Showing posts with label rollwithit. Show all posts
Showing posts with label rollwithit. Show all posts

Tuesday, 11 June 2019

Dynamic RPG Plotting Project

Image (cc) paganjesus
I'm the kind of person who likes to have a project, so I'm setting myself one right here.

For years I've been looking for a way to weave the player characters into engaging plots while still keeping prep low and flexibility high, and it finally feels like things are falling into place. My hobby project for the rest of this year [EDIT: now ongoing!] is going to be formalising my ideas and getting them down on paper. Electrons. Like so:
  1. How I Learned to Let Go and Embrace the Chaos
  2. Railroad / Sandbox / Other
  3. Reusability and Separation of Concern 
  4. Using a Grid for Plot Components
  5. Populating the Grid 
  6. Using the Grid for Planning 
  7. Reshuffling Items in the Grid 
  8. Example Campaign 
Sounds manageable, and by the end I'll know if it works or not. Hope you'll follow along. I'll be using this post as an index as I go and post a retrospective at the end, wish me luck!

Wednesday, 29 May 2019

On DMing, or How I Learned to Let Go and Embrace the Chaos

Image (cc) Kridily
Dungeons & Dragons is a bad game.*  Bad naughty.  It's irresponsible in that it doesn't show us how to be Dungeon Masters - my favourite term for which is Apocalypse World's "MC" as we are, after all, Master of Ceremonies above all else.

D&D teaches us to build encounters, but not how to build stories and worlds.  It teaches us to think in terms of probabilities and not stakes.  I learnt to DM on 4e and I've spent maybe a decade unlearning how it was presented to me then.  It took Stars Without Number and Dungeon World to open my eyes to how a game could be run.

Sunday, 3 April 2011

Rollin' with it: Piratical feats 'n' treats

Arrrgh! | PiratesImage (cc) Joriel "Joz" Jimenez via Flickr
Yarr!  My Freeport game for Pathfinder is gathering speed - in my head at least.  I've been reading through the Pirate's Guide and getting a handle on the wheels rolling behind the setting.

E6 games need feats, so I got some Combat, Subterfuge and Immediate Action feats from Genuis Guide to keep my players (and NPCs) up to speed.  The "Immediate Action" feats are pretty cool, essentially providing more options for Attacks of Opportunity - throwing weapons and all sorts.

Wednesday, 23 March 2011

Rollin' with it: A place to call home...


First decision made:  I'll be running Pathfinder in Epic 6 mode because at least I know what I'm doing and I know my players like the system.

I'll also be going miniatureless - which is unusual for me, but worked well in Alternity and saves a lot of mini-and-map-related hassle!  Go go Gadget imagination.

Second decison made:  We'll be playing in Freeport, for multiple reasons:

Sunday, 20 March 2011

Rollin' with it: The Zero-Prep GM Challenge!


The plan, following my jaunt into free-flowing GammaWorld goodness, is to structure my game-mastering so that:
  • There is no "Adventure Path Railroad" my players have to follow, but there is still structure and plot.
  • The heroes can choose their sides and actions without having to worry about derailing the abovementioned plot-train.
  • I have minimal prep for each adventure / story arc, and can easily take the game wherever the players choose.
  • We can roll dice, have fun, and tell stories without anyone having to write (or, for that matter, READ) pages of story and fluff that may not end up being relevant to the story anyway.  See points 1 and 2.

Saturday, 12 March 2011

Rollin' with it: Lessons learnt from GammaWorld...

...or: The ongoing Misadventures of Murtt and Bugeye.

My GW campaign is on hiatus - we've rotated DM, which means I get to play. Yay!  We'll be playing Pathfinder, but that's irrelevant...  I've been thinking about this for a while, as GW has been zero-prep for me over the last month, but still satisfying and great fun to run.

SO: What have I learnt from running Gamma World?

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