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Friday Five: 2011-11-18

November 18th, 2011

Random “Mr Jones” Mission Generator

I love this random mission generator for gritty urban scenarios. It’s short, sweet and to the point, but there are so many options that can come out of this table. Good work noisms!

Running the Game II: Notes and Organization

Ya gotta love staying organized. Ya gotta hate scrambling at the last second to prep for a game. Need some tips to shift from the last second prep anxiety? Follow the link!

Do You Do Things as a GM That You Would Hate as a Player?

There are times I GM a game in a manner that I dislike as a player, but not on purpose. I don’t catch myself doing it until one of players says something along the lines of, “Really? You’re making that rule call?” Then I step back and realize what I’ve been doing. I love being in games of a certain style and pattern, and I surround myself with players with similar tastes. Yeah, we’re all different in our own way, but we walk the same path (mostly.) This helps me run the games in the manner that best allows my players to enjoy themselves.

Characters with Secret Identities

This is a great twist for characters. It’s usually only done in four-color comic style games or dark and gritty superhero games, but this can apply to pretty much any game in any genre. The closest I’ve seen this happen in a fantasy game is where a player had a severe delusion that he was an assassin in the king’s employ, and only pretended to be a street urchin. That was a fun game!

8 Adventure Hooks for Campaigns on the High Seas

Most folks just use boats/ships in games as a way to get from point A to point B…. unless they go all out and do a high seas campaign. If you’re planning on doing such a game or feel a slight itch to do something like this, check out the post from Ameron and see what he has to say on the matter.

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TRPBTNTWAs

November 14th, 2011

So I’m a week-and-a-half behind on this post, and much of the RPG blogosphere has picked up the thread and run with it already. I blame work, NaNoWriMo and a general lack of sleep for the tardiness of this response to this post. Here’s what I have to say on the matters at hand:

Book Binding: I’ve only had a handful of books fall apart on me. This is amazing since I currently own hundreds of RPG-related tomes, and have had about a thousand RPG books pass through my hands in my lifetime. The most memorable was my GURPS 4e books. I bought the two “main” books together and the binding came loose within days of purchase. While greatly disappointed, I found that the margins of the pages were wide enough for me to three-hole punch the paper and throw both books together into a single large D-ring binder. It worked out well for me since the two books were numbered consecutively and I never could remember where one book stopped and the other picked up. Now I have them all together and it makes for looking up rules easier. More of a blessing than a curse. The other book that fell apart on me was my AD&D 2e PHB. That’s mostly Dan [REDACTED]‘s fault, though. He was cheating and I caught him, so I felt compelled to huck the book across the room at his head.

Doing Voices: I don’t do voices. I can’t do voices. Despite some acting background in junior high and high school, I just can’t do them. I suppose if I practiced enough, I could do a few, but it’s not worth it to me.

Breaks: We game (almost) every week from 6 PM until we get tired (which is usually around 1 AM.) That gives us a solid 7 hour session. We usually take a single break about halfway through for snacks. People are free to wander away from the table for drinks, snacks, bio-breaks, etc. as they wish, but we like it when people do so when they’re not involved in the direct action at the table.

Descriptions: I love doing flowery, fantastic, detailed descriptions. I’m a fiction writer, so this comes naturally to me. However, I’ve found that if I go overboard, there are two reactions. The first is that my players think that every little detail is a clue to something. The second is that when they latch on to some detail, they tend to forget that I have more to give them. This causes them to forget or ignore something that is more important than something else in the description.

Balance Between Being True to a Character and Being a Dickhead: I can’t comment on this as I’ve never seen this happen. I guess I have seen it happen in online “role playing” games such as World of Warcraft, Everquest and text-based MUDs, but never at the table.

PvP: This happens from time-to-time and it always sucks. It usually (but not always!) ends a campaign cold. There are a few times where we’ve worked past it, but not often. As a player, I don’t enjoy it much and try to avoid it. As a GM, I don’t care much, so I’ll allow the players free reign. They have to stay within their character concepts, though.

