I’ve sometimes had a challenging experience getting players to “buy in” to a setting or campaign as deeply as I’d like them to. No amount of handouts, props, lighting, or otherwise could get them out of the gaming room and into the experience. Then I realized I could use their foul addictions against them.
The Topps Company announced today that WizKids will immediately cease operations and discontinue its product lines.
It’s easy sometimes to get stuck in the rut of thinking you know what your players want; but what if they don’t even really know what they want anymore? When long time GMs run long term campaigns for the same group, it’s easy to lose sight of the fact that what really matters is the building blocks of good story telling.
My name is Joanna Winters; this is the first of a number of articles that will take my real-life experiences and tweak them for your tabletop sessions. Don't think, however, that I've led some illustrious career, some monumental history that sends me enduring the mounts of Everest. I don't work for Discovery or Natgeo: I merely find answers for what I and others find puzzling. Often times, these answers are far more mundane than their circumstances lie.
The ability of players to affect events in a game is one of the crucial components that makes an RPG what it is. It's also one of the aspects of GMing that's easiest to mess up. I'll talk about why player choice is so important in RPGs and offer a few suggestions for how to uphold it in your games.
On September 11, 2000, I posted on this site my first impressions of D&D 3rd Edition. Now, 8 years and change later, I thought I would post my impressions of D&D 4th Edition. These are not first impressions, however; these are based on my having played the game for several months now. They may very well incite a riot. Line forms on the right.
Ed. You may also wish to read this article for further thoughts about 4th Edition.
In my previous article here at Gamegrene, I talked about my experiences with Hunter: The Reckoning, particularly in light of the fact that my unconditional love for H:tR was not shared by the vast majority of gamers. Though the publication of material for Reckoning ceased a number of years ago along with the rest of the old World of Darkness, I (and other Hunter fans) are fortunate in that the Hunter concept was chosen to be revised and republished.
It was not long ago where the only way to play a multiplayer game was to invite your friends over and have them grab the second remote to the Super Nintendo. Times have clearly changed.
What I learned from falling in love with the game that everyone else hated: White Wolf's Hunter.
Gaming is about many things. Some of us game for fun, some for the social aspect, some to win – but for most of us, it’s some combination of those interests that attracts us to gaming. So, for the moment, let’s look at a couple of games and consider strategy as a way to make games more fun for all the players. Let’s face it, it’s more fun if you’re not getting womped all the time and as we play across ages (generations in fact) in my game group, some level of strategy is important to keep the ‘tweens from feeling like there’s no point in playing if you’re not a grownup.