GM’s Toolkit: Painting the Roses Red

 orrynemrys, The Prismatic Dragon  Comments Off on GM’s Toolkit: Painting the Roses Red
Jan 312013
 

I’ve tried to spend a little bit of mana offering creative advice for players intent on adding a little texture to their roleplaying excursions, so I thought I’d return to the other side of the screen for my newest feature.  A lot of my players find they like it best when there’s some kind of barrier between us.  I’m sure it’s just an issue of respect.  I mean, that only makes sense.

So, if you’ve ever listened my show, Metagamers Anonymous, you’ve probably heard us mention the monolithic adventure path from EN Publishing entitled War of the Burning Sky.  It was a pretty important experience for us as a group – much as any stupidly massive campaign adventure should be – as we bonded very strongly with a small but engaging cast of heroic misfits on a quest to save the world from the evil clutches of Skeletor… or was it Mum-Ra…?  Anyway, it was a big deal.  What I want to discuss here is one particular decision the designers made that took an otherwise fairly standard sort of high fantasy D&D game and complicated it in a way that significantly changed the texture of the campaign.

You see, there comes a point in most any Dungeons & Dragons epic – typically around mid-level – that the motion of the game moves directly from an exhausting and dangerous foot race to the province of magical transportation.  This shift inevitably takes questions of distance out of the story equation, in as much as the PCs can generally go directly to where the story is without concerning themselves with the intervening space.  In WotBS, the writers introduced the “burning sky” effect (of which I will not spoil the cause in case you might one day check out the campaign), which effectively curtails teleportation and similar effects by gently massaging mystical travelers with massive amounts of fiery death.  Even when the PCs manage to find ways to withstand the damage, everyone still emerges from a transportive effect in a dramatic plume of eldritch flame  with about the subtlety of a live grenade.  Effectively, the burning sky becomes a constant companion of the PCs as they are invariably confronted with events that require them to traverse considerable distances, sometimes in competition with enemies or events and their pocketwatches.

As GMs, we are often tempted with the urge to make radical changes to our setting – whether intrinsically or situationally – to make life more interesting for the PCs and craft a gaming experience that isn’t quite like the last adventure of a similar expression.  The dangers inherent in making sweeping changes, however, include the very real possibility of fracturing suspension of disbelief by battering aside player expectations and asking them to embrace unusual concepts (unusual to the situation, anyway) that require constant reintegration.  As you can see, it is possible to get a very similar effect with a singular significant adaptation.  What about a world where the magic of flight isn’t an option, and possibly never has been?  What about a setting where gnomes are extinct… except for that PC… (wtf!)?  What if the nobles in your society are all psionic?  What if magic is illegal?  In my newest Savage Worlds fantasy campaign, the gods fell silent several years ago, and there is no divine magic… except for that one PC and a few others like him who have to hide the fact that their deities have begun to speak to them again.  Or is it really the gods at all?

With a simple adjustment, you can offer an otherwise traditional campaign – whether the PCs are fantasy heroes delving for loot or rogue traders sailing amongst the stars – a fresh coat of paint without even really trying.  The players will naturally latch on to the variables and make them a part of the experience in every way.  You don’t need to violate their expectations… give them what they know and love; just add a bit of texture.

And if they don’t like it, you can always have them beheaded.

 

Orryn Emrys, the Prismatic Dragon, is the director of the Prismatic Tsunami web community and the host of the popular Metagamers Anonymous RPG podcast. Learn more at http://www.prismatictsunami.com.

Tsunami Quarterly Review

 Announcements, Dan Whorl  Comments Off on Tsunami Quarterly Review
Jan 302013
 

Hey all!

Our good friends at Prismatic Tsunami Publishing have released the first Tsunami Quarterly Review.

I managed to write an article, as well as some of my favorite hosts from other podcasts.  Please help support the community!

For only $1:

 
In the first issue of Tsunami Quarterly Review, you will find the following great features:

RPG Crucible: Told by the Victor: Advice on building backstory that leaves room for suprises!

Are Game Masters Playing Too?: A philosophical look at the GM’s role in the game.

