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Monday, 14 June 2021

For The NEW Fantasy World DM/GM/Referee... Short Guide of Setting up the game

 

Friends, who finally decide to delve in the Mastery of Creating a Fantasy RPG group, as the DM/GM.

As this will be your first time in refereeing a game, I hope you might consider a lot of guidance here.

 

1: Your first game only needs to consist of 3 key things.

  •          A location (town/hamlet/village/keep) for the players to re-supply and become “known” as they increase their reputation.
  •          A location (caves, ruins, dungeon, complex) that players can gain loot/items and experience.
  •          A list of side-ideas (competing parties, mini-encounters, reactive ideas on what happens at either locations) to fill in the journey between the 2 locations above.

For the First bullet point, you don’t need any more than this to start. Your Focus will be creating believable NPC’s, listing their mannerisms wants and needs is handy, and a simple physical description.
DO NOT MAKE PC-NPC’s 
You are a DM/GM… you are not a player, never make yourself a PC in the game. DON’T… seriously DON’T.

For the Second bullet point, make the looting grounds interesting, and for the sake of sanity, make it the only “known” location of mystery for the party… you will learn quickly that your own mouth is your worst enemy.

The Third bullet point is BROAD and redefines itself as the game progresses. Players may develop relationships to both locations that may create re-occurring enemies (even in town) and interesting drama for the trips between the 2 locations.


2: Once again, to be clear, as the definitive Master of the world, your MOUTH is your own worst enemy.

  •         The players MUST know of the looting location, for now it should be the only location.
  •          Listen to your players as they play… IMPORTANT
  •          Stay consistent.

The opening game session, the players must have some implied goal, it’s usually “Loot location X” to become stronger. And this must be clear to the players. If it isn’t, then the players will run around, annoy the NPC’s and end up burning down the starting location to cover their crimes.

Make sure the characters are ALREADY equipped. This stops the first session devolving into a shopping session. It’s best to prep the player as they create and equip their character (buy stuff that will set your player up for a cave exploration, or wilderness exploration or castle heist…)

START the players leaving town and on their way to the looting-location, the party can develop on the road trip, and there will be PLENTY of time for shopping/carousing with NPC’s when they return from the action... with REAL stories to tell of their exploits, not just made-up pre-character background.

Listening to the Players lets you know what they like or don’t like in the game. Sometimes players come to conclusions about the locations that you might want to steal (and twist). After all, let them feel the gratitude of knowing they were right all along, when you can. They might have a love for certain types of explorations, cater to them for future adventures.

KEEP consistent. Your rules, rulings, mechanics must remain solid in your world. This also extends to your locations and NPC’s, motivations should never waiver, personalities should be set in stone.

After your first series of adventuring sessions with the players, you should have an understanding on the character/player/group dynamics and hopefully set the stages to new adventures and hooks to new locations. You will know if the entire group of players want to carry on, or end the adventure as is (as a one-shot).

 

One of my favorite campaign games as a player started the group off with a solid goal.

The DM presented a world in a power struggle.
The group of us are assembled to find the Baron’s daughter, apparently kidnapped by the elves.
Our group led by the Baron’s (NPC) Captain, whom we discovered had an evil-wolfish side to him several days into the journey.

The mission was clear from the get-go, it had everything for the players… fame, infamy, loot, inter group antagonist, and the discovery that the Elves didn’t kidnap the Baron’s Daughter, thus raiding the slaver/brigand’s stronghold that had her. Evil-Captain part of a ploy to war with the Elves… it was great.


Sunday, 13 June 2021

Infinity RPG Core Book


 

I've had Infinity miniatures in my collection, but I've never actually played Infinity as a skirmish game.

Recently seen this Roleplaying game and thought, this might be interesting as I've recently acquired Infinity:Defiance Boardgame and a lot of the bonus Kickstarter materials (2nd wave on it's way). 

I've never played the Modiphius 2d20 system so I'm still in question of the mechanics. So far with my first glance over it, very wordy, lots of exposition, and a character building system that looks like it crosses TRAVELLER with BATTLETECH: A Time of War. The idea of this character building appeals to me.

