When creating a campaign you have a story you want to tell. This will have its own rising and falling actions, but, if you’re designing this week to week, it becomes near impossible to find ‘act breaks’ and make it fit well into the tropes of a nice classic three act structure. The best structure for planning long campaigns I’ve found is to follow the pattern of TV shows or comics, for example Saga, Babylon 5, Farscape, and Leverage. Continue reading “Eyes Up: Teasing A Bigger World”
Tag: RPG
Confessions of a Newb GM: When the NPCs Aren’t There
In the last article we looked at the basics of why an NPC is in a scene. Today we’re looking at where an encounter is taking place. I know I’ve covered it, @Brometheus has covered it, and @theangrydm has covered this before. Here I’m going to be looking at it a little differently. What happens when an NPC isn’t in the room, but you still need to get information across to the players. Continue reading “Confessions of a Newb GM: When the NPCs Aren’t There”
The Atypical Campaign Tale
We talk about adventures without combat in this episode. And look at many different ways of creating a dramatic narrative without forcing the players to pick up a blaster.
Continue reading “The Atypical Campaign Tale”
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Eyes Up: Change with your Players
Plans change.
As a GM you know this at least theoretically, combats don’t go the way you expect or even don’t happen at all. The changing course of how people interpret information you give them is often seemingly bizarre. Players jump to one conclusion and are unwilling to give up on that idea. I’ve seen players do it time and again. This isn’t a bad thing, but what you do with it can be. Continue reading “Eyes Up: Change with your Players”
Confessions of a Newb GM: Making NPCs That Care
Getting a group together and sitting down to play can be fairly nerve wracking for a GM. Building the world that people are living in is a weird sort of skill to expand. I see the expectation time and again in many RPG products, GMs are expected to be able to go create something and make it wonderful for players off the top of their head. Continue reading “Confessions of a Newb GM: Making NPCs That Care”
The Deep NPC Tale
We talk NPCs and how to make them and your base interesting in an Age of Rebellion setting, as well as the varried locations you’ll run across in Edge of the Empire and Force and Destiny. Continue reading “The Deep NPC Tale”
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Eyes Up: Rewarding the Player, not the Character
Let’s talk about rewards for players. I have yet to meet a GM or player who doesn’t get the basics of rewarding players with experience points. In some systems it’s an equation as simple as putting monsters in at one end, running them through the shiny bladed grinder of players, and dropping at the feet of the players blood splattered items of surprising usefulness. This is all well and good, and keeps the characters growing in power, but this can be minor to rewarding the players for their actions instead of just their characters. Continue reading “Eyes Up: Rewarding the Player, not the Character”
Confessions of a Newb GM: Clunky Randomness
I’ve been talking with my D&D 4th Edition DM over the last couple of weeks. After trying to bring my DM to The Mad Adventurers Society and The Angry GM blog, in an attempt to bring the perverbial horse to water, we were discussing how the two of us envisioned a 5th Edition campaign. He wanted to wait for the 5th Edition DMs guide and delve into its depths before he was willing to run a new adventure. The biggest reason he gave for this was his memory of the DMs guide from Advanced Dungeons and Dragons with tables upon tables of things that can be rolled on. He was describing why this was a great thing, but there are some concerns when it comes to random encounters as a base for a campaign. Continue reading “Confessions of a Newb GM: Clunky Randomness”
The Hard Crime Tale
We go looking at new ways your players can slip deeper into a crime lords grasp and how you can give the players two choices that they don’t want to take. Ben and David talk about how crime in fiction isn’t always happy go lucky and can be a huge moral quandary for those involved. Continue reading “The Hard Crime Tale”
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Eyes Up: Focused Intentions
Hi,
I’m Deuterium Ice, you may know me a bit from Tales from the Hydian Way and Confessions of a Newb GM. I have been doing an article series about how to run adventures, but @TheAngryDM is doing that with attitude, so I’m shifting to something less obvious. When we were recording next week’s Tales from the Hydian Way it became clear to me how I could help and how I can use my own experience, foibles and all, to give ideas and guidance to people doing campaigns to try to make them more interesting. Continue reading “Eyes Up: Focused Intentions”
The Crossed Personalities Tale
We talked about The Crossroads Sector last week. This week we populate it with a family with a dark secret, a desperate criminal with a heart of gold, and a ghost ship that holds a terrifying secret. Continue reading “The Crossed Personalities Tale”
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The Crossroads Sector Tale
Wow, we made it to 100 episodes of Tales. We’re celebrating by giving you a huge gift of a new sector with interesting planets and some dangerous places where the profit can be bigger then a smuggler can imagine. Continue reading “The Crossroads Sector Tale”
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New Site Announcement
We now can be found at TheHydianWay.com where you can find links to as much of what we talk of as we can find, as well as all previous episodes and some bonus content for our loyal followers.
