Playing an NPC: The idiot

Aka, how to place your ego aside and entertain.

Imagine, your players are out on an adventure and they meet up with a stuck up NPC who gives them a hard time. The mood is a bit tense at the table and the players may struggle to get what they want from this NPC. (And according to some, unnecessarily so.) Not a few moments later, they meet up with another NPC with a similar, if not down right same, demeanor. They may have different traits, but the feel of the NPC remains the same and seems to be a reflection of the DM’s attitude towards the players. Statistically this is highly unlikely to happen in real life but oh so common while playing a pen and paper  RPG with other people. And naturally may lead to your players no longer having fun.

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Non-Combat Combat

Non-combat combat. A weird combination of words, I’m sure, which is exactly why I want to talk about it today. First, let’s break down what I mean by it in the context of roleplaying games.

Combat, in roleplaying games is a remarkably common affair. A group of goblins show up, the adventurers draw their swords and axes and a few minutes later, there’s bloody corpses everywhere.

“Beardman, your turn.”
“I use cunning rethoric!”

What it also is, is a very regimented affair. The goblins show up, everyone rolls for initiative. One by one, everyone takes their turn to perform whatever actions they’re allowed and when everyone’s been, the turn rolls around again. This has a noticable effect on players, who know that when Initiative has been rolled, shit just got real.  Initiative means there’s things on the line and people are going to die.

Which brings us to non-combat, which is generally safe, a little freeform and lower-takes than the life-or-death of combat.

So why not combine both?
That’s right, today we’re talking about introducing combat mechanics to ratchet up the tension in non-combat situations.

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Player Ability vs Player Challenge

A few weeks ago my sunday D&D group reached 7th level and with 7th level came a whole host of new spells and abilities that gave them several brand new ways of murdering their enemies and taking their things. This also meant that the standard way of providing them with a challenging encounter didn’t quite work anymore so I had to go looking for new ways of threatening their treasure, lives and friends (in that order).

Tarrasque
Appropriate challenge for a lvl 20 party? yes
Appropriate challenge for a lvl 5 party? probably not

This post, I’d like to take a moment to look at challenging players in the context of their abilities, especially at higher levels. I’ll be going over when to let players revel in their power and how to properly challenge their more powerful abilities.

So without furder ado, let’s get into it.

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Writing a strong Background

Aka, Let me tell you my tale…

When you see people on the street, at a glance, only a few will ever stand out from the crowd. Be it due to their mannerisms, the way they dress or just their overall feel when compared to the bland and common background.
In RPG’s, these usually turn out to be the quest givers, special contacts or even story hooks designed to stand out so that the party has a clear sense of direction.

Insert more arrow to the knee jokes.

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Creativity at the table

Aka, How to think outside of the box and get away with it.

Consider the following. The house Reyne of Castamere royally pissed off the Lannisters. They end up fighting and the last of the Reyne retreat into their main fortress known for its subterranean systems, defenses and living areas. The fort is an absolute pain to take and could sustain them for a long time. A siege could prolong the war for far too long, being costly and an assault would likely end up with high casualties and loss for the Lannister Army.  Tywin Lannister knew this and ended up deciding on a third option. Close off any and all entries/exits to the fort, leaving only a small opening for the massive amounts of water from a nearby river, which he had diverted into the fort. Flooding and killing every Reyne inside, ending the war and suffering no extra loss in the process.

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Checks, Saves and Rolls: When?

No post on my homebrew system this week. That has been shelved for a few weeks until I can get a proper writeup of the system as it stands done.

Instead, this week, I’m going to try and answer a question that has plagued roleplaying games since the dawn of time: When to roll dice?

“Roll for initiative, suckaz!” – Tiny Tina, Borderlands 2

You might think this an easy question to answer.. After all, most systems spell out explicitly what to roll dice for and when. That is, until you start reading a little more into them and you find out that everything’s not quite so cut and dry.

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The GM’s toolkit

We’ve spent a lot of time talking about our games, preparing for them and even running them. We’ve talked about the metaphorical tools in your toolbox and the different tricks that can be employed by the savvy game master.

Toolkit
Well, you get the idea. Add some dice and you can probably play some obscure indie RPG.

What we haven’t touched on are the actual tools you can use to make your games easier to run or more enjoyable to be a part of. So that’s what we’ll be talking about today. I’ll mostly be going over the tools I personally use and why I find them to be a good addition to my ‘kit’ as it were but i’ll be offering a few suggestions that I intend to pick up at some point in the future as well.

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The fanciest of swords!

Last week, I spoke about making treasure interesting again. I mentioned crafting custom tailored magical items for your players to make finding said magical items more interesting. This week, I’d like to go into a little more detail with regards to those magical items and offer a few examples of such fantastic pieces of loot.

I’m going to be looking at three examples here and give you my reasoning as to why these would make for engaging magical weapons, what could perhaps be improved for them and giving some tips and tricks on making your own.

Snake inspired katana
Let’s cut to the chase, shall we?

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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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