#RPGaDay2019 Week 3
Well this week’s entries are taking longer than
expected. Some of these are really stonewalling me. The past two weeks just
rolled off my frontal lobe as I thumb tapped them into my Samsung’s memo pad.
Alrighty, let’s do this.
15. Door- Do you loot the room or kick down the
door? I kick down the door! As a creative person in any hobby, the hardest
thing to do is kick down that door that blocks you from your passion. It could
be a metaphorical door like writer’s block, or it could be an actual physical
barrier like not having the income to purchase the necessary tools to be
creative. I would say that motivation is my biggest, most heavy door to
accomplishing my goals as a creative person. I like to jump from drawing to
writing to painting minis to playing guitar to terrain building and the list
goes on. Without motivation my stamina drops to a lethargic level and I move on
to something new or back to an old standby. For me that old standby is writing.
I like to write, but without a deadline that has consequences, my motivation
wanes quickly. Another type of door could be the one that keeps you from going
pro. Breaking into the industry as its most often called. I can’t provide any
advice or insight to that one as I haven’t figured it out myself.
16. Dream- I’ve often wanted to include a dream
sequence in a campaign but it sounds too cliché to me. Most of the time I hear
about other GM’s doing it, they say they don’t tell the players until it ends.
That’s all fine and dandy but I feel like there should be subtle clues dropped
to the players to indicate they are dreaming. This way they might figure it out
ahead of time and might just attempt to perform daring feats because there are
no perceived consequences. It’s fine, I’ll just wake up like nothing happened.
Or will you? I propose that there should be some sort of consequence. Maybe the
thief who dropped his dagger during combat wakes up and misplaced his prized
dagger. Perhaps a character that died in the dream has recurring nightmares and
takes a level of fatigue for the next month. It’s all too easy just to say
nothing happened. I guess I’m a dick GM for thinking this way. Oh well, c’est
la vie.
17. One- One is the loneliest number that you’ll
ever do. Two can be as bad as one. It’s the loneliest number since the number
one… I was just reading a post about a guy running one campaign for over 40
years. Yes, that’s just one campaign. I can’t imagine the stamina and
motivation it would take to run a campaign for 40 years. To be honest, that
sounds dumb to me. Why would I limit myself to one game for 40 years? I gave up
D&D 5e after 3 years because it limits what I want to do with characters
and because those rules lawyers can go fuck themselves. I switched to Savage
Worlds due to the variety of settings it has to offer and the fact that
characters can take multiple actions.
18. Plenty- Back in the days when I was gaming at my
Friendly Local Game Store, I would do my best to provide plenty of handouts for
the players to keep. These would usually consist of paper folders full of
setting info, gazetteers, and anything I thought the players should have. I
highly believed that this alone might get some of them involved in the setting
but as time went on, I’ve come to the realization that players don’t want to be
bothered with reading. I’m guilty of this sometimes as well but that is
primarily limited to one shots or convention type games. I still believe that throwing
plenty of handouts to the players makes for a better game, especially if some
of them are personalized to specific characters. You can usually tell which
players at the table appreciate these gestures because they will thank you
after the session. Even if they don’t, I can tell by their excitement. It makes
you feel good inside as a GM when you see how excited they get and your
excitement builds off of it.
19. Scary- What are the best methods to make your
games a little scarier? I’ve been thinking about this one for some time because
I was hoping to include a little Cthulhu style horror into a DCC Lankhmar game
I want to run (after Con on the Cob). I started looking at how other Cthulhu
style games implemented insanity and I think I’ve found one that I can steal.
Eldritch Tales: Lovecraftian White Box Role-Playing looks like a pretty good
sanity system to use with DCC. That will help me and the players judge how
insane the character is but how do I make the game feel scary? I think the best
method to use is one that I need to work on to be a better GM. You need to be
very descriptive. My typical description goes like this: The cave like room is
20 ft. x 30 ft. with vaulted ceilings that have stalactites. The walls have
vein like structures throughout. A better method might be: As you enter the
cavern the stagnant air tastes like putrid decaying flesh. Looking around,
there are purplish red stains littering the walls. You could swear the walls
are throbbing slightly, almost in rhythm with your own heartbeat. Hanging from
the ceiling are ivory stalactites with a clear jelly like substance slowly
dripping. You stare in amazement as it seems to take forever for the ooze’s
surface tension to break and smack the floor with an obscenely loud PLOP!
20. Noble- We’re all familiar with using nobility in
our games. Sometimes they are pompous asses and sometimes they are very helpful.
They can even be a source of information or income to the characters. What
about false nobles? That’s an interesting thought. As a GM I think I might try
using an imposter pretending to be a noble. They would need forged documents
and a source of wealth in order to fool everybody. Maybe they could have just
cast magic on everyone to make them think they are noble. That would be some
powerful illusionary magic for sure. Would the characters even ever come into
contact with this false noble? I suppose they would otherwise this is just a
pedantic waste of time. Eventually the characters will need to find out what is
going on. To not do so would be boring and the characters might even feel like
they owe the NPC some sort of loyalty by this time. This could be an
interesting plot hook to keep on the back burner.
21. Vast- My favorite RPG system is Savage Worlds
and while it’s far from perfect, it is extremely vast in the number of
different settings. It ranges from undead cowboys to Wiseguys
in Vegas and everything in between. If you can’t find the setting you’re
looking for, then I’d say you probably haven’t looked hard enough. The system
is easy enough that you can make your own setting if need be. Lots of people
have published free content under the Savage Worlds Fan Logo including myself
so look some more and ask around if you can’t find what you’re looking for.
Chances are that someone else has already made it.
P.S. If you've been living under a rock like Patrick Star and haven't heard yet, The Wild Die Podcast continually produces great episodes for all the Savage Worlds fans. Their last episode was a very interesting topic on publishing content under the SWAG (Savage Worlds Adventurers Guild) program on DriveThruRPG. Definitely worth a listen if you have any aspirations of writing game content.
P.S. If you've been living under a rock like Patrick Star and haven't heard yet, The Wild Die Podcast continually produces great episodes for all the Savage Worlds fans. Their last episode was a very interesting topic on publishing content under the SWAG (Savage Worlds Adventurers Guild) program on DriveThruRPG. Definitely worth a listen if you have any aspirations of writing game content.
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