Non-player character

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Welcome back!

This post was inspired by a post at the KORE rpg blog about the topic. And it got me thinking, which is sometimes not a good thing…

monk_bwReligion is definitely one of those hot buttons in the real world, like sex, money, politics, and many other hot buttons. As soon as you breach the subject however, some people want to either convert you or condemn you – and neither option really appeals to me.

I’m an atheistic-leaning agnostic… or an agnostic-leaning atheist. Just depends on the day. From my point of view, religion is a good thing for a lot of people, so I don’t make a fuss about it. If you want to talk to me about religion, that’s fine – but I don’t like being preached to. Just a personal thing. The door-to-door folks concerned with saving my soul should just move along. (I’m nice about it, but don’t want to waste their time or mine.)

What’s funny is that it’s also not one of the things I typically think about in my roleplaying. I’m more likely to play a cleric or priest as an NPC than a PC, which goes along with my leaning towards creating worlds with conflict these days.

My Immortals’ Wake setting has a church – the Church of the Mother – that has been twisted in the last thousand years to preach a message of no tolerance. History in the real world shows that many faiths have had issues with tolerating views other than their own. And I wanted to bring that aspect into my setting.

And, as with all things, there are those people within the Church who are more liberal in their views of brotherhood than others. A militant arm has sworn to destroy a group of so-called “demons” simply because they are an affront to what they believe. Other groups within the Church are more tolerant of the “demons” and even helps them from time to time.

However, priests in my games tend to be focused on the personal aspects of the mortal condition – helping the sick and poor, aiding those seeking sanctuary, providing spiritual guidance, and so on – not just the traditional D&D cleric point of view as far as mobile MASH and holy smash unit. As mentioned, there are militants in the Church of the Mother who certainly focus on what they think of as fighting the good fight. But most priests would rather tend to their flocks than fight I think.

As such, my priest NPCs tend to be more philosophers and scholars than weapon-wielding crusaders of faith. They’re more likely to talk you to death than beat you with a blessed club. These folks are also just as likely to be warped by greed or lust as any other mortal, so they may not be the paragons of virtue they’re made out to be. They’re simply men and women doing a job they believe in (or want you to believe in).

This is not to say that they don’t apply their healing abilities to those who need them. Nor do they stray away from praying regularly to the focus of their devotion. And miracles do happen. But these are mortal representatives of their faith who only rarely become vessels to the divine power of their gods.

When you bring in the whole wizard vs. cleric debate and wonder whether a priest might directly oppose a wizard and try to have them lynched. Many priests would decry that wizardry is evil and therefore should be destroyed. But many others would state that if their divine hosts could work miracles through the faithful, why would they allow magicians of other types not to exist? What’s to say that the wizard isn’t working divine miracles of his or her own and simply doesn’t appreciate the divine side of the equation?

A priest whose power base is threatened might turn his flock against a rival wizard, but that would erode his power base. The wizard would most likely fall to greater numbers eventually, but how many members of the priest’s flock would die first? Wouldn’t that give them pause?

So there is definitely room for religion in my games. I’ve only had one player ever convincingly play a priest in a campaign I ran. But I’m always hoping for another!

How do you use religion in your fantasy games? Is it a force to be reckoned with?

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Another week of awesome posts in the gaming blog community means I’m back with a new list of links for Friday!

Hope everyone had a great Thanksgiving (if they celebrated) and is looking forward to some happy holidays. Winter has finally arrived in Colorado (with most of this week spent near zero degrees fahrenheit), so even I’m starting to think about Christmas.

Friday Links Banner 150x150But I digress. :)

Here are a few posts to contemplate when winter weather hits in your neck of the woods:

