Archive for the ‘Storytelling & Roleplaying’ Category

To the War Table!

Thursday, April 30th, 2015

Favicon-jpgInquisition_war_room_conceptOne of the more innovative and engrossing additions to the RPG video game genre is the War Table in Dragon Age: Inquisition. In short, your war council of advisors helps identify, lead and complete missions using markers on a sprawling world map.

The war table adds a strategic, higher level RPG element to the classic first-person RPG missions you take on with your character and small party of adventurers.  Which member of your council leads a specific effort matters as far as results and rewards, as they have different personalities, methods and contacts.

Some efforts are brief and simple (e.g. gathering raw materials), while others are complex and lengthy, involving political alliances, underground contacts or long investigations of people or locales.  The War Table adds more stories to your story, in short, as you coordinate the efforts of others across the world.

Having just completed this tremendous game, the richness of the War Table reminds us to make sure “the world turns” while the PC party goes on its own adventures – or as they participate in or even lead their own war.  There are always more missions, more quests, and more stakes – connected to and beyond the PCs’ desires and reach.  And, through the War Table, a reminder that you have close friends and allies who will help you pursue greater, even global interests.

And having just caught up on the latest season of Vikings, here’s to your inner circles being less like those and more like Dragon Age!

Chronomancy: Time Travel Tonight!

Tuesday, March 31st, 2015

Favicon-jpgAh, chronomancy!  The magic of time travel.  A beloved, dare I sayContinuum romantic fantasy notion.

Some stories pull it off, like Dragon Age: Inquisition.  Others, like Continuum – a SyFy show I enjoy – can get head-explodes confusing.

So how do you smoothly time travel in your games?  That’s the key.  It’s got to be believable (or actually, plausible) while simple enough to process.

The few times I’ve included time travel in my game – and hey, who doesn’t at least once? – it’s been with mixed results.  As DM, I’ve even confused myself!

So here’s a favorite resource of mine: Dragon issue #430; in particular, I like Robert Schwalb’s article, “Unearthed Arcana: Time Travel.”  Some good time travel articles in that issue, and Schwalb’s simply rocks.

(Also check out Schwalb’s new dark fantasy RPG, Shadow of the Demon Lord.  Looks like a Sword Coast Legends D&D meets Dragon Age setting – my kind of gaming!)

 

 

 

D&D Video Gems: Curse of the Sad Mummy

Wednesday, January 28th, 2015

Favicon-jpgLeague of Legends is one of the extremely few games I’ve played off and on for years.  It still captures my imagination (it’s a MOBA with fantasy RPG themes) and fires up my competitive gaming juices every time.  And this is true even after several weeks or months away from the game.

A big draw for me is its unique characters, and just like in D&D – their stories are tremendous and their themes inspire.  I especially love how the the artists “re-imagine” these champions with new looks or skins.

The creators of League of Legends also draw upon, blend and unleash all things fantasy and art, like in this stunningly emotional music video.

Breathtaking.

P.S. Still haven’t watched it?  Tim Burton fan?  Watch it!  Also check out the full Curse of the Sad Mummy site.

DMG Wishes: 5 Things to Look For

Saturday, November 29th, 2014

Favicon-jpgDnD_DMGSoon the D&D 5th edition core rules will be complete and ours for the creative taking!  The D&D 5th edition Dungeon Master’s Guide will finally slay shelves and be in our hands in less than ten days.

There are a few particular things I can’t wait to investigate… or devour!  Here are five things I’ll be searching its hallowed pages for immediately:

  • Critical Hit Alternative Rules. It’s no secret I love impactful critical hits in my D&D.  Who wants critical hits that don’t… feel critical?  Crits that aren’t scary, that disappoint?  The 5e critical hit is flawed in that you can actually end up with less than a normal strike’s maximum damage, which I find to be no less than ridiculous.  Surely, there’s other options to consider, like a few of those during playtest?  I personally enjoyed the “max your damage and then roll one more die” critical hit from playtest.  But I can do even better!  See my Stop Rolling Your Bonus Crit Dice article for cooler, deadlier crit options for your D&D game.

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Game Night: Play More One-Shots

Tuesday, September 30th, 2014

Favicon-jpgDnD_MonsterManualWant something completely different on game night?  Your game night doesn’t have to be the usual, weekly full campaign.

Want to keep D&D, Dragon Age or whatever RPGs you play exciting and easy to jump into, week after week?  Game type variety is what you need!

Full Campaigns: The Bad and the Ugly

There are two big drawbacks to always playing full campaigns.  First, full campaigns can feel overwhelming and long.  Going from levels 1-20 or 1-30 can really feel like a slog for some players – and GMs!  If the pace of XP and level gain isn’t right, you risk never experiencing the whole game – even if you play for a few real-life years!

