well-established advice at Wimwick’s post as well as some new stuff to learn from.


Friday Five: 2010-08-06

August 6th, 2010

I know there’s six links in today’s post, but two of them go together, so there’s really only five if you squint and turn your head sideways…

Using the 3 Act Structure in your D&D game

I’d never considered doing something like this to any campaign I’ve run. I’ve been in (and helped produce) many three-act-plays in my days as a youth. I’ll have to step back from my usual linear (with some sandbox) campaign ideas and see what I can come up with for future campaign designs. Maybe it’ll work for me, or maybe it won’t. It’s still worth consideration. Thanks, NewbieDM!

The Dungeon-Crawler’s Creed

D20 Source has a fantastic Dungeon-Crawler’s Creed, which I believe is taken from the United States Marine Corps. Regardless of the source of the original version, this is a great (and humorous) creed!

One Awesome Dungeon Generator
Superb Dungeon Generator

CHECK THIS OUT. This is one of the best online dungeon generators I’ve ever seen. I hope this site stays online for a long time to come. Here’s the direct link to the generator.

There’s a new Player at your Table

So if you invite a new player to join an existing group, there are many things that you can do to ensure they will be very likely to return to the group. Go see what Scott has on the matter because I can’t sum it up any better than he’s already said it.

Scared of DMing in the dark?

Darkness. It’s something that we’re all inherently afraid of on some level. Many of us handle it better than others, but not everyone can choke down the absence of light without breaking into tears. If your adventuring group is in a darkened area and not really twitching all that much, then go see what Krystal has to say on the matter. Her advice may just shake things up enough to bring some true horror into your game.


My GenCon Schedule

August 5th, 2010

I figured that since most of the rest of the RPG world is posting their GenCon schedule, I figured I’d do the same.

Thursday (that’s today) I was at work all day long.

Friday I’ll be at work all day long again.

Saturday I’ll be sleeping in a bit, and then piddling around the house doing chores. In the evening, I’ll be at a friend’s house gaming. Since most of my RPG group is out of town (California, not GenCon) we’ll be playing Arkham Horror. Excellent board game.

Sunday, I’ll be sleeping in a bit more and then watching the kiddo while the spousal-unit runs around town and blows off some steam.

… yeah…. I’d rather by in Indy doing some serious gaming. *sigh*

… maybe next year? Probably not.


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