  • In the “Not Necessarily from This Week” category, we have “Fistfull of Lead: All the Monsters on a Budget” from Jonathan Drain over at Kobold Quarterly. The article tells us where to procure a solid collection of miniatures for your gaming pleasure. Everything from humanoids and skeletons to demons and insects is included in this mix and match collection for a bit over $100 US. Not bad!
    http://www.koboldquarterly.com/k/article3132.php
  • Is Chivalry dead? The RPG Athenaeum offers some suggestions on how to bring knightly orders into your game in “Chivalry doesn’t have to be dead…” The tips on designing a knightly order are very cool – including what to do if a knight fails to live up to the code. As someone who’s designed a few knightly orders, I wish I’d had these tips when I was writing them. :)
    http://rpgathenaeum.wordpress.com/2009/11/27/chivalry-doesnt-have-to-be-dead-use-knightly-orders-in-your-game/
  • Also from the RPG Athenaeum, we have “Flesh out your hero with an anecdote or two,” which offers some awesome suggestions on quirks for characters that might not have occurred to you. The article covers things like quirky appearance bits, emotional bits such as memories that surface during certain conditions, or unique phrases from their adventures or where they grew up. Cool stuff to consider for NPCs as well as PCs I think!
    http://rpgathenaeum.wordpress.com/2009/11/28/flesh-out-your-hero-with-an-anecdote-or-two/
  • From Abstract XP, we have an article on “Writing effective setting in adventures (part three)”. Weather is one of those things I never get right in campaigns, from what it should be from a seasonal perspective or what it should be from a geographic perspective… So tips and hints for using weather in an adventure is quite welcome. And when you add in tips for avoiding cliche’s and bringing in culture, the article starts overflowing with ideas!
    http://abstractxp.wordpress.com/2009/11/29/writing-effective-setting-in-adventures-part-three/
  • Rob Lang over at The Free RPG Blog brings up some intriguing ideas about making fantasy RPG rules into something that doesn’t fall flat in “How to turn your stock fantasy RPG into a unique delight.” As someone who’s trying to make a generic RPG and start with the fantasy aspects, this was particularly well timed. By not only going back to the source of fantasy ideas – fiction, myth, and folklore – but researching games and other mechanics to borrow ideas here and there to add crunch to otherwise not crunchy bits, I may have enough ideas to finish something soon. :) Thanks Rob!
    http://www.thefreerpgblog.com/2009/12/how-to-turn-your-stock-fantasy-rpg-into.html
  • Ravyn at Exchange of Realities proposes three ways to think about solving problems in “Three Problem-Solving Question Sequences.” And though this was meant for gamers, I might actually suggest it to my daughters as ways to approach many different things in life. It’s hard to argue with “What do I have and how can I use it?”, “What do I want and what do I have that can help me get it?”, and “What could solve this problem and how could I get it?” Although they all pose similar questions, it’s HOW they’re asked that’s the key… Very though provoking!!
    http://exchangeofrealities.today.com/2009/12/01/three-problem-solving-question-sequences/
  • And lastly, we have a throwback to an earlier time for me… This picture of Orcus from the Lord of the Green Dragons just made me smile as I thought back to my youth and the early days of playing D&D. Good times. Does it reflect poorly on me when I think back on a big demon prince as a symbol of my youth? Maybe. :)
    http://lordofthegreendragons.blogspot.com/2009/12/old-school-orcus.html

Thanks to everyone who wrote the articles above and to the many more I have yet to read on the various RPG blogs I follow.

Have a great weekend!

–Fitz

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Sorry I’ve been a bit lacking in the posts arena lately. I’ve been doing a great deal of thinking about how to move forward.

Question MarksWith the great, constructive feedback from the October 2009 playtest session of the Moebius Adventures system, it became painfully clear it was time to rethink things. Each player at that session had constructive criticisms of various aspects of the rules, from character generation and presentation to skill resolution and combat. Though we had a good time despite the rules, I was left wondering about the future of the game.

Moebius Adventures was born in the mid-1990s when a friend (Sean Bindel) and I took a hard look at the games we’d been playing.

Like many gamers, we’d played with a number of systems in college and before. We had a great time with a campaign set based loosely on the Temple of Elemental Evil from TSR, but we used the Palladium Fantasy Roleplaying Game as our system. Add in some serious time playing the d6 Star Wars RPG, Call of Cthulhu, Mechwarrior, and even a little Dungeons & Dragons, 2nd Edition, and that about summed it up. And after college, we were playing in a Vampire: The Masquerade game and decided we wanted to get back to the fantasy roots we both started with.

The Moebius Adventures system started out as an exercise in discovering what qualities we wanted to see in a RPG rules system. We modeled it a bit after the Palladium FRPG (1st edition) and Dungeons & Dragons and set to work adding our own spin. The result was first published in 1997 and then in revised form in 2007. And it was the edition from 2007 that we playtested in October of this year.

Though painful, I would say it was incredibly valuable to have seen the game through fresh eyes with this recent playtest session. Almost immediately after, I started working on a slimmed down set of rules that would provide (1) quick character creation, (2) quicker skill and combat resolution, and (3) enough freedom to do all that I was looking at for a cross-genre universal system.

