It’s throwback-time, where we revisit an awesome article from years ago… In my last article, Character Connection = Player Satisfaction, I talked about hooks that connect the character and the player to the campaign. One of the three fundamental questions I suggested readers to ask themselves was, “Why did my character choose his class?” The answer to that question helps connect your character to the setting. [Read the article]
It’s throwback-time, where we revisit an awesome article from years ago… I don’t think I’m being overly presumptuous when I say that most, if not all gamers want to play a great character. I’m not necessarily talking about playing some super powerful, mega bad-ass; I’m talking about a character that is something more than just a collection of stats and abilities running around doing stuff. [Read the article]
As a generic rule-set, Strands of FATE is a fully functioning game system lacking only two ingredients: (1) a creative gaming group, and (2) a setting in which to play. I can’t help much with the former ingredient, that’s up to you, but I can assist with the latter. Many of you out there who’ve picked up Strands of FATE (or any of the other [Read the article]
As you’ve probably noticed, our gaming group’s preferred incarnation of the FATE system is Strands of Fate. SoF resembles other Fate games in many respects, but differs in its approach in a couple of ways, ways that I feel improve the Fate experience. Author’s Note: For a comparison of differences, click here. For me, the difference that really sets SoF apart from it’s contemporaries is [Read the article]
Embrace Your FATE
Although the FATE system has been around for a few years now, 2010 really shaped up as the year of FATE. Last year we saw the release of The Dresden Files (urban fantasy), Diaspora (hard sci-fi), Legends of Anglerre (fantasy), and Strands of FATE (universal). All of these games have added to the critical acclaim of Spirit of the Century (pulp action) and Starblazer Adventures [Read the article]
GM: “From your vantage point you see two trolls cooking something over a fire pit. Both wear what looks like leather armor and carry large two-handed weapons. Two cave entrances behind them are dark but you can hear occasional noise coming from inside. What are you guys doing?” Player 1: “Those trolls look pretty tough, maybe we should find a way to get around them.” [Read the article]
Over the years my approach to running games has changed and evolved. I used to spend the game session scribbling notes, rolling dice, consulting charts, and frantically trying to anticipate my players’ actions, and keep them on track. Oftentimes, the players would throw me off by wanting to go somewhere that I hadn’t planned on, or by interacting with an NPC that I hadn’t fleshed-out, [Read the article]
This time, the Gamecraft 25 is going to take a look at plot complications for your adventures. All of these are designed to add an interesting set of circumstances to challenge your heroes in different ways. Most of these ideas will make an adventure more difficult, so keep that in mind when using them. The party has a “tag-along.” This could be a bard looking [Read the article]
Deathwatch: Best RPG… Ever!
I’ve enjoyed a lot of different games over the years. However, Deathwatch (the newest RPG from Fantasy Flight Games), has taken its place as my favorite roleplaying game of all time. You heard right, all-time favorite. For those of you unfamiliar with the basic concepts of the game, you can click here for a brief overview from FFG. Deathwatch is the third RPG from FFG set in Games [Read the article]