I'll read through this 496+ page behemoth (and the little adventures book peaking behind it in the image) and come back later with my thoughts.

Sunday, 4 April 2021

The problem with *some* TRAVELLER Forum/Groups Admins




Groups have Admins, but often we see Admins have a very narrow band of sight when it comes to TRAVELLER.

TRAVELLER, if you don't know, is a role-playing game that started back in 1977 (I was 12 at that time). It's been a game on my shelves since 1978 onwards.

It is classified as a (hard) science fiction game. The 3 book set had adherence towards the more science-y side than fantasy, however it did not count these fantasy factors entirely out.

On inhabited worlds, there is a Tech level associated to the population of the planet. This can be from 0 to 16 typically. THIS seems to be where Forum/Group Admin's FAIL in their moderation.

Also, "miniatures" can be a factor. The original rules used cardboard chits, or 15mm miniatures. Due to the lack of 15mm minis available, a lot of gamers have made 28mm minis their scale for the game, as there are many more options and companies produce these miniatures on mass.

I paint a lot of Miniatures on Science fiction and modern genre. In fact over 70% of my minis are (non-WH40k) 28mm science fiction from various companies and aliens/robots as well. A lot of Refs and players in TRAVELLER want to know how to paint these minis as well.

Lately I was reprimanded for posting a miniature of an alien known as a "razormouth", the Admin questioning it's relevancy to the game. Seriously, if I have to post the "why" of it's relevancy to TRAVELLER... the problem will then occur if I post a miniature of Tech level 0-1 (caveman or alien-primitive) Tech 2-3 (primitives/aliens with swords) .... do you see a problem?

If the Admin has such a narrow scope on this game not to allow posting of mini's of any Tech level (unless it has a space gun and a space-suit) there's a problem. That group is going to stagnate into a narrow-minded hive. AND if your aliens don't look like a giger-nightmare, it doesn't count as an alien.

Admins like this, are idiots.

The Mewe group that this relates to, I decided to remove my posts. And remove my uploaded PDF's and printable handouts. They are my own property, if I feel like I no longer want to share these with the group, I do have the right to remove my own stuff.

The Mewe group admin took offence to this and kicked me out of the group. It's his group, he has the right to do what he wants. If he wants to run it like a dick, then he has full rights to be a dick.

For those who want to have access to all my pdf's (free) and partake in a group that covers ALL aspects of Science Fiction gaming (board games, miniatures, TRAVELLER and other sci-fi RPG's) feel free to join my Mewe group. The Chat is disabled (to prevent spam) but feel free to post.

LINK TO: Sci-fi RPG Adventures Mewe group



Sunday, 14 March 2021

Campaign Coins

 


So I pulled the trigger on some interesting items on Ebay. This one struck me as something which, to me, is more of a collector's item, however provides a bit of perspective to my players of Numenera.

These are all metal, and of really good quality. There is no pits or mis-forging here. Each coin is very detailed and perfect.
I would highly recommend using Campaign Coins if you want to use some quality items for tokens, or bennies or even for use as money for in-game shenanigans.
You also get a nice pouch to carry them in.
These are "Official" Numenera coins provided via the blessing of Monte Cook Games.




Saturday, 13 March 2021

Numenera: Edge of the Sun

 An interesting book at 160 pages.

Makes for an interesting part of Numenera as a whole, as well as gives the GM a broad canvas to use in conjunction with his/her existing Numenera Campaign,

Definitely built for a more experienced party of players whom have explored enough of the Ninth World to know what's going on, the adventures provided can be something stewing until a later date. HOWEVER, GM's having knowledge of what's in this book will be able to lay out a whole host of hook-lines and sinkers, dropping crumbs of knowledge and potential motivations for the more powerful NPC's the players may face during their lower to mid levels. 