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Confessions of a Newb GM: Communicating Trust
I’ve just started a group in my Lepskin campaign. I trust that they’ll be playing to have fun and to try to tell a good story while working to bring what is cool to them to the table. They trust that I am making adventures that have direction to them, but also that I’ll let them go and explore the sector I have made up a framework for. I’ve advertised that the players are able to make a sizeable contribution to this campaign setting and, at the moment, I’m trusted to follow through. Continue reading “Confessions of a Newb GM: Communicating Trust”
The Public Force Tale
We talk of the repercussions of using the force publicly in the Empire and how it becomes this impending doom that is creeping upon the players. From Moffs to Hutts and every where in between we find the ways people will try to control the power of the force. Continue reading “The Public Force Tale”
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The New Player Tale
This week we talk to Susan White, the player of Behr on Dice for Brains. We talk to Susan about being a new player at the table and how to be better at improvisation from the player side of the screen. Continue reading “The New Player Tale”
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The Jelly Tale
We have Ross Rockafellow back to talk more about morality, conflict, and sith flying squirrels with us to learn how to use each more effectively at our tables.
Continue reading “The Jelly Tale”
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The New Worlds Tale
Ross Rockafellow from Dice for Brains sent us a message about wanting to answer some listener questions with our group of opinionated GMs. Little did he know that we wanted to ask a few questions of our own.
Continue reading “The New Worlds Tale”
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Confessions of a Newb GM: The Forever Fight
A few weeks ago I was in a Dungeons and Dragons 4E combat that lasted an epicly long time. The sad part, in retrospect, is that it will not be remembered by anyone who fought in it. The reason being is that nothing substantial happened. Let me repeat this, after an 8 hour fight nothing of value happened, no useful loot was to be had, we didn’t go up a level, no characters came close to being killed (one did get reduced to below zero health one slot in the turn order before being healed). Continue reading “Confessions of a Newb GM: The Forever Fight”
The Menacing Villain Tale
We start with an impossibly powerful villain and try to figure out interesting fashions to make them feel menacing without having them feel staged or forced.
Continue reading “The Menacing Villain Tale”
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Confessions of a Newb GM: Played to Death
As a GM, am I out to kill my players?
In a way I am, but it’s more complicated then a yes.
Every role playing game I have played has opportunities for players to die. In campaigns, I have had very few of my characters die since I’m normally very conservative in how I play. When I’m in one-shot adventures I’m not expecting to play the character more, so I try to play to the archetype of the character and choose characters that are different from my normal support styles. Continue reading “Confessions of a Newb GM: Played to Death”
The Bar Brawl Tale
David and Ben talk about how you can get a brawl happening in a bar without your players going murder happy.
From how to split a scene into two encounters to why it’s okay to do so we dive deep into brawling in public.
Continue reading “The Bar Brawl Tale”
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The Tale of Fear
We talk of fear checks and how some really dislike them, bringing a full top to bottom examination while giving a few ideas on how to make them much more awesome than a pit trap.
Continue reading “The Tale of Fear”
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The Herding Players Tale
This week Joshua asks David and Ben why his players are floundering after giving them an open sandbox to work with.
Discussion erupts around ways to move the story along and ways of presenting story that players care about.
Continue reading “The Herding Players Tale”
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Confessions of a Newb GM: Making the Obelisk Smaller
I’m going a bit more in depth on what you can do with the language used on Obsidian Portal today. I do have a tiny bit of programming knowledge which helps me find what I’m wanting on the dense reference page linked by Obsidian Portal. Here are several things I’ve found and bashed into working for me. I’m going to be referring back to my Draeks page quite a few times, so it might be useful to have it open in another tab.
General Formatting:
Formatting for the fluff is pretty simple. Treat it like normal paragraphs, or at most highlight and use the nice little icons at the top of the text box, these are the same that you find in forums almost everywhere. A few recommendations to keep it from becoming unweildy:
- Keep bullet points to a minimum
- Choose one heading size and stick to it. The page is already sectioned off into two major halves, anything more no one is reading.
- Link everything
- Link everything
The Period:
Textile lets you mess around with commands in its language and combine different commands easily, you can smash together alignment, bold, and size changes all at once with a single leading string of seemingly nonsensical characters followed by a period. It’s the period that tells textile the random stuff that came before are commands to follow.
Linking:
Linking can be easy if information is treated simply. Having long wiki titles and character names becomes unwieldy when more and more entries show up to look through. Tags and the insert links can help, but become a hassle for simple entry. The reason to keep the slugs and the titles short is the ease of Quick Links.
