The GM is not a player, or is he?

It’s Throwback-Thursday, where we revisit an awesome article from years ago…

You know the drill: A group of gamers get together, one’s a GM and the rest of us are players.

  • The GM makes the monsters – we kill them.
  • He makes the NPCs – we steal from them.
  • He makes the traps – we get trapped by them.
  • He designs the adventures – we get railroaded by him.
  • He against us, us against him, so on and so on, forever and ever.

When your group is coming up with a plan, do you all plan it in front of the GM? Does he or she take a break to get food from the fridge, so he’s only half listening? Do you make him get up and leave because you are convinced that if he knew your plans, he would have time to prepare a heart-sinking thwarting? Continue reading “The GM is not a player, or is he?”

Making Undead Scarier Part 1: Incorporeal Undead: Ghosts, Shadows, Wraiths, & More

Ghosts. Shadows. Spectres. Wraiths. These incorporeal undead (and many more) 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 knowing their abilities and distinctions, as well as giving them additional powers, they can be the threats they are truly meant to be. Continue reading “Making Undead Scarier Part 1: Incorporeal Undead: Ghosts, Shadows, Wraiths, & More”

DMing Monsters: Animated Objects (Part 2)

Rope BridgeClick to check out Part 1 here…

Animated objects have been around forever with the flying rugs, levitating rope tricks, swords that swing themselves and the Golem portrayed in Jewish mythology. More recently there have been the story of Frankenstein’s monster to various self-animated robots and the castle staff in Disney’s “Beauty and the Beast.” For the most part these have always been portrayed as rampaging monsters or played off for comedy. Yet they can be so much more by giving them advanced tactics, teamwork and updated powers; as well as giving interesting places they might be. Continue reading “DMing Monsters: Animated Objects (Part 2)”

DMing Monsters: Animated Objects (Part 1)

Doctor Strange Cloak

Animated objects have been around forever with the flying rugs, levitating rope tricks, swords that swing themselves and the Golem portrayed in Jewish mythology. More recently there have been the story of Frankenstein’s monster to various self-animated robots and the castle staff in Disney’s “Beauty and the Beast.” For the most part these have always been portrayed as rampaging monsters or played off for comedy. Yet they can be so much more by giving them a personality, back story, and goals. Continue reading “DMing Monsters: Animated Objects (Part 1)”

SHADOWRUN HACK OF SHADOWRUN (Downloads!)

Shadowrun

“This ever happen to you, chummer?  It’s 4 a.m. and you find yourself in front of the SoyFroYoGo machine (again), choosing between pink-blue and orange-yellow (tan? really?).  It must be the Stuffer Shack.  Suddenly, the door’s AR chimes, and behind you enters a trio of Halloweeners, armed with all manner of ballistic beat-down.  Your finger finds the trigger of the sawed-off shotgun beneath your coat. Continue reading “SHADOWRUN HACK OF SHADOWRUN (Downloads!)”

DMing Monsters: Plants, Slimes, Molds, Jellies, and Puddings!

Plant Monster

Most DMs don’t have many encounters with plant monsters, slimes, molds, and puddings. They’re oftentimes relegated to things that players stumble into like traps, side quests, and areas of heavy overgrowth. With a few simple solutions, they can easily take the spotlight… Continue reading “DMing Monsters: Plants, Slimes, Molds, Jellies, and Puddings!”

Less Map, More Play

huge-mapMapping out your campaign world and key locations can be a hassle, and that battle map that took hours to plot out might never get revisited.  Simpler maps work fine, are fast to make and get the creativity and improvisation juices flowing.  I’ll show you a few simple methods that will get you going in no time… Continue reading “Less Map, More Play”

Anticipation in your Games [mature]

Creating a sense of anticipation is a worthwhile technique no matter what genre or artistic vehicle you choose. However, this blog post is about erotic anticipation (I can get away with using the word “erotic” here because I haven’t gotten to the really sleazy parts yet). I’m talking about my own space opera RPG Alpha Blue, specifically. Although, any game can benefit from occasional titillation. Continue reading “Anticipation in your Games [mature]”

Combat Stunts for D&D Fifth Edition

Sweep the LegCombat in D&D is an abstract affair. It has been this way since day one. And, probably since day two, there were those who preferred a more concrete, blow-by-blow, experience, and came up with various house rules for making combat more detailed. This isn’t just a figure of speech; the Perrin Conventions, for example, suggested 10-second rounds and rules for knockback and knockdown in 1978. Continue reading “Combat Stunts for D&D Fifth Edition”

Dramatic Combat

Doc TophatWouldn’t it be the bee’s knees if you could run a game session without those pesky non-fun moments?  I think so.  Actually, I know so!  That’s why I laboriously reinvented that thing that was already invented, and put it into words that are my own!   You see, it took many decades of alchemy, wizardry, and drunken dumbery to create, no, to manifest this knowledge!

