I tend to gravitate towards the rules-heavy games. That’s just my instinct, I guess. However, I also enjoy the rules light games where the GM gets to make up things on the fly. This does put a heavy load on the GM to be fair, equitable, quick on his feet, and creative. A good GM can make a rules light game great. A poor GM can make the same system miserable and hateful. However, if the system is a rule heavy one, it hogties the poor GMs a bit and forces them into a mold that should be at least passable to most role players. If you’re one of those people moving from a rules heavy system (like GURPS/Hero) to a rules light system (like Fate/Ubiquity) then there are some things that you need to keep in mind. Head over to Gnome Stew to see what those are.
Realism in D&D? Actually…. I agree that realism should be a core part of any role playing experience. It helps ground us in the make-believe world and helps to suspend our disbelief at the events unfolding before us and happening to our characters. Seems like this is another “rules heavy” vs. “rules light” post that I’m linking to this week. Do systems that use less rules provide for more realism or is it the other way around? Food for thought….
I love the premise of the game and scenario that is proposed in this post. That’s why I’m linking to it. Zombies, WWII, Nazis, French Revolution, deadly combat and role playing all rolled into one. What a brilliant idea! I hope that the game is successful enough to not only entertain his group, but I hope it grows and swells and gets published so that I can buy it!
I’m a software engineer by day and role player by night. When I saw flowcharts in an RPG post I experienced a variety of immediate reactions. I was curious as to what was going on. I was horrified that my profession and major hobby had been merged into one thing. I was excited to see something I am very familiar with. I was also wondering if I was at the right web site. Regardless of my reactions, what is proposed here is to use flowcharts to plan out an adventure or campaign. I would use flowcharts for maybe an adventure, but not a campaign. Flowcharts are time consuming to create properly and all experienced GMs know that their plans for the flow of a campaign rarely survive first contact with a group of players and their whims. I’d suggest mind mapping instead of flowcharting because it’s more free form and allows for variance from the specified path.
I love this article. It breaks down all of the major planes and comes up with ways to traverse them. It’s just spectacularly done. If I say any more about it, the excitement you’ll experience upon clicking the link will diminish ten-fold. What are you waiting for? Go click the link already!