In light of this post by my friend Ross, I've decided to follow up on last week's post. As both gaming groups I'm in become a bit more consistent, I'd like to start incorporating examples and stories in my blog here, so I feel this may be a good point to start. Last week, I detailed some impromptu character development on the part of my martial artist, Syrinx. This week, I want to break down a few points of the character somewhat in-line with Mr. Watson's post. (Seriously Ross, if you don't have a doctorate, get one so I can call you Dr Watson already.) A lot of his points coincide with my own methodology so we'll break this down by those.
Anyhoo, after the jump I'll dig into this B.
Wednesday, April 24, 2013
Wednesday, April 17, 2013
Unexpected Development
Anybody who knows me knows that I love to make characters. I like to create them, and craft personalities for them. I like to sit and ponder how they would react in any number of situations. I like to plot how they would develop over the course of a story. Role-playing games are a terrific vehicle for me to do this in. For one, I don't have to worry about the story at large because the GM is there to do just that. They provide things and circumstances to react to. And for another thing, the effects of the dice (those marvelous little devils) can be a great cause for good and/or evil by providing a little bit of the unexpected. A few twists of fate as it were.
I am starting to develop the firm suspicion that dice are sentient beings and happen to be gifted with a sense of irony, humor and a certain degree of genre savvyness. In general I know people have their own theories regarding temperamental dice, voodoo hexed knucklebones, minor RNG dieties, pookas, gremlins, and even physics and crit quotas. Mine just like good drama. And making a general fool out of my characters, but mostly drama. Today, I ramble on about character development influenced by dice, or Better Roleplaying Through Roll-playing. (sorry. I had to.)
I am starting to develop the firm suspicion that dice are sentient beings and happen to be gifted with a sense of irony, humor and a certain degree of genre savvyness. In general I know people have their own theories regarding temperamental dice, voodoo hexed knucklebones, minor RNG dieties, pookas, gremlins, and even physics and crit quotas. Mine just like good drama. And making a general fool out of my characters, but mostly drama. Today, I ramble on about character development influenced by dice, or Better Roleplaying Through Roll-playing. (sorry. I had to.)
Wednesday, April 10, 2013
System Check: Dungeons and Dragons: 4th Edition
Once again, I'm going to take a look at a system that I have had the chance to play with. This week, that system will be Dungeons and Dragons 4th Edition. For connoisseurs of gaming, D&D might be considered required gaming if only for the pedigree and history involved. (I know some would argue this with their dying breath, but in the world of marketing name recognition means a ton.) Of all the editions, however, most will agree that 4e seems to be the bastard child of the bunch. At least until D&D Next comes out, and then we'll see where the Edition Wars go from there. My experience with 4th isn't as thorough as I'd like it to be, given that I've only had a few one-shots in it as opposed to a full-on campaign, so make of this what you will.
Wednesday, April 3, 2013
Freaking EPIC
I don't know about you, but when I hear the word 'Adventure' I inevitably start to think of the term 'Epic'. An Epic Adventure. The term by definition means heroic, majestic or impressively great, which in my mind encompasses the very nature of a tabletop campaign. By the end of this thing, we should on some level have an epic poem, assuming someone took the time to write it all down. Not that I'm suggesting that any D&D game is some literary masterpiece, but it's the idea that what you've done in-game is something worthy of note in-game.
To this extent, how do we define 'Epic' in game terms, and how do we achieve that from a gameplay perspective? This is something that I've set as one of my goals from the DM side of the table: make the thing feel Epic. After all it's easy to say what the PCs do is epic, but how does one get the feeling of Epicness? Feel free to follow along as I try to tackle this idea.
To this extent, how do we define 'Epic' in game terms, and how do we achieve that from a gameplay perspective? This is something that I've set as one of my goals from the DM side of the table: make the thing feel Epic. After all it's easy to say what the PCs do is epic, but how does one get the feeling of Epicness? Feel free to follow along as I try to tackle this idea.
Wednesday, March 27, 2013
DM For Life
There are a lot of people out there talking about a lot of things. People who cast their thoughts and opinions out for all the world to see, and maybe, just maybe, someone will listen. Many of us just hope that our words may reach and inspire so much as a single person. Then, and only then, can we know that it was worth it. On the subject of gaming, there are a few people whose thoughts and opinions really do continue to inspire me. Most of them are close friends, but there are a few industry professionals whose works I do follow. One of my current favorites has been Chris Perkins.
For those who don't know, Christopher Perkins is the Senior Producer for Dungeons and Dragons. He has been writing a column on the D&D homesite since February 2011 entitled The Dungeon Master Experience. He's put it on indefinite hiatus as of last Thursday. I can say right now, I'm gonna miss his posts.
Back before I even knew who the heck this guy was, I ran across a video on YouTube wherein he ran a one-shot for some of the writers for Robot Chicken. I remember hearing in the DM's commentary that "if someone who's never DMed before comes away from these video casts thinking 'that doesn't look hard at all. I want to try running a game.' then I have accomplished something." I'll be the first one to admit that, yes I did think that, and yes I did run a game. Thumbs up to you, sir. Now, many moons later, I find myself re-reading his articles, and being further inspired. Inspired to put more work into my game, and to better craft my campaign worlds.
