Tag Archive | "Role Playing Games"

The Order of the White Cloth is possibly the one human organization to profit greatly from the zombie apocalypse

Tuesday, February 23, 2010

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The Order of the White Cloth is possibly the one human organization to profit greatly from the zombie apocalypse

The Order of the White Cloth is possibly the one human organization to profit greatly from the zombie apocalypse. Shortly before the undead rose the Order was large but politically not a strong entity. When they found themselves spread throughout all of the human realms(with small temples in several Elven and Dwarven cities as well) though their spiritual leader High Priest Dain seized the opportunity. He immediately communicated to all of his subordinates that they were to spare no effort in driving back the undead hordes and saving what they could of any settlements they found themselves in.

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Magic users and the death of a world

Wednesday, February 10, 2010

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Magic users and the death of a world

Magic users have little freedom in this new world. Sorcerers, always rare, have all but vanished. Wizards, those who seek the magical arts through learning, have only three choices open to them. Become slaves to the Order of the White Cloth, become renegade and die by their hands along with all of those you love, or hide the powers of magic deeply and vanish into a solitary existence.

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10 things I’ve learned about world building in role playing games

Friday, February 5, 2010

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10 things I’ve learned about world building in role playing games

1. Shouting "This is MY world bitches!" at your players is not acceptable. Particularly when one of your players is also your wife.

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What to do when your PC’s go somewhere you hadn’t planned

Tuesday, December 1, 2009

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What to do when your PC’s go somewhere you hadn’t planned

I’ve found that it’s really impossible to account for even half of exactly what your party will do.  Oftentimes they don’t mean to go off narrative they just didn’t realize which direction you had intended them to go.  There’s nothing wrong with this, but you do have to be prepared.  Just because the party has [...]

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Making Interesting Side Quests

Tuesday, November 17, 2009

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Making Interesting Side Quests

I've found that PC's don't generally want to constantly be focusing on the main story line of the game. They like a change of pace, a chance to have some quick fun. So what makes a fun side quest?

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Building Cities

Tuesday, November 3, 2009

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Building Cities

In most world building scenarios your players will end up in cities frequently and if you don’t do enough prep work all your cities can end up looking about the same.  There are many different GMing philosophies on this but I’m going to share what’s worked for me. When I first started I tried to map [...]

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Using More Skill Challenges

Tuesday, October 27, 2009

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Using More Skill Challenges

Skill Challenges are something I think many GM's have been using for years but was finally officially introduced to the D&D world in fourth edition (though notably things like this have been in other RPG's long before this). They are a tool to help you award experience fittingly for out of combat action (or sometimes in combat skill checks).

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Dealing With Problem Players

Tuesday, October 20, 2009

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Dealing With Problem Players

There always has to be that one guy. The guy that just isn't quite on the page with everyone else. Maybe he's obsessed with being as evil as possible in an otherwise good group, possibly he's good but just likes to pick fights, or he just disrespects the other player's time by talking out of game too much or being too distracted. These people aren't bad people generally, they just honestly have trouble fitting into the group and cause group disruption either in game or out of game. So how can we help encourage everyone to work together while hurting the fewest possible people?

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Getting your players to care about each other

Tuesday, October 13, 2009

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Getting your players to care about each other

Group unity is one of the most important things in a RP game. Without it the party spends more of their time arguing amongst each other then actually playing. Players quit games because of too much stress in a party so spending a bit of extra time focusing on keeping your party on good terms is time well spent. This is a follow up to what I wrote last week about how to get your characters to work together in the first session of a game. I'd like to expound a bit on that along with talking about how to keep them together.

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Getting Your Players to Work Together

Tuesday, October 6, 2009

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Getting Your Players to Work Together

When I first started GMing I was fairly against obvious hooks in a campaign. I mean, how frequently does your party composition make a group that would all randomly come together at some tavern (and all happen to be at the same tavern) and group up to do whatever the story is. Not frequently enough for a GM's taste.

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