Sunday Six: 2011-03-06

Sorry for the delay in the post this week. Things have been hectic around the house with a sick child and prepping for my regular Saturday night Pathfinder game. In exchange for making you wait, I’m providing an extra link this week.

How to Use Body Language For Better Storytelling

Depending on which expert you ask anywhere from 70 to 90 percent of all communication is non-verbal. This means body language. If you’re the type of GM that hides behind the screen and throws your voice over to the other side of the table in order to communicate NPC actions and reactions to the players, then you’re robbing them of a vast majority of the interaction with the people in your carefully crafted world. If you need more information how to include body language within your game, follow the link!

Taxation, again

This post made me laugh. I’ve done the taxation thing to players a few times over the ages, and it’s never gone over well. They’d rather risk running afoul of the law rather than part with a small percentage of their dungeon-delving gains. Thanks, ChicagoWiz for making me laugh and for reinforcing the idea that it’s not a bad thing for the GM to tax the players over their income.

Encounter Alternatives

Looking to publish your own adventure or work with a team to do so? Check out what Robert has to say on the matter of layout and space considerations before you do so. It’ll save you (and your potential readers) a ton of heartache!

Hot Button: Rolling Dive, A Move Too Far?

I’ve never liked the idea of the GM rolling all of the dice. For one thing, the GM already has tons of other things to do without “taking control” of the PCs as well. Plus it steals the illusion of control from the players and puts it back into the hands of the GM. People love rolling their own dice, watching them tumble and spin, praying/hoping for the right number and then reacting to the results. Hiding all of that behind the screen is a bad idea.

Designing Encounters That Can’t Be Beat (Part 1)
Designing Encounters That Can’t Be Beat (Part 2)

Some people game with the mindset that the PCs should always win. The bogus. If a string of bad luck combine with a series of poor decisions (or if there are just terrible decisions made all along and luck is going well) then the end result should be either a total party kill or a total party flee. If the party opts to not bail out of a bad situation and come back another day, then it’s really their own damn fault for not doing the smart thing and getting the heck outta there. Why should you make an encounter that can’t be beat? How do you go about doing that without being totally ridiculous? Well… you’ll just have to follow the links to find out about that.