Saturday Links: 2011-07-23July 23rd, 2011
Sorry about the lateness of the Friday Five. I didn’t have time to do it yesterday evening because I had to bolt out the door and run to the character creation session for our new campaign using the Dresden Files RPG. It was a blast, but there are a few inexperienced folks around the table that were asking questions like, “What do you mean I can’t have every skill at Superb?” Anyways… Here are the ten links I collected throughout the week with a little commentary from me.
I’ve done something similar to this where I happened to have six players. It worked out quite well. The dice rotated around the table until each player had rolled one stat and everyone wrote down the number rolled. Everyone started out on a level playing field to start with and it made everyone happy.
These two links obviously go together where a great historian breaks down the costs and quantities of items in RPGs and explains why they are so off base. They’re great articles, and I can’t wait to order most of the books listed at the bottom of the two blog posts. I’ve heard great things about them from other sources, and the fact that they are listed here only reinforces my need for the tomes.
Man, I wish I could do maps like this. I wish I knew what his tricks were. All of my maps are typically computer generated and they look that way. I really need to break down and start doing maps by hand again. Those were always much better in the end.
There are lots of geomorphs floating about the intertubes, but I really like these. I can usually crank out a dungeon on my own without resorting to randomization, so those don’t grab me as much as these city geomorphs do. I can see how building out a set of 20-30 city geomorph blocks would allow for some fantastic modern cities to be generated.
There are times that a GM should say no. The best time to whip out this stopper is during character creation or background generation. If a player gets a character the GM doesn’t like into the game, then it’ll suck the fun right out of the game until such time that the player can be convinced to relinquish the character that just doesn’t fit in with the rest of the group or the GM’s sandbox.
I love systems that have perk/flaw systems because it allows more freedom during the character creation process. Each person can extend the uniqueness of their character by properly using a perk/flaw system. However, it can be abused in a variety of manners. Click through for more details.
Congrats to NewbieDM for three years behind the screen! May you have another 30 with this wonderful hobby! Oh. He’s also got some great advice to folks of all skills levels that are wanting to run a game.
This is a great writeup about the balancing act known as “The Sandbox.” If you’re just now getting into role playing or have not heard the term, this is where the GM has created an environment or campaign for the PCs that does not involve a linear pathway through the adventure(s) at hand. This can be frustrating for the players as there are too many choices, and frustrating for the GM if the players make the “wrong” choices and get into an area that really hasn’t been detailed all that much. Need to balance all of the options in a sandbox? Check out this post for some advice.
This is a must read if you’re heading to Gen Con… or any other con for that matter. Great work!