The Art of Character Flaws

Last week, when I spoke of redemption and how it could play out for a role-playing game, Sean Holland (Sea of Stars) spoke up about liking to play flawed characters. Some RPG systems have built-in systems for handling character flaws. In these systems, you can usually take on flaws that open up more ways to . . . → Read More: The Art of Character Flaws

Redemption!

What crosses your mind when you read the word “Redemption”? There are obvious and not so obvious ways to look at that word and its meanings and then apply it to gaming. While there are religious overtones to the word, at its heart is someone trying to overcome a past failure.

A player character trying . . . → Read More: Redemption!

Starting with a Big Bang

Last week, on the Forged Front, I discussed players thinking about party dynamics before the campaign even starts in attempt to really make it easier for everyone to ease into the long haul for the campaign without having to wonder why their character would put up with another character for any length of time at . . . → Read More: Starting with a Big Bang

The Ties That Bind

A RPG campaign lives and dies with the PCs. A GM can create an interesting setting backdrop, start the campaign off with a bang, and provide compelling reasons to want to explore the campaign world. However, the GM cannot force the PCs to actually stay together. Despite the GM’s best efforts, sometimes the various PCs’ . . . → Read More: The Ties That Bind

The King is Dead, Long Live the King!

Tired of the status quo? As a GM, you have many powerful tools at your disposal to shake up the campaign. Here at the Front, I suggest that one of the most powerful of these is the death of a NPC.

NPCs are the supporting characters, both tiny and mighty, who shape the world and . . . → Read More: The King is Dead, Long Live the King!

It’s a Good Day to Die

One of the trickier things to handle in a campaign is a player’s character death. Over many years of roleplaying, I’ve had my share of character deaths. Not being a computer game, there is no reload/respawn point for the character. If the system has it set up, you can get the character resurrected from the . . . → Read More: It’s a Good Day to Die

Gamer… Engage!

A GM wears many hats in most typical campaigns. Among their varied responsibilities are setting the scenes, creating the adversaries, keeping the world in motion, and adjudicating challenges the protagonists face. However, the players, in the Forged Front’s opinion, are the most important part of the whole equation… they are the main stars. Without the . . . → Read More: Gamer… Engage!

The Art of Downtime

Ever hit that point where you just need to take a break from it all? Here at the Forged Front, that happens from time to time. However, in a campaign though, it is a matter of taste and what you want to accomplish.

Various systems have tried to capture the essence of what could happen . . . → Read More: The Art of Downtime

The 50000 Foot View, Part 2

Last week in part 1 we talked about a few of the broad brush strokes of the campaign. Let’s keep going on that front…

The Far East — the Jade Empire and its Rainbow Court. This was the least fleshed out by me for my original campaigns, but it was envisioned to bring classic Chinese, . . . → Read More: The 50000 Foot View, Part 2

Interview: The Wizard of Oz (AUS) – Joe Sweeney from StoryWeaver Games, Part 2

Yesterday we started chatting with Joe Sweeney of StoryWeaver Games on a variety of topics… (You can read Part 1 here.) What do you think about continuing that now?

******************************************************************************

Joe the GM!

Q: What are the keys to exploring the world of horror at the game table without sacrificing sanity to the Old . . . → Read More: Interview: The Wizard of Oz (AUS) – Joe Sweeney from StoryWeaver Games, Part 2

Related Posts Plugin for WordPress, Blogger...