I believe I’ve met that goal and hope to do some playtesting in the next few months as I get more details written up and considered.

My problem now is deciding what to do about this predicament. I have a ton of ideas for free-form magic, super-hero abilities, as well as ways to integrate technology for modern and futuristic settings. And I have three entire settings from which to pull potential setting or adventure products from. But without a simple, consistent, and open system to use, I’m at a bit of an impasse. In my mind, I can’t create system-less modules or settings without having some way of modeling a consistent way to describe NPCs, monsters, items, and so on.

Am I simply over-thinking this? Obviously there are many companies and writers coming up with great RPG materials and I’m not the only one who’s run into this.

Can anyone point out some companies that are doing this already and how they’ve overcome this hurdle (that’s most likely entirely in my head)? Any and all feedback would be greatly appreciated.

Thanks.

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Hi all!

Along with many other folks, I had an opportunity to check out the Fall 2009 issue of Kobold Quarterly in October… And I’m just now getting back to writing up the review. But here I am!

I have to admit that I’d only seen one other issue of the magazine a couple of years ago and though I was impressed, I wasn’t blown away. This time it hit me more like the old Dungeon or Dragon magazines of yore and from the cover on I was hooked. Not only does it have great art to capture your attention, but the content covers everything from vampires to the myth of the Philosopher’s Stone and far beyond.

Kobold Quarterly, Fall 2009, Issue 11As with many magazines, there are quite a few ads – but I’m guessing KQ (like many other magazines) uses ad- and subscription-revenues to keep providing us great content every quarter. On the plus side, most of the ads are well designed, colorful, and definitely meant for the target audience (of which I’m definitely a member).

The issue starts off with “A Broken Mind – Sanity and Mental Disorders” by Scott Gable – and I love the idea of merging in sanity rules with D&D. Ever since I played Call of Cthulhu in college, I’ve been fascinated by usually slow (sometimes quick) slide to madness that can occasionally overcome a character. Gable’s mechanic of adding “Mind” as a 7th ability score and a pool of sanity works great to bring in the dark overtones of a world where mortals are not meant to experience everything the world might throw at them… And I just love describing a character’s sanity points as “the currency of madness”… [insert evil laughter here]

Gable’s article presents not only the base mechanic for sanity, but how to use it (and lose it) as the character reacts to the bizarre things an evil GM might throw at his or her players. Having lost my sanity in CoC long ago, I remember going Berserk and killing the rest of my party, so I was pleased to see that slip into the list of “Temporary Insanities”. And among the “Indefinite Insanities” you have things like Fear, Obsession, and Paranoia – a trifecta of mental illness sure to cause a player to stretch some roleplaying skills!

Another great article is “Howling Werebeasts – How to Play Lycanthropes as PCs” by John E. Ling, Jr., which covers a bit of the history of Lycanthropy and how to integrate it into a game. Unless you’re playing White Wolf’s Werewolf, I think the templates covered presents both sides of the were-beast picture. As a player, you must take the bad with the good. It hurts to change. People will react to you differently. And it requires a it of work on your part. As a GM, it offers logical responses to how to work it into a game without throwing the balance off.

What I really liked about the article was how it broke the Wererat, Werewolf, and Werebear into actual, playable characters. I don’t think I want to play one soon, but it might be something to consider as a NPC should I need to throw some PCs a curve ball. And once you’ve introduced it as an NPC it’s not too much of a stretch to see your PCs get infected… [insert more evil laughter here]

The other articles in the magazine are just as good, covering the “Ecology of the Vampire,” “Uvandir: The Pride of Craftsmen” (great details about dwarven life), “Running Across the Screen (A GM Roundtable)” (great roundtable interview with 16 GMs!), and more. The book reviews were also welcome, presenting a few fantasy and science-fiction titles that might inspire GMs and Players alike.

In 82 pages you get a bit of everything, which is awesome. Be sure to check it out at KoboldQuarterly.com today!

Looks like I’m going to have to break out my wallet and purchase a subscription just in time for the holidays. :)

–Fitz

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Hi all…

As my contribution to the RPG Gamer Network’s Small Press Week, here’s my review of Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1.

small-press-weekAs a lifetime player and gamemaster of tabletop roleplaying games (RPGs), I’m constantly amazed at the amount of passion, knowledge, and depth of other members of this collective of people who play RPGs. There are players that might as well be actors with as deeply as they get immersed in their characters. There are gamemasters (GMs) who know not only the art of story construction, but how to keep campaigns alive for years by constantly changing things up.