Tsunami City Project: Fourteen fantastic city locations discussed on Metagamers Anonymous and the Tsunami forums, plus an additional location found only in this publication!

In the Commander’s Chair: One man’s journey into the world of his latest video game excursion.

A Few Words on Insanity: A retrospective look at the application of insanity in your RPG experience.

 

Help support the Prismatic Tsunami community and the popular Metagamers Anonymous RPG podcast!

 

 

 

DM’s Log: Behind the Screens, Entry 1

 El Curto, Guest Authors  Comments Off on DM’s Log: Behind the Screens, Entry 1
Jan 302013
 

Mmm, delicious face.

Getting back on the imaginary saddle shouldn’t be difficult, right? What exactly do I mean, you say? Well, it’s not as weird as it sounds, I assure you. Look, I am a life-long nerd. Yeah, a pretty big one. There are many facets to my nerdiness. Perhaps the biggest of all being that I play the archetype of all nerdy games: Dungeons and Dragons. I just recently started a new campaign with a group of friends where I am to be the Dungeon Master. Despite the fact that I have been playing for over 17 years, I haven’t actively played in a few years and I am still somewhat nervous to be taking the reins once again. You might think that it would be just like riding a bike, Inflatable water slides Canadabut it’s a bit more like getting back on an imaginary horse and there’s a terrifying dragon swooping down to EAT YOUR FACE.

Apprehension aside, it is exciting to be at it once more. As mentioned previously, I have spent over a decade and a half playing this game now, which seems wild, because that is the VAST majority of my life. (I’m 26 if you were curious.) I’ve been playing long enough that I actually remember a time before a sultry-eyed Elijah Wood made Frodo Baggins and all things fantasy accepted parts of pop culture. I still remember a time when wizards were not scarf-toting, hipster British children and you got stuffed in a locker if you owned anything other than six sided dice. Despite that lingering threat of confinement and anguish, I had an interest in the middle ages and tales of sword and sorcery from an early age. It was only a matter of time before I picked up the dice.

Those are some serious peepers.

Even in those early days of playing with my friends it became clear that I was going to DM. I loved every aspect of the role. When you are the DM, you control everything. Every morsel of flavor, every nuance is shaped and crafted in the mind of the DM. You must weave an elaborate web of personalities, places, and perils. It is the DM’s job to make an imaginary world as colorful and vivid as possible. The ideal is that your players are able to completely immerse themselves in a world that is conjured from nothing but a collaboration of imagination. However, making the imaginary seem tangible is a colossal undertaking. So, for the sake of posterity and science, this and the following articles will be a discussion and dissection of the trials and travails I may face through the inception and commencement of the new adventure.

For this new escapade, I decided to run the campaign in a world that was very familiar. Having previously DMed and played in the Forgotten Realms it was an easy fit. For those who aren’t familiar with the Realms, it’s a very popular fantasy campaign setting created by Ed Greenwood and popularized by many video games and novels including the Baldur’s Gate games, and R.A. Salvatore’s Dark Elf series. The Realms are extensive and filled with vast intriguing lands each with their own histories and legends. By comparison, any of the incredible open-world video games that are so popular, the Realms dwarfs them all. That is the beauty of D & D compared to video games; there are no limits, and there is no set finale. The game is truly what you will it to be.

Salvatore’s Drizzt Do’Urden battles nemesis Artemis Entreri

After having decided upon a setting my next course was to determine with my players what kind of party and characters they had in mind. D & D characters can come together in many fashions, but I prefer to let my players have a great hand in the creation process. In traditional forms of the game you roll your stats and choose a class based on your rolls and the rest essentially is to fall into place. For me, I want my players to enjoy playing their character. Therefore I got together with each of my friends individually to create their characters. This allowed me to focus on each player and the character they wanted to develop. Also, when it comes time to start the adventure there is a sense of mystery about what role everyone is going to be taking, consequently, the party coming together must actually be played and experienced by the group.