Explaining My RPG Hobby: Here’s the spiel that I give: I play role playing games. They’re a type of game where there is no defined winner. Instead, everyone at the table is involved in a cooperative storytelling experience where one person, the game master, runs the world, monsters, determines rewards, plays the role of shopkeepers and everyone else in the world, and adjudicates rules. Everyone else at the table plays a single character, or role, and they work together to overcome the obstacles the game master places in front of them. It may sound like a game master versus the players kind of situation, but it’s really not.

Alcohol at the Table: We’re all mature, responsible adults. Sometimes a beer (or three) is necessary to get into the mood to play after a long and stressful week at work.

Absent Players: In the past, I used to keep everyone’s character sheets in my campaign folder and dole out the missing players’ characters to people actually there. More recently, we’ve fallen into the habit of “the absent player’s character is doing ‘research’ while he’s gone.” I prefer the first method to the second, but that’s just me. It can mean character death while the player is absent, but that’s a known risk if you allow other people to play your character.

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Friday Five: 2011-11-11

November 11th, 2011

Masterwork Weapons

This post poses a great question that goes along the lines of “What if a weapon’s trait was the ‘mere’ fact that it was magical?” What if a magical weapon was nothing more than “magical” and had no other bonuses or powers beyond those inherent in being a creation of magic? It’s great food for thought for any GM and anyone, including me, designing a game. Great post!

Martin’s Mentions: Worldbuilding, Mapping Software, wikidPad, Scrivener, and More

Need a collection of electronic tools to keep your stuff straight? Look no further than this great list!

Where Did the Dungeons Come From?

There are many reasons folks dig huge holes in the ground and then abandon them. Need some of those reasons? Click the link!

The Architect DM: On Modern and Futuristic Settings

Much (too much?) has been spoken on how to build out fantasy setting items, but not much attention has been paid to modern and futuristic settings. Sure, we all live in the real world (mostly,) so advice on how to create the real world seems, well, superfluous. However, there are some things that need to be taken into consideration. To see what those things are, follow the link.

Do Character Powers Define Role-Play?

Yes and no. I had chosen to play a womanizing, highly-charismatic rogue once. We created our characters in the usual fashion (this was D&D 3.0 at the time) and then the GM threw in a twist. She tossed out, “You can remain first level, or you can take three more levels in a different class and never return to your original class. If you ever return to your original class, you’ll become an NPC.” Wow. What a twist! I loved it! In this case, I had the right stats (with a charisma higher than my dex and a decent con) to become a paladin. I came up with this wonderful back story on how I ended up moving away from my roguish ways and became a paladin. However, I still wanted to pay “special” attention to the ladies, so I decided that one of my churchly vows would be to put every woman I met on a pedestal and treat them as if they were a goddess. It worked. It worked really well, and I loved it. That was a fun character to play. Did my powers dictate my role playing? To a small extent, yes, but I still kept the “pay attention to the ladies” aspect of my character.

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Friday Five: 2011-11-04

November 4th, 2011

Sorry for the lack of posting. Work has picked up. It’s NaNoWriMo time. I’m prepping for my son’s 4th birthday party. I’m also still working my way through the Arcanis RPG book as well. Wow. What a month this is going to be. Here are the links for this week:

Handy Dandy Mini-Dungeon Chamber Generator
Your Players Are a Bunch of Tools
NPC Motivations
A Walk Down Memory Lane
DNAphil’s Digital Campaign Toolbox

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Friday Five: 2011-10-28

October 28th, 2011

Sorry folks. No time this week for a Friday Five. I’m pretty sure you’ll survive. :)

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Technoir, Baby!!!

