The new D&D Gamma World game is a crash course on reskinning. Character creation, from concept to equipment, is a real-world exercise in putting your imagination’s images over a mechanical chassis in a simple game. Sections in the rules cover the process, from the “Reconciling Contrary Origins” segment to the “What Does it Look Like?” sidebar on equipment.
The Architect DM: The Inverse Office Dungeon
I’d like to share an experiment with you, it’s something I’ve done to a minor extent and I believe it might be helpful to other people out there as well. Let’s say you find yourself in the situation where you need to design a dungeon and can’t think of how to do it, whether it’s a spur-of-the-moment situation or you’re just stumped while planning for next week’s game, you need a dungeon and can’t seem to figure out what to do.
Gamma World Actual Play: “Pax Extraterrestria” at DC Game Day
I picked up Gamma World last Thursday. I hadn’t intended to run it so soon, especially with DC Game Day over the weekend… and then fate intervened. My sunday morning game of Old School Hack was canceled on Saturday since the DM had something come up, and so I stepped up. None of the other players minded the switch, so life in Gamma Terra was on.
Chatty’s New York Trip Highlights, Part 1: NYCC and D&D
In which Chatty DM Phil starts telling you ALL about is New York Nerd trip. Well not all of it… just the crunchy parts. Enjoy!
Nerdy-Five
OMG I’M OLD. When did this happen? Why don’t birthdays feel like they used to when I was a kid? WHAT IS MY TAUNTAUN’S NAME?
Do the Evolution
What if we imagine the original D&D game as the evolutionary link between wargaming and modern roleplaying games of all sorts? Every derivative game has some part of the original, signs of its ancestry. Like with organisms, variations from the original are introduced in the process of creating a game. Further, more game “offspring” tend to be produced than the gaming environment can support. Traits that ensure survival in a given environment become more common in descendants.
Teaching RPGs, a Quick Retrospective
I’m off to New York City in a few hours to attend Comic Con 2010. One of my main activities over there will be to participate in the “Learn to Play D&D” experience at the Wizards of the Coast booth using the newly released Red Box.
Since I’m going to teach D&D to new (or returning) players, I thought it would be appropriate to do a little retrospective of the posts I wrote on the subject and those I found on the net.
Burlap Sex Alone Does Not A Relationship Make
Listen, BioWare. You know you’re the only development studio for me. It was never that your games were the prettiest. They’re nice, but you never made me save vs. pants-change like, say, God Of War 3. It was never that your gameplay is the smoothest or most innovative. Don’t get me wrong, Mass Effect 2 was a nice step up from its predecessor, with its powers and equipment systems all nicely overhauled and refined and that superfun mining minigame. That’s not why every BioWare game is a day one purchase for me. But you’re screwing up the main reason you’re awesome. Quit it.
Playing Essentials Again (and Again and Again)
In an attempt to quell my obsession with the new Essentials rules, I played several games and made up several characters. And boy are my arms tired.
The Architect DM: Fantasy Buildings 101
When it comes to designing locations and buildings, the DM/GM has a much more daunting task ahead of them than most players or even the DMs themselves realize. Thankfully in most of the RPGs we play and run it is far from crucial that the design of the world is 100% accurate and entirely believable. Most players are willing to suspend their disbelief to an incredible level and almost all DMs don’t really have the time to make sure every location they put into their game is believable. However, creating an environment that is believable can actually make your players lives easier because they will buy into the game on a more unconscious level. This added level of believability just might turn out to be the whole new layer of depth that your game needs.
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