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You are here: Home / Archives for Roleplaying Games

Burlap Sex Alone Does Not A Relationship Make

October 5, 2010 by Vanir

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.

Filed Under: Dire Flailings, Roleplaying Games, Science Fiction & Fantasy Genre, Video Games Tagged With: age, angry, baby, bioware, dlc, dragon, dragon age, morrigan, nickel and dime, pregnancy, pregnant, ps3, ripoff, value, wtf, xbox

Playing Essentials Again (and Again and Again)

October 1, 2010 by Shawn Merwin

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.

Filed Under: Know Your Roll, Roleplaying Games Tagged With: 4e, essentials, red box

Don’t Do As I Do

September 30, 2010 by dixontrimline

As it turns out, I’m a pretty terrible DM, and you can become dramatically better by simply avoiding everything I do, including telling stories and pursuing reality.

Filed Under: Editorial, Humor, Roleplaying Games Tagged With: DM advice

The Architect DM: Fantasy Buildings 101

September 29, 2010 by Bartoneus

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.

Filed Under: Featured, Roleplaying Games, The Architect DM Tagged With: architect dm, building, church, D&D, design, dnd, Dungeons and Dragons, fantasy, guard post, Location, roleplaying games, Roleplaying Games, temple, town hall, wall

Re-examining the Dungeon: Section, Factions and Fronts

September 24, 2010 by The Chatty DM

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.

Filed Under: Adventure Prep, Featured, Musings of the Chatty DM, Roleplaying Games Tagged With: 4e, adventure design, Apocalypse World, d&d 4e, DM advice, DM Toolbox, DM tools, dungeon design, Encounter Designs, Fronts, gm advice

Loss Builds Character

September 23, 2010 by Chris Sims

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.

Filed Under: Analysis Paralysis, Columns, Editorial, Featured, Newest Critical Hits, Roleplaying Games Tagged With: 4e, background, character advice, D&D, DM advice, loss, narrative

The Architect DM: Environment and Interaction

September 22, 2010 by Bartoneus

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.

Filed Under: Roleplaying Games, The Architect DM Tagged With: advice, architect dm, D&D, design, dnd, Dungeons and Dragons, environment, Roleplaying Games, roleplaying games

Tales of the Apocalypse, Part 4: Bloody Sunrise

September 22, 2010 by The Chatty DM

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.

Filed Under: Actual Play, Campaign Logs, Musings of the Chatty DM, Roleplaying Games Tagged With: Apocalypse World, Chatty's 2010-2011 campaigns, Chatty's year of Indie Games, indie games, indie rpg, Post-Apocalypse, Tropes, Vincent Baker

Review: “The Key of Fey”

September 22, 2010 by Linnaeus

Key of Fey, published by Emerald Press, is a GSL-licensed module for a party of first to third level Dungeons & Dragons, Fourth Edition characters. While Key of Fey can be played “straight” like any other adventure, it is designed for a mode of play the authour calls mercenary. At the beginning of Key of Fey, the PCs come (for their own, individual reasons, but on the same transport) to a town that has been overrun by orcs. Each character has severed ties to their previous lives, and they are drawn together by their common need for work and amoral willingness to take any opportunities that present themselves. This leads them into conflict with a Feywild-related cult and quite possibly leads them in over their heads.

Filed Under: Reviews, Roleplaying Games Tagged With: 4e, emerald press

What I Want from Published Adventures

September 20, 2010 by Mike Shea

With three years of weekly games, published adventures gave me the framework I needed when I wouldn’t have the time to write up my own campaign, but in some cases modifying them took as much time as building it myself. I’ve spent these three years seeing what worked well for me with these published adventures and what did not. Adventures, as written, do not give me exactly what I want.

Filed Under: Editorial, Featured, Roleplaying Games Tagged With: 4e, adventure design, adventure modules, E3, H1, published adventures

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  • Vanir

    Vanir is the sort of man who has openly wondered aloud about his own armor class in front of his own grandmother. Despite this, he has still managed to somehow become both married and a father. By day, he develops web applications. By night, web applications develop him.

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