An ancient relic said to belong to a creature known as the Archdemon of Greed surfaced. According to legend, the Archdemon of Greed amassed an unspeakable amount of gold, relics, and other treasures. And if the uncovered relic is real, the rest could be as well… Continue reading “Steal My Idea: The Archdemon of Greed (one-shot or campaign seed)”
Player limitations can make players more creative and willing to try something new. But the players aren’t the only ones that can benefit from limitations, guidelines, or themes. So let’s talk about those for the GM! (If you’re not sure you can make a whole campaign off an idea, make it a limited campaign, about 4-8 games. If it works, you can keep it going)
Limitation cultivates creativity. You can find different quotes like that from loads of sources regarding everything from business to art. It can also work for RPG parties. By placing some limitations on the party before character creation, you can all experience something different and fun. You can do this for a regular length campaign, or if you’re not sure how the group will react, you can try it as a campaign with a set length (perhaps 4-8 games). And if they like it, you can keep going.
As a game master, a lot of weight rests on your shoulders. You need to preplan some stories and events to give life and motivation to the world. That world needs to feel larger than the players but also needs to feel accessible. You have to have interesting and fun events happen, both expected and unexpected. You have to be able to improvise or completely alter your plans if the players do something fair but unpredictable. But if you have too little planned or have no story with your events, everything can lose its gravity and feel unfulfilling. Plus you have to come up with names for NPCs, taverns, towns, guilds, groups, religions and maybe even monsters and deities.
I LOVE noncombat-focused characters, both as a player and as a GM. As a player, I enjoy out of the box thinking while working with the group to find something other than attacking to advance, even during combat. However, it can be difficult playing a character- or having a player play a character – that usually doesn’t fight during combat. Most RPG systems have a soft wall between combat and everything else. They usually don’t offer many mechanical alternatives to players who don’t want to hack or slash. Fortunately, even if the system you’re using isn’t conducive to combat creativity or non-combat actions during that phase, there are several things the GM and a non-fighting player can do during combat.
I’ve offered ways to encourage roleplaying before, but because it enhances a game so much, I want to expand on it even further. So here are some more ways to instigate character (and player) interaction and roleplaying. These strategies help cultivate an atmosphere that’s about the collective storytelling experience and character growth.
This is as much one method I use to keep from railroading players for others to use as it is an invitation for you to share your favorite methods with me and others. Finding the balance between planning an adventure and letting the players influence or change the outcome is a difficult task for any GM. While there are many ways to do it, here’s one I’ve used that works well.
Have a specific goal but get there in broad strokes. Continue reading “Steal My Idea: How Do You Keep from Railroading Players?”
I love non-magical items and weapons that are more involved, interesting, functional, or useful than a typical item of the same type. There are a lot of cultures, religions, and people in RPG settings that willingly avoid using magical items for a variety of reasons. There are also those who just can’t afford magical items and have to make something that gives them an edge without using magic. And then there are people who want to use non-standard items and eventually enchant them to make them even more powerful. For those looking for unique weapons, here’s three you can steal. Continue reading “Steal My Idea: 3 Non-Magical Items Worth Having”
Since today is Thanksgiving, I wanted to do something different. I want to share something meant to bring everyone at your table together and offer thanks to each other and to the people in and outside of the industry that have influenced your gaming experience. Continue reading “Steal My Idea: Giving Thanks”