And then there are people like me. I straddle between the two camps, or at least try to, gleaning what I can from experts on both sides of the divide. I try my hand at writing roleplaying games, playing myself, and hopefully soon starting to GM again.

So when I come across new resources such as Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1, I am blown away by the creativity and imagination bound up within. There are countless roleplaying blogs now, and Open Game Table aims to collect some of the finest blog articles from 2008. The articles may have been dusted off, edited, and illustrated to make them shinier, but they are the same thoughts that appeared on the internet first.

Jonathan Jacobs runs a blog known as The Core Mechanic and participates in a network of roleplaying bloggers known as the RPG Bloggers Network. And it’s many of the writers from that network that grace the pages of this first volume of what I hope will be many.

Jacobs and the other editors have arranged the book into broad chapters – Play Style, Game Play, Characters & Players, Monsters & NPCs, and so on. Each chapter collects a number of articles on the broad themes for that chapter. I have to say that with the sheer number of authors, pages, articles, and words, there were bound to be a few typos here and there, but they were all extremely minor and never caused any issues.

Some of my favorite content includes:

  • “Giving the Players a Reason to Enjoy the Campaign” by Brandon Daggerhart from Turtles all the Way Down – actually ASK the players about their characters and get them involved in the campaign earlier in a more interactive way.
  • “Extreme Makeover: Tavern Edition” by Stephen Dewey from Musings of the Chatty DM – so you’ve got a ratty old tavern in your campaign… maybe it needs some atmosphere, better descriptions of the food, or a gimmick?
  • “The Adventure Funnel” by Andrew Reyes from I Waste the Buddha with my Crossbow provides a stone simple way to focus your adventure ideas and funnel them into a complete experience – including the idea, obstacles, details, assistance and rewards

This is just a sampling of the many, many great, thought-provoking articles throughout this collection. What’s exciting about this is that it’s just volume 1! The potential is here to produce volumes of this sort of content as long as people are playing roleplaying games and blogging about them.

I have to commend Jacobs and the many authors and editors for putting together such a quality product. Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1 should be on the “want list” of all gamers, whether you’re a player, a GM, or a writer. Order your copy from Lulu today as a hardcopy or PDF or check out RPGNow.com! (Jacobs also let me know that the book was picked up by Studio2Publishing, and is now in retail distribution so you should be able to pick up a copy from your friendly local gaming shop!

–Fitz

p.s. You can also order it from Amazon:

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For this month’s Blog Carnival, I thought I’d throw some different ideas out there about an alternative to the simple alignment grid…

Though I understand the attraction of a simple alignment scheme for some games, I’ve always been fascinated by the gray area. Rarely will you find anyone who has a perfect moral compass. As Citizen G’Kar said once in an episode of Babylon 5 – “The universe is run by the complex interweaving of three elements. Energy, matter, and enlightened self-interest.”

yinyangIt’s that “enlightened self-interest” that motivates even the most well-intentioned individual.

What is alignment? A character’s alignment generally describes how the character perceives moral choices in their world. Are they really good? Really evil? Or somewhere in-between?

Though extremes may be interesting experiments in roleplaying, I find that most player characters tend to fall in the Chaotic or Neutral camps, using their judgment to decide whether to do good or evil or obey the laws. It’s that gray area between good and evil that most of us reside in – using the context of the decision to help us make those crucial decisions.

It’s in the spirit of the “gray” that for the Moebius Adventures system we created an alternative to the traditional good, neutral, and evil alignments – Morality and Virtue – to measure character behavior a bit differently.

Morality indicates how a character views right and wrong. Virtue reflects a character’s attitude to pain – do they ease pain or cause it? Together the two scales help define how a character can gauge decisions.

RPGBlogCarnivalLogocopyWhat are morals? Morals are principles or standards relating to a system governing right and wrong behavior in the universe. Codes of morality provide frameworks that benefit an individual or group if used properly.

What is Virtue? Virtue represents the mortal drive to ease or cause pain and suffering in themselves and others. Someone’s virtue isn’t determined by how they perceive the pain they inflict or receive, but in how they deal with that pain.

So by now you’re wondering how the heck any of this could be playable… And I agree, it gets a bit philosophically deep. But as with alignments, we’re talking about rough guidelines for PC behavior. Evil may be just another way of saying that an individual is immoral and likes causing pain.

