Many gamers I have had the opportunity to role-play with have been very helpful in the creation process for their characters. Each one knowing what the intricacies of their characters lives were. Their origin stories detailed in their mind and on paper. Some worked together to have their characters histories intertwine with others, and some were loners of a most horrible nature. However, not all gamers are experienced and sometimes even the most knowledgeable can hit a roadblock when trying to find a background that suits their new character.
When dealing with nobility and court settings, players can sometimes skip the roleplay aspect and jump straight to behavior such as, "I bow, greet all in the court, and ask the duke for his assistance." While in most scenarios this type of action is sufficient, taking it a step further can enhance gameplay (or maybe even manipulate a plotline).
The world is full of different measurement systems. Some are old, some new, some obvious, some obscure. Each one is important enough to some group of people to be codified and passed down through the years. These are the ones that might be useful for gamers.
When was the last time you truly used, focused on, for any significant length of time, your imagination; your active, conscious, willful, artistic creativity, to get back in touch with that ability to appreciate the wonder that you yourself can create and bring forth, all from within yourself? Were you ever able to do that? Did you ever do that? Can you still do it? Do you do it when you game, as player or GM? Will you do it? Could this be missing from a lot of the newer, younger RPG'ers of today?
Having remembered our first character’s, how many remember your favorite love? That character that will always travel with you in stories to every game session? The one that taught you how to role-play, or the one that brought the most laughs?
You fell victim to one of the classic blunders. The most famous is “Never get involved in a land war in Asia.” But only slightly less well known is this: “Never go in against a Sicilian when death is on the line.”
An article that debates the matters of childhood in fantasy RPG’s in relation to the Player Characters.
In the World of Star Trek," authored by David Gerrold, Gene Roddenberry explains how a central character trying to solve one or more needs builds drama into any type of story.
This is devoted to those common problems facing a GM. How do you get enough players? What do you do when there is a bad atmosphere within the group?
Everyone, please post those tips and tricks that come to mind. There is no one true solution. Different GMs, different solutions.
Quick effective tips on making adventure design and gming a little easier.
Starting a Campaign the MoonHunter way, what more is there to say?
Ok, there is no real place to put this but I think it needs to be said and put up here for everyone to view. This is not for gaming terms, it is not how to view rules or your gamers better. But it is an idea on how to respect your fellow Strolenites.
I am not a normal fantasy GM. If a player is delving through a dark tomb searching for loot in my campaign, he is probably on a fruitless quest. I dislike the dungeon crawl. I have since the earliest years of DnD. I mean where in Tolkein did they really crawl through a dungeon or other tomb/ place of mystery?
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).