The Use of Language In RPG Scenarios

Your party enters a tavern in the distant land they have spent weeks travelling to. The human fighter walks up to the innkeeper and asks about rooms. The innkeeper responds, but in a different language. The wizard steps forward and addresses the innkeeper in a number of different languages he has learned from traveling to other kingdoms. They find a common language, but because of the dialectic differences it is still hard for the two men to converse. Then the exasperated elf looks around. Off to the side is another elf that he goes and talks to. The two elves then approach the bar and by using elvish they are able to translate the needs of the party to the innkeeper. Continue reading “The Use of Language In RPG Scenarios”

12 Unlikely Places for PCs to get Equipment and Supplies

Have these situations ever happened to you?

  • You’re in a dungeon and because the enemies were a bit tougher than you thought that they would be, the PCs either have to retreat back to town to restock up on supplies or get equipment that would make it easier to defeat them.
  • Or the PCs are at the end of a dungeon and find the clues of where to go next to solve the mystery, but they have to return to town to spend some of the loot they gained, to get training, and/or rest up.

If either of these situations have come up in a game, then you know how frustrating they can be and how delaying they can be to the story line. But just because the town’s a narrative hop, skip, and a jump away doesn’t necessarily mean that you need to do things this way. Consider the following 12 alternatives… Continue reading “12 Unlikely Places for PCs to get Equipment and Supplies”

To equip, or not? That is the question.

Your party has been tracking down the dragon across the wilderness. Traveling over the plains took a long time. The forest was full of minions who harassed and ambushed you. Now, mountains loom ahead as you near the location of the creature’s lair. Blocking your way is a deep gorge you need to cross and you are running short on time.

The wizard has assessed the distance and the fighter figures he can throw a grappling hook across the fissure so the thief can cross so you can make a rope bridge.

Confidently the fighter’s player states, “I secure a grappling hook on the end of my rope and throw it across into the branches of a tree on the other side.”

The game master responds, “Do you have a grappling hook written down on your character sheet?”

Everyone around the table stops, looks at each other, and then scan the sheets of paper sitting in front of them. Continue reading “To equip, or not? That is the question.”

Play your character like an effing boss!

There are a lot of RPG players – way more than Game Masters. So, it was high-time that I wrote a little something for those on the other side of the screen. Recently, I came out with a short PDF called Play Your Character like a Fucking Boss. It’s a follow-up to the successful How to Game Master like a Fucking Boss.

In the spirit of playing a character like a fucking boss, what follows is a fun list of possible character actions, words, and accomplishments that can gauge your players’ raw quotient of awesome in a given session. For ease of play, download this sheet, print out a few copies, and then hand them to your players.  During the session, players put a check-mark next to each entry that they’ve done, said or experienced. At the end of the night, total up the point values next to each item and see how they did. Continue reading “Play your character like an effing boss!”

Screwing over the rest of the party… When is it reasonable?

“Hello, I’m your neurosurgeon, Doctor Michael Clauberg. Don’t worry, this won’t hurt—much!”

It’s usually a bad idea to screw over the rest of your party, but, just sometimes, it’s awesome, possibly even necessary… Continue reading “Screwing over the rest of the party… When is it reasonable?”

GM Screen / Narrative Aid for Shadowrun: Anarchy

Shadowrun: Anarchy is the new, rules-light, narrative-focused, alternate ruleset for the world of Shadowrun (You can read my review Here). It allows GMs and players to get into the action and intrigue of Shadowrun much faster and to stay there much longer without reference to rules and charts and extensive calculations of Shadowrun 5th Ed.

There are rules, however light, and every game with rules deserves a GM Screen. Players unused to narrative-heavy roleplaying may also need a little more on which to cling while they get their sea legs. Shadowrun: Anarchy, the book, also leaves a lot up in the air regarding some rather simple mechanics. For all of these reasons, I created a Narrative Aid for myself and my players to help us navigate the alternate ruleset and the meta-game that plays on top of it.

Download the PDF

Attached is a 4-page document (fan material) that is intended to be printed 2 Pages per Sheet and Print on Both Sides (flip pages on short edge). It could easily be printed on 4 pages to create the quintessential quad-fold GM screen. Below are details that I chose to include or add: Continue reading “GM Screen / Narrative Aid for Shadowrun: Anarchy”

Shadowrun: Anarchy Threats… Sorted Out (PDF!)

In a recent review of CGL’s new Shadowrun: Anarchy, I pointed out that the cast of NPCs published therein were best used as inspiration for your own cast of NPC threats. There were issues with balance, utility, and playability that needed to be resolved before I pit them against my players.

In this article, I submit to you the set of NPCs that I have been using. I have made several changes to fit my gaming table and they may inspire you as well. Here are the changes I have made:

Download the PDF (15 pages)

Click to download

Formatting

  • Reformatted each entry to list dice pools rather than Skill + Attribute (unless variable). So if it says 8, roll 8.
  • Standardized most Shadow Amp phrasing.
  • Renamed Vehicle Weapons to Gunnery (for space and clarity); and Piloting (Ground) or Piloting (Other) to Pilot Ground and Pilot Other (that way you can add a specialization without double parenthesis).
  • Used kla060365’s (from Shadowgrid Forums) re-balance of Assault Rifle and Machine Gun. Applies a -2 to ARs and MGs at close range (this gives purpose to SMGs).