The information given in this book provide key motivations to certain NPC's that players could encounter within their primary years of adventures. As I'm going to do my best not to spoil things for player-readers, the GM can expect a lot of reference material on this new location, along with the types of lifeforms that could be encountered. There is also a lot of "Jade Colossus" influence as well. Random tables galore for the exploring, and a lot of cyphers geared towards the exploration to be had.

What lays on the edge of the Sun does have an important purpose. It's not something the players may have to worry about... now... but there will be a need to have the players eventually face the unknown, buckle up, and become prepared to decide the fate of the Ninth World in this one.



Is it worth getting?

A clever GM will find this book motivating. It will give the GM some aid in giving the ENTIRE Numenera campaign a significant finale. 

As it stands alone as a book, it would seem a little "too much" to just plop players into it. The GM's best bet with this book is to read it over, understand what is at stake for the Ninth world. Then use this knowledge to build adventure arcs with the current array of powers that interact currently with, or eventually with, the Players. Mold ideas of what the Enemies of the Players might know of this plot, and have these Enemies work to their own ends to achieve their goals in the Edge of the Sun. 

Depending on how much you may use Varjellen, Visitants, or even the Octipoids... each one of these, the GM could devote some motivations towards the plot of this book... creating some clever and twisted arcs... and space battles... skies the limit.

But it will take some considerable note-taking for the GM and thought... but it's a good exercise for the brain, and this book will give you some fuel to work with. 

The book is worth it for the potential it unlocks for having an really cool ending of a great campaign.

Saturday, 27 February 2021

RE-Organizing Blog

 So, due to this blog being about various games that interest myself, there are additional things about each game that I might want to follow up with. However not everyone viewing this blog might take an interest in ALL of these games. So I will be creating categories to organize all my posts to make it easier to pick a game and see all relevant posts about it.

This will also allow me to post more blogging "blurbs" about each, without having to re-reference each game in the posts.

Lately been doing a ton of painting, I have a bunch of new games (Bloodbourne, Infinity Defiance, Aliens, and a ton more mini's being painted from the fantasy/wizkids line) and some new equipment including an affordable airbrush/compressor combo that I'm putting through the stress. Also new brushes and my overview on what I think works best so far for brushes.  

Monday, 22 February 2021

INNOVATION OVERLOOKED...

 Now, I'm not one to put anyone on a high pedestal just because of the color of their skin, or sexual orientation. I have played and will forever play with ANYONE that is good at playing role-playing games. I'll even play with those who are not-so-good at the craft in order to further their skills if they are willing to learn and participate in earnest. I don't look at role-playing gaming as some tool to wank-out on, it's there to enjoy as a group as we create a tale and endure it's hardships. If you want to jack-off, watch some porn.

Even with the smatterings of preachiness outside of their products, Monte Cook is one ass-kicker of a company. If you have never played using the Cypher System (Numenera) you have possibly missed a massively awesome take on the mechanics in role-playing games, as of recent decades.

Cypher System takes a lot of calculus-crunch out of the game so it's really easy to learn and play through. It's complexities lie within the way you build your character, and they are built to be quite varied in specs as well as interlaced with hooks into your fellow Player Characters to the right and left of you.

Yes, you will have some kind of relevance to your comrades in some way, even in some of your abilities. In some cases, these PC relations will help each other become mechanically stronger when you work together as a team.

The next relevant aspect of this system, is that the Game Master does not roll dice. Unless you are playing without Intrusion Cards, then the GM will roll on random tables from time to time.
As I'm usually a GM, I find this system freeing, I'm no longer bound to the adversaries that the players face, I actually suggest ways to overcome difficulties, and my mind is free to explore where the game goes next as I'm no longer preoccupied with tending the game with die rolling.

Do NOT pass on Numenera, The Strange, or any of the Cypher System RPG's. If someone offers you a place at the table, TAKE IT. 
I took a chance on it, due to Monte's previous offerings in the past. Planescape Torment is still one of my favorites. The Art in MCG products is of the highest quality as well. 

Despite of what you think of Monte Cook, the guy is a pure genius in RPG design.