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Judging Horror

Horror is the most difficult type of RPG game to run. Visual effects don't play well at the table. Sounds rarely make the players jump. Gore describe rarely has the same effect as on the big screen. Setting the tone can be hard, especially online. Everything that makes a good horror film is hard to translate. There are solutions, but today's question is, how do we judge whether or not our horror game techniques are working? Horror is one of the few genres where bleed is expected. The things that our characters feel bleed over into our feelings. Likewise, sometimes our boredom with horror tropes and lack of tone can bleed over into our character. This bleed, in terms of judging our game, is actually helpful to us. It allows us to focus on the character without asking more difficult questions about the player. With the character now in  our sights, we need to ask the right questions and make the right observations to tell if our horror game is working. In this case we are goi...

Foam Cutter

I built a foam cutter today. It works great. I get start into the wonderful world of foam terrain.

Interesting Encounter: Hillbilly Island

Interesting encounters are short descriptions of encounters that GMs can use to build on.  They combine unique aspects of different types of foes, terrain, skill checks, weather, combat, etc in order to provide more unique challenges than hit monster; repeat. Hillybilly island is inspired by the X-Files Episode "Home". If you haven't watched it, I will wait while you go catch it on Netflix real quick. Ok, so this encounter takes place on an island which you can place anywhere, making it a nice excursion during a sea voyage. This island is surrounded by dangerous rocks and there are strange sea monsters that live in the seas nearby, both of which result in many shipwrecks. Along the edge of the island lay the hulks of ships, new and old, claimed by these dangers. The PCs arrive via shipwreck caused by the rocks or a sea monsters. The island is very small and has two buildings. The smaller building is a shed. The larger building is a house. Both are rickety, one story...

Injury instead of Death

In some game you want to build a character and run all the way from beginning to end to see all the levels, gather all the experience and loot, and have an epic tale for the ages. In these games, consider dispensing with death rules and instead substituting injuries. Wait, what?! You can't do that. There is no reward without risk. What will make the players afraid if their characters can't die? That isn't very old school of you. Is this a more millenial PC way of gaming?! What, are you afraid of making your players cry? Yeah, I have heard all the arguments. The bottom line is that the game is about what the players and GM make it about. Don't force your way of thinking on someone else's game. Death rules, like any other rules, can be changed if so desired. Everyone gets to play their own game. There is a valid point in the criticism -- there has to be some consequence to making choices. If dying isn't it, what do we use instead?  Of course, we could use th...

An Alternate System for Handling Proficiencies

Most d20-based D&D-related systems give out proficiencies in blocks based on classes or groups of weapons. Some use feats and even races to augments this. While effective, this sometimes pidgeonholes characters into using the same sort of weapons over and over again. It also limits the number of weapons available, because any clearly better weapon will overshadow lesser alternatives. To add some useful detail to this part of these systems, I am proposing an alternative system using proficiency points. As with all ideas, it probably has been considered by other folks before (though I have found no discussion on the internet of it). Still I throw this idea out as one whose time has come. Proficiency points are granted to allow character to gain proficiency in specific weapons. Common, less dangerous weapons require few proficiency points to learn to use. Complex, exotic, dangerous weapons require more proficiency points to learn to use. This can be expanded to include siege weapons...

Pacing 101: Getting Your Game Moving

How do you keep players engaged? How do you keep players off their phones and in the game? How do you handle the game when the party splits? How do you keep tension high? The answer to all these questions is pacing, and that's what we're covering today. Pacing is about 2 things: how long progress takes, and how much time there is between direct interaction with a player. Generally, a good GM will move the story forward quickly enough so that the players aren't doing the same thing over and over. However, the story pace can't negate the players ability to make decisions and deal with consequences. The story isn't something that happens to the PCs; the PCs are the story. Interactions with the players should happen often, but quickly. Why? Because the time it takes to get from one turn to the next is the sum of all player interactions in between. Don't give players time to get bored; keeping the game moving. The first key to pacing is to set expectations pr...

Top 10 Things to Know for the New Dungeons and Dragons 5th Edition Dungeon Master

There is no doubt that D&D 5E is pulling in a lot of new players. Unfortunately, this exacerbates the problem of needing more Dungeon Masters (DMs), and luckily more players are jumping in to be new DMs for games. If this is you, then this article is for you. Let's cover the top ten things to know as a new DM for 5E, well, besides the rules, which come in convenient book form. You need 3 books: The Players' Handbook (PHB), the Monster Manual (MM), and the Dungeon Master's Guide (DMG). You can get started with just the first two, but the DMG will teach you a lot of important skills and give you a lot of needed advice. Learn the rules, but don't sweat it when you get them wrong. Learn the rules as best you can before hosting your first session, but don't feel bad when you don't know a rule. Even experienced DMs take many session over months to learn a new rule set. Ask your players for help, make a ruling, and make a note to revisit it after the session...