Miscellaneous
  • Miscellaneous


    Mike Carr played the first cleric in the history of fantasy tabletop role playing games. Like, the very first. Ever. In the decades since, the character class has earned a spot at the core of the hobby, so when Carr casually mentioned in an email that he played the first one in a now-legendary campaign, it seemed like a follow-up question was necessary. But for Carr, it's just another interesting footnote in a life in gaming.


    I run a weekly D&D game for children ages 8-14 at my shop. When I took over our Young Heroes League program last fall, I had very little experience as a DM. I started running an Adventurerís League table for adult players a few months later, which is easy by comparison. There isnít much the grownups can throw at me that I havenít already dealt with on some level while wrangling the kids.


    This past Saturday, I ran a game of Fate Accelerated (like last year) at a local gaming store for Free RPG Day. A couple of the players were unfamiliar with the game, but this isn't unusual since a lot of people use events like this to play games that they wouldn't normally get to play. But running sessions like this point out the importance of Session Zeroes in gaming, even if the session is a mini one.


    Today I want to talk about a subject that is near and dear to adventurers. Yes, weíre talking about money. Money is a medium for exchanges. It is accepted in payment for goods, services and debts. Different cultures handle money and currency differently, however, and what is accepted as currency can change with time, so letís do a little digging and see what we turn up.


    Obviously, the best way to reward your D&D players for participating is to have a good game ready. But when youíve found a good group and want to dig deeper to enhance the experience, here are a few methods for rewarding your players. Some are DM-specific, but others can apply to any player or the whole group.


    So, you're playing a tabletop RPG for the first time. Congratulations! You're in for an adventure. However, you're probably also feeling a little overwhelmed. Even if you're familiar with other kinds of gaming, tabletop RPGs come with their own specific sets of challenges. With that in mind, let's talk about a few things that will make your gaming experience a critical success.


    Coming soon to your favourite audio device is a new podcast all about the latest tabletop roleplaying game news! It won't necessarily be accurate, or informative, or even competent, but we will try to have fun! Join Morrus and Peter Coffey each week. You might learn something. But you probably won't.

    In the late 70s and early 80s there were a large number of magazines running around that talked about gaming in general and role playing games in particular. Of course most people are familiar with Dragon Magazine or the early White Dwarf, but I wonder how many remember the gem from Task Force Games that did as much to broaden my RPG horizons as either of those. That gem was Nexus Magazine and it began in 1982 talking about of all things, what is a role playing game.


    When the GM puts in the effort to create a game session for your party, and everyone makes time in their busy lives to show up, you might as well make the most of the occasion. Setting the scene for your game and creating a space where you can relax can help immerse you in the experience. Whether you prefer to create an atmosphere that suggests the setting of your game, or choose to focus on the fact that you are hanging out with your friends for a few hours, you can find little ways to make it special.


    A large subset of board games is Eurostyle games. These games are almost exactly the opposite of RPGs in many ways. Keep in mind, board (including some card) games are a vastly larger segment of tabletop gaming than RPGs in monetary terms, and Eurostyle games are a large part of that segment. So even if you have no interest in non-RPGs, a comparison may help you understand what you do (and could do) with your own campaign or RPG design.



    I think that, outside of comic books, the one media that I've glommed onto for the longest part of my life has been horror. But, the longer that I role-play the less interested I become in horror role-playing. Most of the 90s were taken up with Call of Cthulhu and horror-themed GURPS games that I ran. Both of these systems were great for horror for me, but something changed over time.


    Technically, all you need to play Dungeons & Dragons is a set of dice, a pencil, and a character sheet. Sure, itís very helpful to have least one copy of the Players Handbook on the table, of course, but many optional tools are available for players and DMs that can make game play easier, or just more fun.


    As a dungeon master and co-owner of a tabletop game and comic book shop, I meet brand-new players virtually every time I'm behind the counter or the DM screen. D&Dís recent popularity explosion has brought in countless new players. They usually are feeling both excited and intimidated, and it's my job to maintain that excitement and add confidence too.



    I am typically a game master when I game. It is the role that I enjoy the most, and I think that the world building part of the GM's "job" is a big part of what I enjoy. But I do sit on the opposite side of the GM's screen from time to time* and being a player. So, does "world building" apply to character creation?


    There's a lot of "superstitious mumbo jumbo" (to quote Sir Alec Guiness about The Force in Star Wars') in the world. I take the scientific, naturalistic approach. I don't accept the supernatural as an explanation for anything, so why would I think there can be anything magical or supernatural in dice rolling/games?


    While I'm not much of a fan of the song (and I didn't care for the movie it came from), I've been hearing a few commercials lately using the Bonnie Tyler song "I Need A Hero," and it has triggered thoughts on heroes and heroism in gaming.


    There are two ways of rating fictional characters that you want to add to role-playing games (and other types of games as well). These are the functional method and the emotional/perceptual method (for want of a better name).


    What did I do to change the mechanisms of Spelljammer when I devised my own version?


    Most role-playing game adventures depend on the player characters going out into the world seeking adventure. They leave their homes or bases of operation and travel to a dungeon, a wizard's tower or a newly discovered planet. But sometimes an adventure designer wants to take the story to the players' doorstep.


    I enjoyed playing Spelljammer in conjunction with the 1e D&D rules back in the day - I'm a naval guy at heart. For those who don't remember, it's FRPG in outer space, with different physics and magical spaceships that often resemble creatures such as sharks or wasps, for 7th-13th level. (There was a brief version in Dungeon Magazine for 3e as well.) I read that we may see a new version for 5e, so I dug out some old notes in order to discuss the design of the original game.

    Page 1 of 16 1234567891011 ... LastLast