October 24th, 2011

My goodies from Jeremy Keller and his Technoir RPG that he found funding for on Kickstarter came in the mail today. As soon as I saw the tightly-packed mailer, I knew what it was without even seeing the label first. I could barely get in the house before I ripped it open with my teeth. I was extremely pleased to find a great-looking t-shirt (pictures of that coming later) a ton (36!) of white, red and black dice, four player’s guides, four character sheets, two transmissions (Hong Kong and Twin Cities Metroplex) and (last, but not least) the Technoir book itself. You can see to the right the photo of the stuff. I’m sorry it’s grainy. I’m too upbeat to track down my normal camera, so I just used my cell phone for this picture. You can click the picture to get a larger view of the goodies.

I’ve only had my hands on these goods for about 30 minutes, so I haven’t had a chance to really dig into anything yet. I can’t wait to do so! I might actually abort my reading of Arcanis in favor of Technoir. Sorry Arcanis, but the cyberpunk genre is my favorite to read/play/write, so that’s the motivation. I’m loving what I’m finding in Arcanis, but that’s a post for another day.

I’m also very pleased that Jeremy found the time to sign the main book and leave me a note. The note says, “Sometimes you have to get HURT to get ahead.” What a great quote for kicking off a cyberpunk game!

If you can’t tell, I’m really jazzed about the newly arrived materials and I’m so glad that Jeremy found the funding that he needed to get his project off the ground.

Congratulations Jeremy on a great run so far, and I hope to see more stuff from you. From the freebies that I’ve downloaded, I can already tell that I’m going to enjoy consuming (Nom! Nom! Nom!) the book and playing the game.

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Friday Five: 2011-10-21

October 21st, 2011

7 Tips For Running an All-Zombie Campaign

With Halloween coming up all sorts of nasties will be walking our streets (for one night, as least,) and among them will be zombies. How about folks get together to play an all-zombie campaign? Sounds like a blast for a one-nighter or a short-term game. Heck, if done right, it would even work for a longer stretch. Need some tips on how to do this? How about seven of them?

The Old One-Armed Man’s Monster Guide

This pictoral guide is a fantastic representation of what people should (and, more importantly, should not) go up against when considering the whole fight or flight question. Well done!

Law, Disorder, and Player Characters

This is a fantastic post because it bring some seriously need realism into the world of magic. It’s a rather lengthy post, but it’s well worth the time you’ll spend reading it!

Character Concepts: The old hero…

This is a great idea! I just might give a concept similar to this one a swing for my next character. I’ve played the young, the forever young (magical curse, not glittery vampirism,) the “fresh recruit” and more things along those lines, but never the old geezer that’s past his prime and yearning to regain it.

DF: Stuff I learned from my PCs

This is a wonderful example of allowing the players at the table to form the world around them within the bounds the GM is willing to allow. I love seeing stories like this about actions and activities around the gaming table. It makes me proud to be a role player when I see this type of cooperation.

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Free RPG Day Purchase: Arcanis

October 17th, 2011

I hit my FLGS today and picked up a copy of Arcanis for my RPG collection. I reviewed the Free RPG Day offering here, and I was so incredibly impressed by the work I found in the free book that I picked up the full RPG today. I wanted to get it earlier, but finances just wouldn’t allow for it. I’ll be digging through the full book in short order and I’ll let you know what I think of the full RPG as I get through it. I’m not sure if I’ll do one huge blog post about it, or do it one post per codex. There are four large sections to the book, so I’ll probably break things up logically and review each section as I get through it and then do a final summary of my thoughts.

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Friday Five: 2011-10-14

October 14th, 2011

How to Remember Time in the Dungeon=

I love the idea of using scenes to track time in a dungeon since time is so nebulous anyway. This allows for easy tracking of time, resource consumption (torches, oil, etc.), and even spell durations for those long-lasting spells. For more details, check the link out!

1st Level Magic-Users Suck?

Yes. First level mages suck. So do first level fighters, first level thieves, first level clerics, etc. They all suck. They’re supposed to… unless you’re playing DYD 4e, then no one sucks ever. This is part of the charm of previous editions of (A)D&D. At low levels you have to think, charm, cajole and use your wiles to get through tough spots. Just charging ahead and slaughtering everything and everyone really isn’t an option. By the time the characters get to higher levels and can actually pull off the “attack everything” tactic, they’re in the habit of not doing so. That makes for more role playing and less roll playing.

