Archive for the ‘Players’ Category

Melodramatic Licence: Drama in RPGs

I thought I’d talk a bit about Drama vs Melodrama and how the two function in an RPG. This subject came to mind when reading “Hooked” by Les Edgerton, a book which I would not recommend for most aspiring authors because the author defines “good writing” as something suitable only for general fiction and posessing [...]

Leave a Comment

Bringing on the next generation, Part Two: Gamemaster Mentors

In many respects, it’s easier being a player than a GM. Since the player determines the personality of the character, as well as what the character says and does, there is in fact no ‘right way’ or ‘wrong way’ to roleplay any given character – only ‘better’ or ‘worse’. It’s a bit like being able [...]

Comments (5)

Bringing on the next generation, Part One: Player Peers

I’d like to start this blog with a shout-out to an old buddy of mine named Chris Mount, for reasons that will become obvious as it proceeds. When I first discovered roleplaying, Chris was the guy who taught me how to play. Without his guidance, I would never have amassed sufficient expertise and experience to [...]

Comments (8)

The Perils Of Prophecy: Avoiding the Plot Locomotive

Prophecies and prophetic visions are a staple of just about every game genre (even in Western Campaigns, the Indian Medicine Men might have them).
GMs like using prophecies for a number of reasons:

They impart a sense of wonder to the campaign
They confer the impression of a wider universe around the PCs
They show the players that the [...]

Comments (10)

A Grand Conclusion: Thinking about a big finish

I know I’ve written about this before (An Epic Confusion, Or How To Stage A Blockbuster Finish), but I’ve been thinking some more about big finishes to campaigns, prompted by the fact that my superhero campaign is currently in what I hope turns out to be an epic conclusion. As I developed this final scenario, [...]

Comments (9)

Two ways to play: Roleplaying and Rollplaying

This is always a controversial subject, and one that I was already contemplating a blog post discussing, when Johnn added the following to last week’s Roleplaying Tips:

RPT reader Brock writes:
I enjoy good role-play and developing my character’s personality. To me, that is still the primary reason I play RPGs.
On the other hand, I understand the [...]

Comments (8)

Dark Shadows – Focussing On Alignment, Part 5 of 5

This entry is part 5 in the series Focussing On Alignment

This post is the end of a long road! It started with a guest article by Garry Stahl, “The Conundrum Of Alignment”. Parts two and three highlighted what I believe to be the causes of the problems Garry identified, and provided an alternative perspective on Alignment that turned it into one of the most useful [...]

Comments (3)

A Neccessary Evil? – Focussing On Alignment, Part 2 of 5

This entry is part 2 in the series Focussing On Alignment

Garry’s Article, The Conundrum Of Alignment, which appears as part one of this series, raised some excellent points. I agree with many of them, and felt that further discussion – and an alternative point of view – was merited, since I had reached radically different conclusions from much the same foundations. In parts 2 & [...]

Comments (2)

Ask The GMs: PC Choices and Consequences

How can you make the players feel like their actions have an impact on the world?

Sometimes, the simplest questions have the most complicated or profound answers. So it was with some trepidation that we’ve approached this question, which was asked virtually exactly as it’s quoted at the head of this article.
The short answer is, you [...]

Comments (10)

Legendary Achievements: Colouring Your Campaign with Anecdote and Legend

A few years ago, one of my players asked me why I had the Guinness Book Of Records amongst my RPG referance materials, and I told him that it was an essential source of colour for my campaigns. This puzzled him somewhat, because while he could see the applicability to a modern-day campaign, he knew [...]

Comments (12)