Character Quick Links can be put in with a double square bracket and a colon before the slug. [[:icor]]
will bring up and display Icor Brimarch and link to his page with decidedly less typing and creating a link. The colon is what tells Obsidian Portal that the link is for a character.
Wiki Quick Links are a little trickier because you can’t create slugs for them. This is why you want to have the name as short as possible and preferably unique. I can link to The Lepskin Void by putting square brackets around it like so [[The Lepskin Void]]
and it becomes hyper linked. The problem stems from long page names and a desire for nicknaming things. The Void, Lepskin Void, and The Lepskin Void all would go to different places. The easiest way of dealing with this is use a short but practical name that can be chosen from a list.
Modifying Links:
Quick links are great, but you can do another thing to them that makes them even better. Quick links can be modified to display whatever you want by placing a | between the link and the description.
Examples:
[[:icor | Bantha Express Executive]] [[:draeks | Fuzzy Commander]] [[sullustan brotherhood| smugglers]]
Tables:
Tables are a little weird but easy to implement if you take time to deal with them. The thing to remember is width; you want to make it as easy to remember the width as possible. The Obsidian Portal back end automatically widens the column to the width of whatever is in there, a long sentence will become a really wide cell which makes for a very wide column. Textile has a few cute tricks that I’ve learned to use. This is the result of my meddling with my little table.
Surprisingly enough the usual width of stat blocks works, either the D20 eight or the FFG Star Wars six. Underneath the header cells can go the values for each header and this makes it easy to figure out what number go with which attribute.
The reason you want it to be as condensed vertically as possible is ease of grouping. If you have two rows of things that people are looking at and they are aligned vertically it’s easy to pick out what is being done, and easier to maintain while adding more stuff without reformatting, adding layers and layers to a big table club house sandwich.
As you can see I have double width columns for skills/talent names as well as implying one thing describes two separate stats. Towards the bottom I have full across lines that are there for equipment. This is allowing extra information to be stored while not making a single column become too wide and looking ‘weird’.
Basics
The very basics are vertical lines | and they are the start and end of a cell, they split up everything you want to split into another cell on the same row. Vertical breaks are dealt with by line breaks in the edit field, what’s on one line stays on that line and what is on the next line goes on the next line. With just that you can make a stat block.
EG
|Brawn|Agility|Intellect|Cunning|Willpower|Presence| |1|2|2|4|3|3|
Creates
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
1 | 2 | 2 | 4 | 3 | 3 |
Splitting Cells
The ‘fun’ is when you start wanting to combine two cells to either make room for more stuff, such as two longer words, or giving the implied use of one header to two lower cells. This is also used for making one cell take up more columns such as where I’m using a whole row as a title line. You can also have a cell become two high making it apply to the two things next to it. The command for this is a slash followed by a number followed by the command period to activate it, before the entry in the cell. The slashes have meanings \ means a horizontal amount of cells being combined and / means a vertical number of cells being combined. The number is the number of cells combined and they can even be combined so that |\2/2.
Turns into a 2 cell by 2 cell block where you can put whatever text you want.
EG:
|\2.Defense|, |/2. Weapon quality|.
Slight Tweaks
Every table needs a few tweaks to get it to display the way you want. There are things like the _ that turns cell into a header cell and gives the contents an emphasis (normally bold unless you get really creative) and centers it in the cell. There is the justification groups < left, > right, and = centered. If you have a large cell and want justify you can use the left and right together to tell it to <> justify. In tall cells you can do ^ to put it on the top, and ~ to put it on the bottom.
Out of the Cell
Most of the tweaks can be used for a paragraph, the p tag, or headers, the h1 through h6 tags, as long as you follow it with a period.
If all you want to do is mess around with only a few words out of a whole, you can. Using _ on both sides of a word make it italicized, using * on both sides of a word makes it bold, and using + on both sides allows it to underline (yeah programmers make little sense).
Medium Tweaks
I like making my tables with color, what I’m using for it can apply to just a cell, a whole row, or an entire table. The difference in usage from coloring a cell and a row is fairly minimal. The main part of the code bafflegab that the color is formed is {Background:#hhh}
the ‘fun’ part is that after the # comes a web safe hex color number (first two digits on the left hand side and the last on the top). Using the same basic structure we can change the text color, while inside the cell and next to the text you want to color put in the bafflegab of {Color:#hhh}
using the linked color palates. To change things across an entire table a line before the first | is put in Table{anyofthecommandsyouwant}.
A Closing
What I’ve described here has been the virtual entirety of what I have used to create the Lepskin Rising site. This has been fun to detail and next week I’ll be getting back to more on efficient planning.