I’ve been enjoying the extra time I get to myself with the Thanksgiving holiday here in the United States. Good times.
Also some good links, and great work out there this week. Loads of stuff to bring your attention to. Here they are!
PS: The comments may be brief as I’m nearing the end of NaNoWriMo, and I’m trying to hit that 50k goal this year!
I’ve always loved undead. I’ve even considered running an all undead campaign. No, not where the monsters are all pulled from the plethora of undead critters that exist out there, but rather, where the players are undead. I’ve just never been quite sure where to being or how to balance the different powers between zombies, ghosts, banshees, liches, etc.. Gus’s layout of the Draugr here has given me some ideas, though. Perhaps it’ll be something to tackle when the current campaign I’m running closes out.
To sum up: If you have a race of critters, do your best to make sure they’ll wear, use, build, etc. stuff that reflects their own personalities. Elves, tall and graceful. Dwarves, short and blocky. Humans, utilitarian and elegant. Halflings, utilitarian and simple. Okay. That’s a crappy “sum up” attempt. Just head over to Mike’s site and check out his much more eloquent explanations of both fantasy and sci-fi examples of non-human tech designs.
Bounce over to Tim’s blog and check out the link he posted. Yep. I’m linking to an article that links to another one. Deal with it. You’ll thank me for the end result.
The best line in this post is, “What we want in roleplaying games is not realism but something which feels internally consistent.” That’s right. Since when are fireballs and slippers of spider climbing “realistic?” They’re not, but they’re internally consistent. That’s key. In my own game designs, I tend to shoot for a 60/40 split. 60% playable with ease, and 40% “realistic,” or as the post says, “internally consistent.” In the end, my true goal is 100% fun, regardless of how “real” the game might be.
Another great MegaDelve from Dyson. This is a great one. Love it! Keep up the good work.
This is a good post about how groups are held together through the cohesion of leadership. I’m a bit tired as I find this link, and am writing the comments, so I’ll leave it at that. If you’re curious or more interested about to destroy (or build) groups that are held together by a keystone NPC, check out the post!
Forged is addicted to new settings. I’m addicted to new games. I love learning new mechanics, new ways of doing old things, and fresh approaches at the crunch of role playing. Unfortunately, as time has become more sparse (and money more readily available), I have about 25 different systems (and some of them I have many expansions/splats/modules/whatever for) that I own, but have never played. That’s only counting the physical copies on my shelves, not the hundreds (perhaps thousands) of PDFs I’ve purchased over the years. I really need to resolve this, but I think that would require building out (or finding) 20+ different groups to play with. If they are monthly groups, then that’s pretty much a game a day with a few days off for me to sleep. That ain’t happenin’. I just wish I could either control my urge to buy/play/experience new games, or find a group that wouldn’t mind “system hopping” with a regular basis.
Mike delves into the surprising world of game mechanics that are focused on, well, surprise! He goes into great detail about what surprise is, how it can (and does) affect people, how to properly represent that in a game system with fairness and ease, and even gives some game system rules (along with alternate options!) that can be put into play. Go check out his article, and don’t be surprised if you learn something new.
As a fiction writer, fiction reader, game designer, and role player, this post really speaks to me on all four of those levels. If you have at least two of those in your creative genes, it’s well worth your time to head over to Gnome Stew and check out Phil’s post.