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Speak in Tongues: One Tip for Rewarding Languages

Friday, May 30th, 2014

Favicon-jpgBlue_Runes_by_FadedShadow589Imith Anala knows nine languages: Abyssal, Celestial, Draconic, Dwarvish, Elvish, Giant, Orc, Sylvan and Common.

Impressive!  He’s just one of a few “language master” characters in our current D&D Next: Murder in Baldur’s Gate-inspired Forgotten Realms campaign.

Immediately upon seeing that language list, I knew I wanted to do something new as DM – yet simple and elegant – to highlight character languages and make those multilingual choices flavorful and rewarding.

We’ve all seen them or created them – characters with a ridiculously long and eclectic list of languages.  Like me, you’ve probably gone the typical route when an NPC or monster speaks an unusual language – if one of the PCs knows it, you translate the scene aloud right into “Common” on the spot.

Easy, quick and yet – how rewarding is it?  Does it really add any flavor or realism to the campaign?  What about the characters who really wouldn’t understand the full details of a flirtatious exchange of Infernal between the tiefling bard and the tiefling leader of a band of noble estate squatters?  Or when an orc insults or creatively curses out that disgusting elf mage Imith in Orcish – while spitting in his face?

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What the Hell are You?! – Monster Knowledge Remastered in 5 Questions

Wednesday, April 30th, 2014

Favicon-jpgdead in thay 2How much monster culture, history, strengths and weaknesses should be divulged to the player characters?  What’s common knowledge, what’s within reach and what’s impossible to unearth?

Player characters’ degree of monster knowledge has always been a touchy subject throughout D&D’s editions as it directly impacts the atmosphere of the adventures, the pace of the game session and the ability of characters to more soundly and quickly triumph over monsters, in and out of combat.

While 4e moved towards a more skill-specific and encyclopedic approach, the D&D Next playtest materials have covered the entire spectrum on monster knowledge.  By the final playtest packet, the rules were quiet on the subject, if not more organic.

“What do we know about this monster?”  It seems a question best left to DMs to answer based on their campaign world and play style preferences.  With D&D 5e’s modular complexity, that may just be the best solution.

But is there a best approach?  What are the pros and cons?  Here are five key questions to consider when deciding how to handle monster knowledge checks in your games.  We start by channeling Leonine Roar’s all-time most popular article in question #1:

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D&D Next Playtest Ends: Final Thoughts

Monday, September 30th, 2013

DnD-NextFavicon-jpg About ten days ago, the final D&D Next playtest packet was announced and released.

What a wonderful, unique opportunity it’s been to playtest and provide feedback to the designers of D&D’s upcoming 40th anniversary edition.  It’s been up and down for everyone, as playtesting is even more chaotic than I anticipated, but ultimately, we all had our fun as we test drove different rules and evolutions of the rules as the playtest went on.

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D&D Video Gems: Nick and Siri Play Dungeons & Dragons

Wednesday, July 31st, 2013

faviconAnother fresh, brilliant D&D video gem: fantasy, comedy and Siri collide as the dice and heads roll!

What’s your favorite line?  I laughed out loud a couple of times, good stuff!

Okay – back to GMU.

Happy Summer!

-Tony

Miss any D&D Video Gems?  Here you go, click away:

Get The Adventure Coach!

Santa’s a 30th level Half-Elf, Half-Gnome!

“Playing D&D” by SJ Tucker

“Tonight” by Allie Goertz

Top 10 Monsters

 

GM University: Beyond Faster Combat!

Tuesday, June 25th, 2013

Faster Combat GM CourseFavicon-jpgHey everyone, Johnn and I have been plotting and plot twisting away on the follow-up course to our highly successful Faster Combat course and we’d love your opinion on the next exciting offering in our GM University series: Beginner GMs.

Like Faster Combat, we’ll take you step-to-step through your first session as GM, with an initial focus on how best to prepare for your very first game as the storyteller-in-charge!  Best of all, you’ll master this course in record time: 30 days.  That’s “turn efficiency” Faster Combat would be proud of!

After the focus on prep, then you’ll be ready for the next two 30-day micro-courses which focus on in-game and post-game success for Beginner GMs.

So what do you think fellow GMs?  Do you think this course would be helpful for new GMs?  As a smart way to introduce players in your playgroup to GMing?  As a focused refresher for existing GMs?  What do you think of the 30 day goals?  Share your ideas in the comments section and vote on the poll right here.  Thanks for your help!

Would a focused 30-day Beginner GM Prep course help you, someone you play with, or any new GM?

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-Tony and Johnn