• A friend told me that role-playing in-character for a pen and paper RPG was a foreign concept to him, but he did it all the time while playing an online text-based game. I was bewildered.

    That happened some time ago I ran a game after a long break. The system was Dragon Warriors, and the scenario ran was the first adventure from the Sleeping Gods book “The King Under the Forest.” The group was new, and I was having a hard time getting them to play in-character.

    (It doesn’t help that one of the players was a longtime D&D player and he was looking at the bestiary while playing. None of my usual players would bother looking up any references while gaming.)

    Something bothered about me about the whole experience. To cut the long story short, in the end I figure that the players were using their abilities score and skills to determine their course of actions. Not that it is a bad thing, and not that they did it all the time. Here’s an example to put it in perspective. One of the players tried to pick a fight with an inn-keeper. Before the fight broke out, some of the villagers brought the militia back. The players’ final decision to back off? They discuss stats, the probabilities of them winning the fight and how many villagers and village guards they could take on.

    Now I guess there’s a lot of reasons why things went this way and how I could handle it. I just put the incident one side, and went on with the game, trying to take it easy. After all, there was a long hiatus after my last game, and this was my first time with a whole new group.

    The game ended, and I discussed with one of the players over dinner, asking why he did the things he do. It turned out that he understood in-character playing (he does it while playing on an online text-based game), but not while in a pen and paper role-playing game. His reason was that it took him a longer time to think how to describe his actions in “real life”, while online he could edit his input.

    That never occurred to me, honestly.

    He went on to explain when in a RPG, he see it as a game. His next action is based on what will improve his character, and whether his stats could support that action. He compared it to Oblivion – your next action is what give your character the most improvement.

    Our discussion went on for a while, with me explaining how I see the game as a way to presenting stories, using the game mechanics to “cooperatively tell the story” and him explaining his tactical point of view.

    At the end of dinner, I summarized my long-winded explanation in one sentence as this “I guess what I am trying to say is I rather my players to make their decisions in context of the story, not in the game mechanics.”

    Usually playing in-character (at a pen and paper session, at least) is to think as your character would, act as your character would, in reaction to the situation. This is all well and good, but it is taxing, and some players, like my friend, find it hard to do at a table-top setting. Instead of that, maybe I could try to encourage the player to act “in-style” with the story. I am not suggesting railroading, but rather that the players’ actions fit the mood, theme, atmosphere and the situation.

    Or put it this way, if you pick a fight with an innkeeper, it would be because he has insulted your honor or you want to mug someone up to end up in the jail (for whatever purposes) or you want to be evil. Not because you find to kill him, gain some XP and loot his body…and because your fighting abilities way outclass his.

    I think there is more payoff in this than flowery languages, props or dramatic gestures.

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  • Preparing for my second Dragon Age game, I have decided to add in some tactics for NPCs, and allowing the players to discern those with a few Cunning rolls. The reason? To personalize and to add color to what otherwise would be just block-stats and to keep the players on their toes.

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  • I recall chatting with a fellow GM who was running D&D 3.5. “My magic-using PCs keep dying like flies,” he was musing. “It could be because I always target them first with all available ranged attacks”. What followed was a discussion where I suggested maybe he should have tipped off his players to cast Entropic Shield, Mage Armor and so on before wading into a combat. Yet during the course of the conversation, a thought nagged at me at the back of mind. Should NPCs in combats act as though they belong to some hive mind?

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  • This entry is part 1 of 3 in the series Dragon Age Magical Items

    The official Green Ronin’s GM guide to Dragon Age came with a few items; In preparing for my first game, I’ve decided to give the PCs some more items to play with, and have the idea of using existing items from the CRPG instead of coming up with my own. So today I would start with enchanted swords, and slowing move my way down. The list comes from the official Prima’s Strategy Guide, to give credits where it is due.
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  • There is always one challenge when it come to combats with multiple opponents who are of the same type – goblins, wolves, zombies and what have you. It sometimes spoil immersion if you say, “Right, Goblin B is leaping at you with his spear!” So just for fun, while prepping for my first Dragon Age game I settle on some simple descriptions.

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  • Green Ronin has released their Dragon Age pen and paper RPG, and one thing that has been pointed out is that there are some elements from the CRPG missing. As I was preparing for my first session of the game, I asked a rogue player what he wanted. “Darts with tranquilizer poison” and that when I realize…”This game needs some poison rules”. And here they are.

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  • Mouse Guard is a lot of things, and isn’t a lot of things…one thing for sure is that it has taught me how to appreciate RPGs in ways I didn’t notice. I always was worried about in-character presentations and the ‘mood’ of the game, yet Mouse Guard points out one thing. Part of the experience is the table chatter, and there’s whole lot of fun in that too.

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  • The grimore of Dragon Warriors is not as thick as in other fantasy role-playing games. Sorcerers, Warlocks and Mystics get access to five (or four for the Mystic) new spells per level. The good thing is that you get all those spells automatically though. However, there is one way to quickly get about two times amount of castable spells, and this is by reversing them. Moonglow becomes Darkness, and so on. Presented below are the level 1 Sorcerer’s Spells, reversed. They are still considered as level 1 spells, but cost 2 MP to cost.

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  • When it comes to physical conflicts, scaling them upward is a no-brainer. We have tests of speed and strength, then followed by a duel between two combatants. Scale that upwards and we have mass combat, and move it up by another notch, we have mass battles and wars. Less said in RPGs are how social conflicts can be scaled upwards. When we think of social conflicts, we think of haggling, persuasion and seduction. However, those belongs to the scale of one-shot physical tests, handled akin to some form of social arm-wrestling. Perhaps to add more nuances to social conflicts, we have to scale it upwards. So here are some suggestions.

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  • I finally picked up D&D 4th Edition (just the Player’s Handbook) and as I flipped through it, an interesting thought comes my mind. Every class has a well-defined role during combat, be it healing, blostering others, crowd controls (through shifting and pulling), debuffing (marks, combat advantages), area of effect damages and a scissor-paper-rock system (the types of Defenses – Armour, Will and Reflex). It looks like the designers took a page or two out from Game Design Patterns.

    This got me wondering though. Who is responsible for building effective characters. This question, however, can be broken down. What do you mean by effective? And in what situation?

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