I call Halloween the Beast Holiday (from the Beauty and the Beast TV series). It's the holiday that the Beast could freely walk around without being bothered. And it is much the same for us who play role-playing games.
This is especially poignant for me as I play LARPs (live-action-role-playing) almost every weekend. There are often times when we'll hit a restaurant after one of our events and most of us will still be dressed as our characters (or NPC monsters - makeup is hard to get off). Most of the year we get second and third looks...and sometimes negative comments. However, during the Halloween season we get positive comments about how good our costumes look; people are not surprised by how we are dressed.
This also works for tabletop rpg players. It's the holiday where pretending you are a fierce warrior or clever mage is acceptable. People understand the desire to be something else, to be heroic. Carrying around an rpg game book is not frowned upon as it may be during other times of the year. Halloween is a commonality between rpg players and those who are not gamers.
October 30, 2012
October 23, 2012
Modern Day Pickpocket
Recently I was thinking about what "normal" people carry in our modern-day. Suppose someone "rolled" a person or picked their pocket, what can they find?
1) Aspirin
1) Aspirin
2) Backpack
3) Book
(fiction)
4) Book (non-fiction)
5) Bottle opener
6) Camera
7) Candy
8) Cellphone
9) Change
10) Comb
10) Comb
11) Compact
mirror
12) E-reader
13) Gun
14) Handkerchief
15) Headphones
16) Jewelry
17) Keys
18) Laptop
computer
19) Lighter
20) Lip balm
21) Music
device
22) Pack of
chewing gum
23) Pen and
paper
24) Penlight
25) Pocket
knife
26) Snack
bars
27) Sunglasses
28) Wallet w/cards
29) Watch
30) Whistle
October 18, 2012
Extra Life - Charity Through Gaming
While this is only tangentially connected to rpgs (there are some video games games based on rpgs), this is about a friend of mine who is part of a charity drive that will be video playing games for 24 hours straight. Basically its like sponsoring someone for a marathon, only he'll be playing games instead of running. A person donates a certain amount of money and they can watch him as he plays. At the end he is even giving a free Steam game as a raffle prize to those who donated.
His chosen charity is Boston Children's Hospital. He will be doing this starting on the 20th, so if you want to help out you'll have to do so now. For more information, you can check it out here.
His chosen charity is Boston Children's Hospital. He will be doing this starting on the 20th, so if you want to help out you'll have to do so now. For more information, you can check it out here.
October 16, 2012
Players and DMs vs Settings
Not all game settings are created equal, this we all know. However, some bring an added level of complexity that goes beyond simple personal preference. Some settings require more from the players or more from the DM than your "typical" setting. I have a few examples of what I am talking about; to best illustrate we'll be looking at some of the 2E settings, specifically Birthright, Dark Sun, Ravenloft and Al Qadim. They all use the same core ruleset (2E D&D) but the settings themselves and their approaches are all different from each other.
Birthright
I view this setting as fairly "typical". If you've played any other sort of D&D this setting is easy to get into. It does not require much from a player or DM other than some different rules for the entire domain/blooded actions. It does not require the players to play any differently or the DM to run things in any different sort of manner. If they had played Greyhawk or Forgotten Realms before coming to Birthright they would not have to alter their play at all.
Dark Sun
This is very similar to Birthright. The players can play it and the DM can run it much the same as any "typical" setting. The only slight difference is the scale of character level and their abilities and the lethality of the setting that can take some getting used to. When the Dark Sun setting came out it changed the perceptions of character ability and danger, but ultimately it can easily be run as any other setting without diluting the setting. It is more about getting used to the setting as opposed to requiring anything special from the players or DM.