“Well what is it” you ask?

Thank you for asking! It’s not what it is, but what it does!

Only if you are serious about gaming, may you understand its treasures. Only if you make an effort to promote general good gamery, may you reap the rewards.

By the very nature of good and evil, yin and yang, dark and light, law and chaos, neutral and… neutral, the Dramatic Combat will incite within you a systemic wave of karma – for the good you put into it, it gives good back to you.

Behold!  Dramatic Combats!

You and your players are movin’ and groovin’ through a fun night of gaming when (out of nowhere!) an encounter pops up!  Suddenly, that fun flow you had going is interrupted by drawing a map, writing down statistics, rolling for initiatives, attacks, movements, defenses, actions, reactions, and so on and on and enough!  Now I’m not talking about the meat-and-potatoes of encounters that your adventure is calling for, noooo; I’m talking about those encounters that simply disrupt the flow of the night… too significant to hand-wave an outcome, yet too insignificant to devote a fleshed-out hour(s)-long encounter. You know, those encounters that just grind the game to a halt.  A HALT!

Variety.  It is the spice of life, right? That is why some games have some version of the Dramatic Combat! Unfortunately, not enough games do. Not to worry! They are easy to implement for any game! Also, it is a nice change of pace that everyone usually seems to appreciate. For instance!…

Suppose that the player characters suddenly have a finite amount of time to run through a giant herd of aggressive zombies. They have to get to the other side, they can’t go around, and a raging fire is chasing at their heels!

If you… uh… stop to draw up a map… put out a hundred zombie figures… and told everyone to roll for initiative, well the flow of the game might slow to a crawl as (round after round!) the player characters grind their way through the herd using “standard combat rules.”

OR, you could say this…

“Ok folks, running through these dry fields with the fire at your heels, you’re all getting a little winded, but you imagine that you’ll still be able to make it back to the bedrock barrens. But wait! As you crest a hill you see a herd of zombies in your path – hundreds of them! You need to run through them to get to the bedrock on the other side! As you run through them, the flames will engulf the herd because they won’t be able to move as quickly as you, but can you get through the herd unscathed? So, here’s what I need you to do…

Each round is one minute long, and there will be five rounds. This represents you moving, bashing, sidestepping, attacking, casting spells, and so on. Everyone gets five rounds of actions, and the game master (me) never rolls for anything. In the end, you’ll get to the other side, but how beat up will you be?

On your turn, you decide what you are attempting to do (zig-zag through the herd, run as fast as you can, attack the zombies as you run though, knock them down, blast them with spells, whatever). Make a relevant roll and if you get an average success (such as a 10 on d20), you take 1d10 damage. If you roll a 15, you take 1d6 damage, and if you roll a 20 or higher, you take no damage. Make sure you indicate your intended action and then narrate it based on your roll.

Everyone will get through the herd, but if you end up with 0 or less hit points, you’ll end up collapsing on the bedrock just as the fire engulfs the last of the zombies – after a few minutes of catching your breath and tending to wounds, you’re back up to 1 hit point. Then, everyone can heal normally or not; it’s up to you individually.”

OR!, how about this one…?!

The characters have convinced a dragon to give them a ride across the Swollen Bog of Eternal Urinal. While riding the dragon, the players are bombarded by swarms of flying monkeys, hell-bent on knocking them off. If the dragon attacks the swarm, the player characters will most likely fall off. So, his only course of action is to fly through the swarm, which will take three rounds. Each player character must make three “average” checks (for Dexterity, Climbing, Agility, or whatever). Failure on any of these results in the character falling into the Swollen Bog of Eternal Urinal. Hoozah!

These are just two examples of Dramatic Combat, as they don’t have all the bells and whistles that can slow a game down. I’m certainly not suggesting that you substitute Dramatic Combats for all combats, NO!; just for those that you know would slow the pace of the game down. The players don’t have access to all of the normal combat rules of the game, so the death of a character should not be a possibility – just the excitement that a fast-paced encounter should provide!

Behold! Dramatic Combats! Behold!

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