But what happens when a character (PC or NPC) strongly believes in their morality, is ok with a certain amount of pain caused to others, and yet is opposed to the social or natural order of the world? Does that make them evil? Or does it make them good? It all depends on the context of a particular decision, doesn’t it? The player or GM has to weigh the decision of the character based on the circumstances around them – just like in life.

It makes things a bit more interesting anyway.

The next couple of posts will go into more detail about how we use Morality and Virtue in-game and then how to work through some different situations.

Until next time,

–Fitz

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Hi all…

Once again, the RPG community presents not only creative ideas, but thought-provoking material that crosses genres and systems. I’m always impressed by the collective knowledge in the RPG blogosphere and this week was no different.

Friday Links

Hopefully I can finish a couple of posts over the weekend about my own take on morality in RPGs, as we had a bit different perspective for the Moebius Adventures system.

But here’s what you came for… the Friday Links!

  • Gnome Stew’s Matthew Neagley has increased the paranoia tenfold against the little races of fantasy roleplaying games. Gnomes are being called out as sneaky, dangerous, and effective enemies under the right conditions and damn if they don’t have some great ideas in the comments too – Gnometroopers and Gnome-jas are now going to be added to my own repertoire of evil!
    http://www.gnomestew.com/gming-advice/gnomes-do-really-bad-really-good
  • In the “Why don’t I have one of these in my dungeon” category, we have the Obelisk of Undeath from the RPG Dumping Ground. I will definitely be investing in some necromancer swag and hiring some undead guardians soon!
    http://rpgdump.blogspot.com/2009/10/obelisk-of-undeath.html
  • As a fan of the old MechWarrior RPG (1st ed), I was shocked and surprised to see a simplified version of the rules boiled down to 6 pages. Amazing. Chgowiz of Chgowiz’s Old Guy RPG Blog has done a great job pulling these together. I’d be curious to see how they play. Luckily I have a friend moving nearby in a few months that was my old MW GM in College. We might have to give them a shot!
    http://oldguyrpg.blogspot.com/2009/10/announcing-micromw.html
  • Taichara over at A Hamster Hoard of Dungeons and Dragons has a handful of NPCs for our GMing pleasure – extras if you will to populate your world with some people with character. I love the little touches. Great post!
    http://hamsterhoard.blogspot.com/2009/10/handful-of-npcs.html
  • I’m just getting back to GMing after a long dry spell and it’s good to know what to avoid as I get started again… So seeing the Top Ten Ways to Know Your Campaign Sucks is a good refresher course from Rule of the Dice. When the only thing the players remember is the pizza, something has to be wrong…
    http://www.ruleofthedice.com/2009/10/top-ten-ways-to-know-your-campaign.html
  • In the “bizarre, but strangely compelling” category we have Spenser Idahl’s adventure hook “Sunday Hooks – Beetle Juice Edition” from Rocks Fall, Everyone Dies. Reminds me a bit of The Mummy with Brendan Frazer, but I have to say it’s always creepy when an NPC dissolves into a swarm of bugs! Ack!
    http://www.rocksfallblog.com/2009/10/sunday-hooks-beetle-juice-edition.html
  • From Troll and Flame, we have a well thought out revamping of a magic system. I too have been obsessed lately with magic systems, so this is a timely post for me. And the author came up with a similar pattern to what I’m probably going to do with Moebius Adventures – each type of magic user has a slightly different bent. There are similarities and commonalities, but one mage doesn’t have to be the same as every other. I like the division between Mage, Sorcerer, Wyrd (Runes), Staff wizards, etc. Great food for thought.
    http://trollandflame.blogspot.com/2009/10/magical-monday-magic-yeah-we-got-some.html
  • From allgeektout, we have a thought that I’m not sure why didn’t occur to me until now… Using top ten lists to shape expectations for a project and deciding what to emphasize… Oh duh! The author provides a sample for his Six Seas setting, listing 10 things you need to know about the six seas… http://allgeektout.com/2009/10/12/10-things-you-need-to-know-part-1/
  • In the current RPG Blog Carnival on morality in games, Jade on Evil Machinations brings up some interesting crunch to consider for ourselves and our characters. We can’t purge our dark sides, but we can be aware of them. And as Jade says, RPGs provide an outlet for our shadow selves to assert themselves safely.
    http://www.rpggm.com/blog/2009/10/12/dancing-with-the-dark/

Awesome posts and I’m sure there were many more this past week!

