Theme and Flavor (2)

As we discussed last week, a proper theme can really help guide you in planning a campaign. Today I’d like to talk about using theme to not guide your own campaign but to guide your players.

You see, players are tricky creatures and will subconsciously pick up on the themes you’re putting down. You can use this to both make your game more compelling and to pull the rug out from under them for a surprising upset. How to do this, well, that’s what we’ll be talking about here.

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Theme and Flavor (1)

So you’ve decided to GM a roleplaying game. Awesome! You’ve got a system all picked out, your players are excited and you’ve started doing some prep for your campaign. You’re figuring out names for towns and what optional rules to use. You’ve read the rulebook again and are starting to draw up some NPCs and potential plotlines.

But now comes the hard part of creating and running a successful campaign. You somehow have to wrangle and wrestle all of your ideas into a cohesive whole and then herd the cats that are your players in the right direction to actually experience all that content you’ve made for them. And that’s not easy.

But fear not, dear reader. There are tricks to be employed, ruses to use and techniques to master that’ll make this if not easy, at least doable.

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Searching for Treasure!

For many roleplayers and certainly many characters, treasure is one of the primary reasons for their adventures. Treasure is rarely the end goal (unless the characters are truly shallow) but fine quality loot is a mainstay of an adventurer’s diet.

Scrooge McDuck
The result of a successful adventuring career.

So how do you make finding ever increasing sums of gold and piles of magic items interesting? Well, that’s what we’re here to talk about!

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