Thursday, November 17, 2016

Tuesday, November 15, 2016

Taking a Break



Every now and then your carefully laid game night plans might fall through due to cancellations or unexpected circumstances. But that's okay! Sometimes it's best to roll with the changes and take some time off from the game table. Just like taking short breaks during a game session, taking breaks from gaming for a while isn't so bad. There are a number of ways that taking such a break can benefit you as a game runner and make your campaigns more enjoyable for yourself and your players.

First, it's a good way to prevent yourself from burning out on game mastering. Running a game is a labor intensive endeavor, and it can easily cause fatigue that will gradually effect the quality of your adventures. Don't be afraid to take a week off to relax and unwind. Put away your notes for a bit and let your mind reset and meditate. Don't stay at home during this whole time either. A change of scenery and some physical activity will do wonders for you creatively as well as holistically.

It's also a good way to suss out some future concepts and ideas for your game without the impending time crunch. Giving yourself an extra few days to prep for a game can make the difference between a rushed, sloppy session and something truly enjoyable.

Finally, it helps you prioritize your activities outside of the hobby, and can lead to opportunities to socialize outside your gaming activities as well. It's best not to be fixated on any single hobby or interest, tabletop gaming included. So don't be afraid of the next delay between game sessions, embrace the opportunity for a hiatus and channel it into something excellent!

Happy ventures!

Thursday, November 10, 2016

Faction Generator Table



For today's quick entry, allow me to share this faction generator that I initially created for a Mad Max styled apocalyptic setting. It could really be used for any number of settings to provide quick inspiration for a group or nationality to include in your campaign.

ROLL A D8 TO  DETERMINE FACTION TYPE

1-2 Civilized: A nation, a village, a citizen's group.
3-4 Barbaric: Savages, marauders, vandals. 
5 Religious: A church, cultists, theocracy.
6 Cultural: Based around a cultural tradition like a sport, an occupation, or a sacred animal.
7 Militaristic: Army, militia, peace corps.
8 Criminal: Pirates, gangsters, thieves guild.

ROLL A D6 TO DETERMINE FACTION'S DEGREE OF SETTLEMENT

1 Settled: Fixed to a specific point of origin, like a city or headquarters.
2 Nomadic: Travelling around the world, unbound to a single location.
3 Fringe: On the outskirts of society, or an underground organization. 
4 Unknown: A faction that is secretive and unknown to most of the world. 
5 Extinct: The remnants of a faction that has since fallen to destruction or the ravages of time.
6 Scattered: A group that is found in various areas, dispersed and disconnected.

Happy ventures!

Thursday, November 3, 2016

Puzzles: Moral Quandary Test



Today I'd like to share a fun role playing activity that is really fun to work into a campaign after the players have had some time to get to know each others' characters. This is basically a team-building activity that challenges the their observational skills as how well they have established their PC's characterization. It's comprised of a series of ethical dilemmas in which the answers are not always so cut and dry.

I often frame this challenge in conjunction with a magical device or item that is attuned to the morality of the player characters. In a campaign I ran in the Planescape setting, this was used as a means to calibrate a planar transit device, allowing the players to navigate between the various heavens and hells of the netherworld based on their moral understanding of one another.

So here's how it works. Read the question for the group. Have each player record their character's answer to question. This is the important part. They should answer the question as their character would, not like they would answer it themselves.

After going through all the questions and letting the players secretly record their actions, read the first question again. Point out the first player character and ask all the other PCs to guess what their answer to the question was. Then let that player reveal their answer. If more than half of the group guess correctly, then count one success. If not, then it is a failure. Don't let the players feel too bad about a failure, because it just provides an opportunity for dramatic revelations. The party members might not know as much about each other as they thought!

Continue this process for the rest of the questions. Keep in mind that I have included more questions than are necessary for you to do this activity, so you don't have to use them all. It can take a real long time to get through even a couple of questions with a decent sized game group. If the players score more successes than failures overall, they have won the challenge! If they fail, then some interesting and dramatic complication should befall them.

You see a fight between a policeman and a bystander
DO NOTHING
TAKE UP FOR THE BYSTANDER
HELP OUT THE COP
THREATEN BOTH

Each of these people from your community are threatened. You can only save one, the rest will be lost. What do you do?
A GREAT LEADER
YOURSELF
A RANDOM CHILD
YOUR MOTHER

While looking through a scroll in the library, you find a hidden treasure map. What do you do?
TAKE THE TREASURE
TURN IT IN TO THE LIBRARY SO THEY CAN USE THE FUNDS FOR THE COMMUNITY
FIND THE LAST ONE TO READ THE SCROLL AND RETURN THEIR LOST MAP
KILL EVERYONE ELSE WHO COULD HAVE READ THE SCROLL

You are in deep cover and asked to kill a man. What do you do?
REFUSE TO KILL, SACRIFICE YOURSELF TO HELP THE MAN ESCAPE
KILL THE MAN AND CONTINUE THE MISSION
TRY YOUR BEST TO RUN AWAY

The Barony has found some illegal contraband belonging to your son. Your spouse steps forward to take the fall and serve time for it. What do you do?
CLAIM IT IS YOURS
ADMIT IT IS YOUR SON’S
LET `YOUR SPOUSE MAKE THE CHOICE
RUN AWAY FROM THE LAW AND ATTEMPT TO START A NEW LIFE

There is a storm coming. What do you do?
LEAVE WITH YOUR FAMILY
SEND FAMILY AWAY, HELP THE COMMUNITY PREPARE
TRY TO CONVINCE YOUR FAMILY TO STAY AND HELP

You are in a ticking time bomb scenario. The bomber is a fanatic and would only confess if you resort to tortuous methods. What do you do?
DO IT
KEEP GRASPING FOR OTHER OPTIONS
KILL THEM IF THE BOMB GOES OFF

Tuesday, November 1, 2016

Campaign Lethality



When it comes to determining how to handle player character deaths in your campaign, there are a few factors to consider. First and foremost you will want to implement a level of lethality that your players can all agree that they are comfortable with. Some groups may like a very challenging game in which they are often at risk of losing a character. Others would prefer alternatives to permanent loss of their in-game avatar.

But another consideration to make is based on the genre and setting of your campaign. What kind of tone and atmosphere is it, and would it lend itself to that kind of high risk gameplay or not? This is also an important factor to consider when choosing an RPG game system and implementing your own custom rules. For instance, when I run the Song of Ice and Fire RPG for my game group, I tend to add minor house rules to make it slightly easier for player characters to fall in battle. My reason for this is that those familiar with the books and the Game of Thrones television series that the game is based on will also be familiar with their infamously fatalistic "anyone can die" mentality. In order to make the experience authentic, I allow for a greater likelihood of PC mortality than I would for other games that I run.

Conversely, I find player death to be seriously out of place in a classic superhero campaign. Comic book supers are notorious for never staying gone for long, and even getting to the point of death is extremely rare. So I would run these games in systems that allow for many other alternative results of the players' defeat.

When you sort these games by theme and genre, it becomes easier to see when you should imperil the lives of the player characters. Horror games are an example of a genre that is typically very lethal, whereas comedy games rarely have such stakes. Narrative-heavy games often place the choice in the hands of the player, allowing them to choose when their character dramatically falls or survives to face some other consequence. Killing or sparing a player character in the wrong circumstances can really undermine the tone of your campaign, so be very sure you know what your players are expecting from the game, and that you have already decided how perilous things will get.

Happy ventures!