Have a great weekend!

–Fitz

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Hi all!

I’m going to be gone tomorrow, so I thought I’d post my Friday Links a day early. Yes, it might warp the time-space continuum, but oh well. No worse than the large hadron collider. :)

  • Friday LinksUnique Tavern Encounters from the Bard of Valiant. You know when you read the first thing in a list of 11 and laugh out loud, it’s probably going to be a good list. This one is. I absolutely love the visual of having a bunch of burly tavern-goers drinking their grog though a straw!
    http://www.bardofvaliant.com/2009/10/unique-tavern-encounters/
  • From Held Action, we have a brief description of Spirit Mimics, such as the woman behind the counter in a diner that may never have existed. To me this is a great idea to use sparingly. The idea of a magic shop that moves around isn’t new, but maybe a phantom tavern that shifts from location to location with a unique set of NPCs. Would the PCs want to try and find it again?
    http://heldaction.wordpress.com/2009/10/06/phantom-diners/
  • Bigtime food for thought from the Emergence Design Weblog about making magic more mysterious. This is something I’m currently tinkering with in my own system and wondering about, so the timing is perfect. How do you balance the factors of game balance, rules, and knowledge to come up with something worth the PC’s time investigating?
    http://ruscumag.wordpress.com/2009/10/05/rpg-design-making-magic-mysterious/
  • In the “Things I Could Have Used a Few Years Ago” category (for a campaign based loosely on ancient Rome), Evil Machinations provides us with Roman names beyond Fred…
    http://www.rpggm.com/blog/2009/10/05/beyond-fred-roman-names-for-characters/
  • From Gnome Stew and John Arcadian comes “Johnny’s Five – Five Things About Your Game That Will Never Beat the Reality Test,” which really puts a damper on the “reality factor” of dungeon diving and adventuring in general. I think reality and the fun factor have to peacefully coexist, but there are aspects of the five things mentioned that I like to bring in now and then myself… such as having to drop a PC’s pack before going into a dungeon because the entrance is caved in and too small to get in. But who wants to have to deal with the eating and waste management portions during a game? Bring on the encounters and combat!
    http://www.gnomestew.com/johnnys-five/johnnys-five-five-things-about-your-game-that-will-never-beat-the-reality-test
  • From Akratic Wizardry, we have “The Duchy of Briz: Overview and Map,” which proves that you don’t have to have a huge setting location to find some adventure or story ideas. I love the fact that he worked in not only the history of the place, but provided hooks, such as the rumors of treasure in the cairns of Solan and the few who ever return from the hidden mounds of the dead. Great stuff!
    http://akraticwizardry.blogspot.com/2009/10/duchy-of-briz-overview-and-map-revised.html
  • From Gothridge Manor, we have some ideas on how to make Villages a bit more crunchy. Providing a bit of a skeleton for each village (max 4-5 sentences), makes a lot of sense to give you some ideas when the players get restless and want to stop in the next village for a drink… :)
    http://gothridgemanor.blogspot.com/2009/10/villages.html
  • From Bard of Valiant and Viriatha, we have some great things to consider for new characters. I especially like the idea of coming up with secrets for the character and passing one to the GM to pass to another player and coming up with the list of character traits!
    http://www.bardofvaliant.com/2009/10/8-new-character-tips/
  • In the wow category we have “Iconic Elements in Campaign Setting Design” from Badelaire at Tankards and Broadswords. I’m going to have to reconsider my own Immortals’ Wake and Phaedrus campaign settings with these iconic elements in mind. Great ideas.
    http://tankardsandbroadswords.blogspot.com/2009/10/iconic-elements-in-campaign-setting.html

So there you have it… Some wisdom from the blogosphere on all things roleplaying. :)

Have an awesome weekend!

–Fitz

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Hi all…

It’s time for another episode of the Friday Links! No, we’re not talking about golf here. We may however be talking about chain mail, perhaps a ball and chain, or just another link in the chain… Wow, it just gets worse from there.

Anyhow… Here’s the list of interesting links I found this week while perusing the ‘net…

There were many more great articles this week, but I’m sure there will be just as many next week.

Thanks to all the great article authors on all these wonderful blogs. It’s all great food for thought and my brain is always hungry. :)

Have a great weekend!

–Fitz

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