I lost my grandmother yesterday. She was 83 years old and one of the most awesome people I’ve ever known. Everything I write seems terribly inadequate, but I do want to try and share how important she was to me and who I’d eventually become.
Re-examining the Dungeon: Section, Factions and Fronts
I think one of 4e’s problem is that the DM tools are now so structured, it becomes a hindrance for people with creativity issues to push through the proposed models and discover “new tech”. I know I’ve been having a hard time selling some of my weirder ideas like “Trap-Monster hybrids” and “The whole party stuck in the same body” because it seems people can’t see it done (or can’t afford the effort to squeeze the concept) in their 4e games.
Loss Builds Character
Loss shapes us. How one responds and moves on from loss can have a profound effect on the shape of one’s life in the near and far future. In this world, loss is inevitable but often without deep impact. We don’t live in a place where kobolds can eat our babies or a maniac can call up the avatar of the Mad God. Our characters do, though.
The Architect DM: Environment and Interaction
It’s been a few weeks since my last Architect DM post, but don’t worry the series will continue and there seems to be a lot of information to cover! In my last post I talked about function and playability of a location in a more general and meta sense, but what I originally started that post to discuss was the specifics of how the environment is experienced. One of the most crucial considerations when it comes to design in Architecture is the human experience of the environment, after all the buildings are designed by humans for our own use and appreciation.
Tales of the Apocalypse, Part 4: Bloody Sunrise
At this point, the players really got into what Vincent Baker told me Apocalypse World was all about: Loyalties in the face of crises. With the column of Hummers and APCs heading for Shanty Town, Thunder ordered his whole gang around to go defend the home base. Raven, sitting behind Thunder on his Hog, didn’t see it in the same light and we were subjected to a spat about the importance of protecting the many against going to help the truly meaningful.
Tales of the Apocalypse, Part 3: Prepping the Game
While Apocalypse World is a low prep RPG, it is by no means a no prep one. The game/author reminds us in no light terms to refrain from plotting out a story. Instead, the book provides a series of structured tools to build what’s called Fronts, templates of linked threats that loom around the PCs, trying to forward specific dark agendas the PCs may decide (or have no choice) to go against.
Essentially Unbalanced: For Better or Worse
Since everyone else is talking about Essentials, it is time to look at the new rules with regards to balance between character classes. In the brave new post-Essentials world of D&D, should we be striving for balance or avoiding it?
Playlist Design
I’ve thought for a while now that developing game concepts based on a random music playlist could lead to a useful creative exercise and a fun article. So I’ve grabbed five songs at random (but taken from my 4- and 5-star songs so I definitely know the content), ran with the first ideas they gave me, determined which type of tabletop game best suited the idea, and wrote a brief description. I’ll quote the songs when necessary to show what inspired me in them.
Solving The Sith Problem
For hundreds of thousands of years, the Jedi and the Sith have been at war. Billions have lost their lives. I say we can stop this cycle of needless violence without firing a shot.
Chatty’s Mailbag: Good Troll Hunting
Last week, I got an interesting email from M. asking advice about dealing with “That Guy”. Now contrary to the ones we discussed in that panel in Toronto, everything seems to indicate that M.’s guy is one to get the generic “you have to be the flexible one to fit him in your game” answer. Quite the contrary.
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