In the end, we wound up with a fairly well balanced group. There is a gallant and noble young paladin named Dhagan. The spellcaster of the group is a brooding and cunning wizard by the name of Vaerzaal. Also, there’s a mischievous and inquisitive halfling rogue they call Longbelly, but his kinfolk would know him as Hugo Humblepot. Rounding things out is the reclusive and tormented ranger Ulderic the Blackbear. Each character has a distinct and extensive back story that was shaped together with my players. For me, this is an essential element of the game. Making the characters layered and giving them as much depth as possible is a fantastic tool. Not just for making your players feel more absorbed in their character, but also for later in the campaign. There is always something to go back to and build upon. You can only rescue the princess from a tower so many times, right?

And now here we stand, metaphorically of course, on the cusp of a great journey, poised for the task at hand. So stay tuned, my new friends, for there will be many adventures and headaches to be had. Though the glory of the quest and the fruits of my labor may be completely imaginary, the good times shared by a group of friends are fortunately real and often quite memorable. Suddenly I’m reminded how much I love this game. It’s good to be back on the imaginary saddle.

Jan 232013
 

Have you ever written up a mid- to high-level character to join a game in progress, or even just to have adventures that are geared for more experienced characters?  Of course you have.  At some point, everybody does.  But how much attention do you pay to the details that support that character’s more seasoned nature?  Do you work out some of the experiences that make up his or her background?  I imagine most of us give it at least a passing thought, but I posit that there is a great deal to be gained by delving into it head-first.  Allow me to elucidate.

I had my first taste of roleplay in the Warhammer 40K universe this week, with an arbitrator for the Inquisition using the Dark Heresy rules.  As if playing in the 40K setting wasn’t enough culture shock, the GM decided to add a layer of additional frosting by mixing characters from Dark Heresy with Deathwatch space marines.  While the systems are effectively identical at the core, the power level represented in these two dynamics is far from it.  In fact, to make my character a viable companion for a space marine, I had to advance him eight ranks to the highest level described in the core rulebook.  That’s right… my wife’s lowly neophyte space marine is now paired up with my veteran justicar.  I wasn’t just a representative of the Inquisition, I had a distinguished career behind me that had led to my elevation in the ranks.

This led me to consider my character’s life.  I needed to be able to portray him, not as a 19-year-old acolyte, but as a 48-year-old judiciary agent who wasn’t to be trifled with.  He leans a little to his left due to an old injury, but he’s a lean and mean pistoleer when the situation calls for it.  He has a hard gaze and an even temper, with a tongue just sarcastic enough to have gotten him nearly killed a time or two and a wit just quick enough to make sure it didn’t happen.  He carries a lock of his wife’s hair, dead now these 23 years.  His daughter (my daughter’s PC) is a trained assassin who serves him with honor.  He’s a little world-weary, just a bit jaded about lip-service to the God-Emperor after dealing with so many heretics over the years, and has a strong love of stinky cheeses.  He has grown patient with age, and he knows how to keep his own counsel.  He is Lord Justicar Cyphus Austerius, and he even despises his first name because he feels that it is weak.

Part of the fun of making a high-level character is trying to determine how they acquired their skills and powers.  Feel free to get creative about it… Cyphus is haunted by his inability to track down the serial killer who slew his closest friend when they were new to the office and didn’t know what they were up against.  It doesn’t matter if the GM isn’t prone to work in formative elements of your past… they’re formative for a reason.  People change as they move through life, and characters should as well.  What was your PC like when he or she first started out?  How are they different now?  What event(s) shaped them in significant ways?  Build flaws into the character.  People often have things in their past that they regret, decisions they should have made, people they should have helped…

Maybe they, too, don’t particulalry like their first name…

Sign off in the comments below.  Let me know about your high-level PCs and what you’ve done to add depth to their meager existence.  How has it affected your game, and what have you learned from it?  It’s always fun to build a character from the ground up, but sometime it can be just a fun to spend a little time with someone who has already written a great deal of their own story.  Invariably, however, they’re going to need a little help.

 

Orryn Emrys, the Prismatic Dragon, is the director of the Prismatic Tsunami web community and the host of the popular Metagamers Anonymous RPG podcast. Learn more at http://www.prismatictsunami.com.

