Archive for the ‘NPCs & Villains & Monsters’ Category

The Robber’s End (and other establishments)

This entry is part 3 in the series Mike's Fantasy Tavern/Inn Generator

This entry is part 3 in the series Mike’s Fantasy Tavern/Inn GeneratorPart one of this series used six tables to define the physical properties of a tavern (no guest accommodations) or inn (with guest accommodations), plus – because the modifiers needed were at hand – the meals provided by the kitchens. Part two used another […]

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The Spotted Parrot (and other establishments)

This entry is part 2 in the series Mike's Fantasy Tavern/Inn Generator

This entry is part 2 in the series Mike’s Fantasy Tavern/Inn Generator In part one of this series, six tables (and one set of subtables) defined the physical properties of a tavern (no guest accommodations) or inn (with guest accommodations), plus – because the modifiers needed were at hand – the meals provided by the […]

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The Secret Arsenal Of Accents

How do you work accents into your speech patterns for voicing NPCs? I have three techniques that I use repeatedly, and two general principles that I rely on continuously. Today’s article is going to look at these five secret weapons in my characterization arsenal (some of which I have described before, I must admit, though […]

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The Palomino and Fox (and other establishments)

This entry is part 1 in the series Mike's Fantasy Tavern/Inn Generator

This entry is part 1 in the series Mike’s Fantasy Tavern/Inn GeneratorThe Palomino and Fox and other establishments: Mike’s Fantasy Tavern Generator Pt 1 Preface As part of the series on Beginner GMs, I promised a Fantasy Tavern Generator after showing how you could start with one Tavern and ring in variation after variation as […]

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Tales from the front line: The Initiative Conflict

This entry is part 1 in the series Tales from the front line

This entry is part 1 in the series Tales from the front line I originally intended to present the Tavern Generator that I promised on Monday as today’s post, but it will take longer than I initially thought. Probably one more day of designing the tables and two days to format them – largely because […]

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Basics For Beginners (and the over-experienced) Pt 2: Creation

This entry is part 2 in the series Basics For Beginners (and the over-experienced)

This entry is part 2 in the series Basics For Beginners (and the over-experienced)I’ve been asked on more than one occasion what advice I would have for a beginning GM. It’s a question that troubled me; I’ve been GMing for so long that I thought I might have lost contact with the beginner. I have […]

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Basics For Beginners (and the over-experienced) Pt I: Beginnings

This entry is part 1 in the series Basics For Beginners (and the over-experienced)

This entry is part 1 in the series Basics For Beginners (and the over-experienced)Introduction A little while back, I was asked by someone what advice I would have for someone’s first attempt at being a Gamesmaster. Now, that subject takes in an awful lot of ground, but when I sat down and thought about it, […]

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Cinematic Combat Part 3 – The Absence Of Mechanics

This entry is part 3 in the series Cinematic Combat

This entry is part 3 in the series Cinematic Combat Why should the pace of gameplay be held hostage by combat mechanics? Anything else we can take or leave – we can assume success on any skill roll and get straight to the results. But combat? No – not unless we hand victories to the […]

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Traditional Interpretations and Rituals Of Culture

From time to time, I post thoughts on various subjects to twitter using the hashtag “#Musing”. I did just that a little while back – and then thought some more about what I had written and realized there were game implications/applications. The tweet said, “Traditions become empty when the meaning behind them is forgotten. We […]

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Cinematic Combat Part 2 – Damage Mechanics

This entry is part 2 in the series Cinematic Combat

This entry is part 2 in the series Cinematic CombatWhile merging all the tactical and attack mechanics into a single die roll, as described in part one, can greatly speed combat, there’s no reason to stop there. The next part of the combat sequence involves doing damage and may also require recording any losses of […]

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Cinematic Combat Part 1 – Attack Mechanics

This entry is part 1 in the series Cinematic Combat

This entry is part 1 in the series Cinematic Combat On any number of occasions, I’ve referred to using a Cinematic combat style instead of the “full treatment”, but I’ve never gone into detail of how I go about that. I’ve explained why, but never how. (just in case, I’ll recap “why” as we go […]

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Plunging Into Game Physics Pt 3: Tales From The Ether

This entry is part 3 in the series Plunging into Game Physics

This entry is part 3 in the series Plunging into Game PhysicsIn this series, I’ve been looking into the subject of Game Physics. Part one examined what a ‘game physics’ is, and what one can be used for. Part two focused in on one particular application, the generation and validation of House Rules. In this […]

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