Ravenloft
Here we start to diverge from the "typical" setting. Ravenloft is designed to be a "horror" setting. And this requires more from a DM than the "typical" setting. If a DM were to run Ravenloft as they would any other setting the goal of Ravenloft is lost. The setting requires more from a DM than other settings. For myself, I know I can not run Ravenloft effectively. I am not good at subtle hints of danger or a slow build up of fear and terror until it reaches an explosive climax. Therefore, I would be a terrible DM for a game in the Ravenloft setting. Ravenloft requires a DM that can bring these skills to the table. To do otherwise negates the goals of the setting. Ravenloft requires a skilled DM.
Al Qadim
This setting is all about a culture. It is probably the most intensive setting that D&D has ever produced when it comes to providing a cultural setting. It is full of grand and small mythology (as seen in the stories told throughout all its source material). It is full of cultural mores and ways of interacting with other beings. And it is these expansive cultural references that require the players to play "properly" in order to make effective use of the setting. As an example, the setting sets up bounds of how a person acts when confronted with a stranger at their home; in this case it is to provide aid and comfort to the stranger at their door. In a "typical" approach to such a situation the player characters will often simply kill the stranger and take their stuff. The culture puts restrictions upon the player characters that the players first need to know about and then embrace. To not do so negates what the setting is about and turns it into something else; at that point they might as well be playing another setting. Al Qadim requires skilled players.
Can you think of any other settings that require more from the players or DM then the "typical" setting?
Birthright
I view this setting as fairly "typical". If you've played any other sort of D&D this setting is easy to get into. It does not require much from a player or DM other than some different rules for the entire domain/blooded actions. It does not require the players to play any differently or the DM to run things in any different sort of manner. If they had played Greyhawk or Forgotten Realms before coming to Birthright they would not have to alter their play at all.
This is very similar to Birthright. The players can play it and the DM can run it much the same as any "typical" setting. The only slight difference is the scale of character level and their abilities and the lethality of the setting that can take some getting used to. When the Dark Sun setting came out it changed the perceptions of character ability and danger, but ultimately it can easily be run as any other setting without diluting the setting. It is more about getting used to the setting as opposed to requiring anything special from the players or DM.
Ravenloft
Here we start to diverge from the "typical" setting. Ravenloft is designed to be a "horror" setting. And this requires more from a DM than the "typical" setting. If a DM were to run Ravenloft as they would any other setting the goal of Ravenloft is lost. The setting requires more from a DM than other settings. For myself, I know I can not run Ravenloft effectively. I am not good at subtle hints of danger or a slow build up of fear and terror until it reaches an explosive climax. Therefore, I would be a terrible DM for a game in the Ravenloft setting. Ravenloft requires a DM that can bring these skills to the table. To do otherwise negates the goals of the setting. Ravenloft requires a skilled DM.Al Qadim
This setting is all about a culture. It is probably the most intensive setting that D&D has ever produced when it comes to providing a cultural setting. It is full of grand and small mythology (as seen in the stories told throughout all its source material). It is full of cultural mores and ways of interacting with other beings. And it is these expansive cultural references that require the players to play "properly" in order to make effective use of the setting. As an example, the setting sets up bounds of how a person acts when confronted with a stranger at their home; in this case it is to provide aid and comfort to the stranger at their door. In a "typical" approach to such a situation the player characters will often simply kill the stranger and take their stuff. The culture puts restrictions upon the player characters that the players first need to know about and then embrace. To not do so negates what the setting is about and turns it into something else; at that point they might as well be playing another setting. Al Qadim requires skilled players.
Can you think of any other settings that require more from the players or DM then the "typical" setting?
October 9, 2012
New ENWorld Column
A short while ago ENWorld began looking for some more columnists. The goal is for ENWorld to provide daily content throughout the week. I put in a sample piece that takes a weekly look at the PDF market. ENWorld acepted the concept and the first article went live today.
Will the weekly series stay up on ENWorld? Who knows, that really depends on how many people read it and like it (and how interesting I make it).
You can check it out here.
Will the weekly series stay up on ENWorld? Who knows, that really depends on how many people read it and like it (and how interesting I make it).
You can check it out here.
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