Stratification

  • Similar to Professional Ratings, I needed a way to measure the threat level each NPC would pose. These are somewhat loose levels based on Attributes + Skills + Shadow Amps.
  • Threat Levels are Thug Level (<28), Gang Level (28), Street Runner (38), Prime Runner (48), Terror Level (>48).
  • Added options for Mooks who use only one Condition Monitor (like SR5 Grunts), and Mains who gain one Positive Quality.

Categorization

  • Separated NPCs into Categories such as: Critters, Corporate, Magic (includes Spirits), Matrix, Military, Security, Shadow (includes generic runner archetypes), and Street. This might determine which Knowledge Skills or types of Contacts might apply.
  • Each category has about 4 entries.

Expanded Entries

  • Added Barghest, Boston Lockdown Head Cases (Shambler, Rager, Manipulator, Hidden), Corporate Security (Elite), Enemy Drone (Mini), Enemy Shaman, Enemy Technomancer, Rent-a-Cop (HTR), two vehicles (Armored Personnel Carrier and Light-Assault Copter), five generic runners (Company Man, Street Sam, Pistol Adept, Razor, Combat Medic), and Wiz-Ganger.
  • Added options for Enemy Mages, Lesser Spirits, Blood Spirits, Toxic Spirits, Shadow Spirits, Intrusion Countermeasures, Sprites (a new version), Ganger types (because not all gangers replace their arms…), and Gun Emplacements.

Re-Balanced Entries

  • Tried to get each entry closer to an appropriate Threat Level by adding/subtracting Attributes, Skills, or Shadow Amps. Probably just gamer OCD.
  • Rebuilt Spirits with a few non-combat options (that can be taken in lieu of combat options). This will help for those tables that tend to shy from combat-heavy campaigns.
  • Rebuilt Sprites to closer match IC mechanics and power levels. I added Firewall for proper Matrix use. I removed Willpower and Charisma and added the Tasking skill to use Complex Forms.
  • Rebuilt Enemy Drones. Drones are vehicles with Armor only (no Condition Monitor, like it outlines in the book). They use Logic to make attacks rather than Agility, so that drone size has less to do with accuracy. I defined Flying as a Shadow Amp that forces a reroll when attacked but takes extra damage when hit. Audio Analyzer just interprets voice commands.
  • Re-balanced Enemy Drones weapon options. Small Drones can no longer take out an entire team of Prime Runners with crazy accurate grenade launchers and death from an unhittable killing platform.

I hope that you find this list of Anarchy Threats useful in challenging your players (without boring them or murdering them). They may inspire you to create interesting Contract Briefs and even your own NPCs suitable for your own table.

Download the PDF (15 pages)

Good luck, and more resources for Shadowrun: Anarchy are to come!

Fostering Trust In Your Players

It’s throwback-time, where we revisit an awesome article from years ago…

I have not played in many groups.  That stands to reason that I have also not experienced many GMs.  However, even with this shortfall, I feel that I have learned, like tons, from my current GM, which has made me appreciate “the game” more and more.  One thing that is just such a breath of fresh Alpine air is that I never have to worry about not trusting my GM.  Here are some things that I appreciate in a good GM… Continue reading “Fostering Trust In Your Players”

Maximum Tool’age, for running the BEST gaming sessions…

In order to make the best furniture that they can, a carpenter learns how to use several different tools, and then puts those tools in their toolbox.  When woodworking, they simply pull out the tools that best help them get the job done – and with a greater selection of tools to choose from, they’ll make a better quality product.

It’s the same thing for gamemasters.  Running a game requires having and using a few different skills.  You don’t have to use all of those skills, but having a bigger selection of skills to choose from makes for a better night of gaming.   For maximum enjoyment of the game, you should continually dial in your preferences by always trying different things and learning new skills (putting more tools in your toolbox).  With a fuller toolbox, you’ll naturally adjust your style to one that better suits you and your group.

In this article, I’m going to tell you which tools I keep taking out of my toolbox, session after session.  They might not be your preferred tools, but if you put them into your toolbox, you’ll simply have more tools to choose from to run a better game… Continue reading “Maximum Tool’age, for running the BEST gaming sessions…”

Making Undead Scarier Part 3: Intelligent Corporeal Undead: Vampires & Vampire Spawn

Vampires and their spawn are common threats found in many types of RPG games. Unfortunately, it’s far too easy for the GM to roleplay them in a simplistic manner (as simple monsters to vanquish) giving them no backstory or interest, and an opportunity for world-building is lost. But by giving them a culture, examining vampires from around the world, reducing or changing their weaknesses, and giving them allies they can count on, they can truly become the threats they should be. Continue reading “Making Undead Scarier Part 3: Intelligent Corporeal Undead: Vampires & Vampire Spawn”