Personally I think people like this are important to the hobby. There are too few ready to take up the challenge of running for others, and even fewer ready, willing and able to teach those who came after. Not many of us have someone who'll show us the ropes, and most of us end up thrust upon the mercy of our players. It's an easy job, but a complex one that is more an art than a science, and the benefits of experience are paramount. Every little bit of insight is worth it's weight in gold, and much like currency, it's worth more in circulation than out.
It strikes me that if we want more people to play and more people to DM, there are a few things we can do. Help. Encourage. Inspire. Teach. For you Forever DMs out there, teach someone else how. Show them how things work, and help them through the process. Encourage them to not give up. Failures are going to happen, and that's totally okay. Put some care into your craft and it'll show through, and hopefully inspire others to do the same. The easier it seems, the easier it becomes, and attitude is infectious.
I'm going to keep this one short and end it here, but first some food for thought. Who has inspired you as a DM? What advice would you give to a new gamer looking to DM? And how can you make this look easy to someone totally fresh off the turnip cart?
Until the next encounter, Stay classy!
For those who don't know, Christopher Perkins is the Senior Producer for Dungeons and Dragons. He has been writing a column on the D&D homesite since February 2011 entitled The Dungeon Master Experience. He's put it on indefinite hiatus as of last Thursday. I can say right now, I'm gonna miss his posts.
Back before I even knew who the heck this guy was, I ran across a video on YouTube wherein he ran a one-shot for some of the writers for Robot Chicken. I remember hearing in the DM's commentary that "if someone who's never DMed before comes away from these video casts thinking 'that doesn't look hard at all. I want to try running a game.' then I have accomplished something." I'll be the first one to admit that, yes I did think that, and yes I did run a game. Thumbs up to you, sir. Now, many moons later, I find myself re-reading his articles, and being further inspired. Inspired to put more work into my game, and to better craft my campaign worlds.
Personally I think people like this are important to the hobby. There are too few ready to take up the challenge of running for others, and even fewer ready, willing and able to teach those who came after. Not many of us have someone who'll show us the ropes, and most of us end up thrust upon the mercy of our players. It's an easy job, but a complex one that is more an art than a science, and the benefits of experience are paramount. Every little bit of insight is worth it's weight in gold, and much like currency, it's worth more in circulation than out.
It strikes me that if we want more people to play and more people to DM, there are a few things we can do. Help. Encourage. Inspire. Teach. For you Forever DMs out there, teach someone else how. Show them how things work, and help them through the process. Encourage them to not give up. Failures are going to happen, and that's totally okay. Put some care into your craft and it'll show through, and hopefully inspire others to do the same. The easier it seems, the easier it becomes, and attitude is infectious.
I'm going to keep this one short and end it here, but first some food for thought. Who has inspired you as a DM? What advice would you give to a new gamer looking to DM? And how can you make this look easy to someone totally fresh off the turnip cart?
Until the next encounter, Stay classy!
Wednesday, March 20, 2013
Getting The Reference
Everybody has their own interests. Sports fans. Motor heads. Geeks. Nerds. Bird watchers. Cinephiles. Gamers. Connoisseurs for every thing that there is to take an interest in. One thing that, in my opinion, separates the 'nerds' from the rest is reference humor. A kind of secret handshake in it's own respects. A few well placed words to let others know that 'Hey, I saw that movie too!' and 'we have a lot in common, you and I'. Of course nerds are not the only ones to do this, but we seem to have a regular habit of it, and have even turned it into an art-form. Show of hands: how many GMs out there have put a reference into a game they ran? Probably most of you. I know my group does. A lot. And I've made some observations I feel I should share. Indulge me if you will. You may find something useful.
Wednesday, March 13, 2013
The Highlight Reel
So we're in the middle of town square, right. And our holy man decides he's gonna bless the fountain. The whole fountain. Make it one big bowl of holy water. Then, get this, the walking tower of bandages uses it's mummy wrappings to drag the vampire lord into the drink and watch him melt. Wait, wait, I've got another one. So the train is about to explode. right. Too much pressure in the boiler. So what's a cowboy to do? Obviously making a pressure release valve via careful application of ballistics is the right idea. Then boom, train stops. Extra bennie later and the Scottish guy only almost died. In case you are wondering, yes, both events occurred in campaigns I took part in. I just wanted to demonstrate one of my favorite facets of this hobby: The Highlight Reel. This particular form of gaming lends itself exceptionally well to generating stories and anecdotes, many of which would never happen in real life. I'm sure every gamer and his brother has a nifty story about some long and nearly forgotten game he was apart of. And that is the key part. Long after the main events of a game are long since forgotten, something you or someone in the group did was worth remembering. Maybe it was over the top, or truly epic or just really funny, it doesn't matter because it stands out from the rest. I live for these moments, sometimes. Until next time: Walk tall. Be proud. Stay classy!
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