Interviews – Episode 7 – Mark Hoge

 The Carpe GM Gamecast  Comments Off on Interviews – Episode 7 – Mark Hoge
Jan 232013
 

CarpeGM Interviews – Episode 7 – Mark Hoge

I had the opportunity to sit down with Mark Hoge, Founder, and Director of Renaissance Adventures, and creator of Adventure Quest: Fantasy RPG for table top and LARP.

 

 

Since 1995, Mark has been doing fantastic work in Boulder, Colorado, introducing hundreds, if not  thousands of kids to the gaming hobby, while nurturing creativity, encouraging imagination, and bolstering self esteem.

Mark is now transferring his tried and true LARP system to a table top format and has a Kickstarter campaign to support the effort.

Take a look.

Media – 

Adventure Quest Kickstarter
RenaissanceAdventures.com
Game Knight Reviews
Ruthless Diastema Blog and Podcast

Mark Supported –Nerolarp.com
and – International Fantasy Gaming Society

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Episode 20 – We’re Back… And We Brought Toys!

 The Carpe GM Gamecast  Comments Off on Episode 20 – We’re Back… And We Brought Toys!
Jan 172013
 

Carpe GM Gamecast Logo 300x300

Hosts – Dan, Bryan, Tyler, Mack, Steve

 

 

 

Topic – In this, the first episode of 2013, we respond to a couple of emails, announce the winners of our Rating and Review Raffle, and finally, play another round of 2 True.  Enjoy!

 

 

 

Media – 

Our Podcast Reviews
Monkey in the Cage
2 GMs, 1 Mic
Happy Jacks RPG Podcast
Planet Arbitrary
RPG Circus Season 4 Episode 24
Gamerstable
Metagamers Anonymous (Prismatic Tsunami)
The Hobbit: An Unexpected Journey (2012) – IMDb
Pandemic
Troll in the Corner
DC Comics Deck-Building Game (Cryptozoic Entertainment)
Munchkin Quest
The Rivals for Catan
Pathfinder MMORPG (Goblinworks)
Fear the Boot
Star Wars: Edge of the Empire (Fantasy Flight Games)
JNCO Jeans

Bryan Supported Guardians of Middle-earth

Notes:

The music for this episode is a cover of “I Knew You Were Trouble” by Taylor Swift
Performed by Walk Off the Earth, Featuring KRNFX
Find more of their music at:
http://www.walkofftheearth.com/home
http://krnfx.com/

 

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MetAnon Ep20 – 50,000 Shades of Grey

 Metagamers Anonymous  Comments Off on MetAnon Ep20 – 50,000 Shades of Grey
Jan 142013
 

MetAnon Avatar

In our first regular episode of 2013, the cast of Metagamers Anonymous explores the use of alignment and morality systems in immersive gameplay.  We also explore some our intentions for the coming year, talk blogging and publishing plans, and provide more great locations for the Tsunami City Project! Metagamers Anonymous is a weekly podcast dedicated to tabletop roleplaying games and (mostly) related material. Feel free to post any comments or questions to our forum, or drop us a line at feedback@prismatictsunami.com.

 

 

Links from the show:

The Prismatic Dragon blog at CarpeGM.Net
The Prismatic Dustbunny blog at PrismaticTsunami.Com
The Tsunami City Project
Cloud Atlas
Goblins
Captain Carl’s Tuesday Nite Blues Band

 

Visit us at Prismatic Tsunami.comSubscribe, rate, and review us!Also on Stitcher Internet Radio!Like us?....Like us!Follow us @RPGtsunamiEmail us at:  feedback@prismatictsunami.comJoin the conversation on the Prismatic Tsunami  forum!Circle Erik!Check out the Prismatic Dragon's blog!Purchase PT Publishing's products on DriveThru RPG!

Weekly FEEDture

 News  Comments Off on Weekly FEEDture
Jan 112013
 

CarpeGM.net collects quite a few news feeds from an, ever-growing, and diverse group of our favorite producers and and publishers in the gaming industry and geek pop culture.

We do this so that you can get gaming news from multiple sources at one site, while hopefully, expanding the horizons of our readers, as well as our own,  and getting the word out on new products.

Each week we highlight one of these feeds in our Weekly FEEDture.