More Thoughts on Magic Items!

I love the two basic premises of this blog post: Magic items are special are not needed for game balance. This is how I’ve designed magic items in my RPG. As a matter of fact, a single character can own a single item (armor, sword, shield, bag, whatever) and it can be blessed by the Whispers (controllers/creators/progenitors of magic) through heroic use of an item to become magical.

Mark of Station. (Blog Carnival: Loot as Part of the Plot)

Loving this idea. Magic items (and even non-magic items) can be a mark of station. Finding said items can mark a player as a powerful person, a traitor, a savior or so much more. For specific examples clicky the linky.

Use Teamwork, Aid Another

This is a pet peeve of mine. No, not the use of aid another. The lack of use of aid another. Most parties think that “helping” each other is to take everyone with a skill (say, Spellcraft in Pathfinder which is used along with the Detect Magic spell to identify items) and have each person roll an independent roll. Then the highest number is announced to the GM and he’s kind of backed in the corner to use that. That’s not really how it’s supposed to work. The person with the best total bonus in a skill should roll a d20 and add in their skill total. Anyone else with the same skill and/or abilities can roll to aid another to give the primary PC a +2 on their die roll. Multiple people, up to a reasonable limit, can assist. Next time I run a Pathfinder (or similar) game, I’ll be requiring the use of a primary PC’s die roll plus aid another from any supporting characters.

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Friday Five: 2011-10-07

October 7th, 2011

Review: The Ruins of Undermountain

Ruins of Undermountain is one of my favorite box sets of all time and at the top of my list for megadungeons. This is a pretty good review of the box set, but doesn’t quite cover everything about the sandbox. I think it was done on purpose to prevent giving away spoilers. I highly recommend the review, and if it tickles your fancy to go out and buy the box, good luck finding it!

Enabling Player Fun – Changes After Character Creation

I always allow my players three sessions before their characters are “locked in” and considered stable. This allows minor tweaks or wholesale replacement of characters if it’s discovered that the character doesn’t mesh well with the party, game style, story line or campaign setting. After this third session, I rarely allow replacement of skills/feats/powers/spells/whatevers unless a new book comes out that allows for logical changes within the character. If a player ends up being totally dissatisfied with their character, I will allow them to retire the character and replace it with something more along the lines of what they want, but there is usually an XP, power level, character point or some other cost to it.

Waiting for the New Character: How Long is too Long?

I’m in this boat right now! I’m the player in our Pathfinder game with a dead character and no immediate way to bring him back to life. Our druid can reincarnate me “tomorrow” but there are two issues. We’re in the middle of raiding the ogre fortress and this could take several sessions to resolve. We also don’t have the 1,000 GP of essential oils necessary for the reincarnation ritual. Not sure of the GM is going to be nice enough to allow us to find such a thing as part of our loot or not. While I love my character, it was may fault for squaring off against two ogres and an ogre barbarian. It was the dice’s fault, too since a critical roll was done by the ogre barbarian. We rolled on our homebrewed critical hit chart the resulted in my instant death. *sigh* As a player and fellow GM, I can see bringing me back into the game sooner rather than later, but as someone who’s a realist, I hope that the GM “allows” me to stay dead for a reasonable period of time… at least until the druid in the group can acquire the required material components.

Testing Balanced Dice Power

Ahh… The math geek in me reveled over this post. It’s a fantastic breakdown of testing dice, the math behind things, some Java (ugh) code and all sorts of goodies that get my juices flowing. I loved this post and had to share it!

how my players rewrote my pantheon without me doing anything

This is a great example of player-created content within a GM’s world and how the GM rolled with it. There is no better gaming than collusion between everyone at the table to come up with something wonderful like this. I love it, too!

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