This week…

Margaret Weis Productions

Margaret Weis Productions

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One Part Moxy, Two Parts Determination

 orrynemrys, The Prismatic Dragon  Comments Off on One Part Moxy, Two Parts Determination
Jan 102013
 

The new year is, of course, a time for resolutions.  Annually, sophic individuals the world over craft horribly flawed To-Do lists with en eye toward self-improvement over the course of the next 12 months.  Some of them even manage to make some of it work.  And to be fair, using the calendar year to mark a time of renewal can be a powerful psychological tool, but the base motivations to make changes in your life certainly require a stronger underpinning than the desire to coat yourself in a somewhat brighter, less disappointing veneer and outshine your dwindling self-image.  That is, of course, unless you have the self-efficacy to respect your needs and limitations and know precisely what you can and should accomplish in the coming months.

I… am not such a person.

I’m not quite quirky enough to label my ambitions as New Years resolutions.  I have goals, and some of them are even realistic goals.  But I thought I’d take a moment to explore the concept of resolutions in the context of tabletop roleplaying games.

A good gaming resolution should do one of two things:  (a) shore up a perceived shortcoming, or (b) challenge yourself to accomplish something new.  That makes sense, obviously… how often do you find yourself motivated to resolve to exactly what you’ve been doing for the past year.  There may be nothing wrong with what you’ve been doing… but it hardly requires any level of resolve, if you catch my drift.

So here’s my challenge to you in the next year of gaming… try to come up with an answer to both of these items.  Select at least one thing that you’d like to focus on improving about the way you already play or GM, and try to decide on at least one thing you want to do that you’ve never done before.  I’ve actually crafted a fairly ridiculous tally for the latter condition, but it was a little harder to finger an issue that I wanted to fix.  And I think it’s important that we do.  So here’s what I’ve got:

(A)  RESOLVED:  As a Savage Worlds GM, I’ve done a poor job of remembering to hand out bennies.  This is a big deal to me, because there really is no harm in being generous about it.  A Bennie is another shot at success, not an automatic result, and it’s a damned fun mechanic.  I want my players to have more fun, so this is something I really need to work on.

(B)  RESOLVED:  In the year ahead, I will select at least one genre of game that I have never previously explored and work it into my schedule.  I inadvertantly did this last year with my online zombie apocalypse game, and it was a lot of fun.  And let me tell you… that was kinda nerve-wracking.  I’d never run or even considered running a zombie game, and I wasn’t particularly comfortable with the subject matter.  Future options might include a western game, such as Deadlands Reloaded, or perhaps an espionage game, like Nights Black Agents.

So, what are your gaming resolutions for 2013?

 

Orryn Emrys, the Prismatic Dragon, is the director of the Prismatic Tsunami web community and the host of the popular Metagamers Anonymous RPG podcast. Learn more at http://www.prismatictsunami.com.

MetAnon Int07 – Fred Hicks

 Metagamers Anonymous  Comments Off on MetAnon Int07 – Fred Hicks
Jan 072013
 

MetAnon Avatar

In the seventh episode of our interview series, and the first of the new year, we visit with writer/designer Fred Hicks, co-founder of Evil Hat Productions. Fred talks about his gaming roots, discusses the challenges of forging new ground in the industry, and even shares some excellent gaming stories about sharing the table with Dresden Filesauthor Jim Butcher.  And of course, he gives us a peek under the hood of FATE CORE.  Metagamers Anonymous is a weekly podcast dedicated to tabletop roleplaying games and (mostly) related material. Feel free to post any comments or questions to our forum, or drop us a line atfeedback@prismatictsunami.com.

 

Links from the show:

Evil Hat Productions
Fred’s Personal Blog
Spirit of the Century
Don’t Rest Your Head
The Dresden Files RPG
and of course, The FATE CORE Kickstarter Page!

 

Visit us at Prismatic Tsunami.comSubscribe, rate, and review us!Also on Stitcher Internet Radio!Like us?....Like us!Follow us @RPGtsunamiEmail us at:  feedback@prismatictsunami.comJoin the conversation on the Prismatic Tsunami  forum!Circle Erik!Check out the Prismatic Dragon's blog!Purchase PT Publishing's products on DriveThru RPG!