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Welcome to the High Level Games Blog, News, and other stuff to take your games to the next level!

4 Things I've Learned About Comic Book And Table-Top RPG Fans

29/4/2016

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After my highly controversial post last week, as to the Walking Dead and zombie gaming, I’ve been putting a little thought into what unites us as fans in each genre, where the cross-over happens, and what the differences are. I’ve often mentioned that my short career at the table sits opposite to a lifetime obsession with comics, but they seem to intersect. There is a synergy for lack of a better term. I’ve sat at tables with like-minded fellows, who both roll dice and turn the pages. It becomes clear that both species can exist in the same environment. We’re brother geeks, or sister geeks, or whatever we want really. There are things that surround us, link us, and bind us together (sometimes in handcuffs). These are my things.

1)    We know how to party
There are hundreds of events and conventions that take place in North America every year concerning both hobbies. Gen Con set a new attendance record in 2015, with what they describe as “a unique attendance of 61,423” and “a turnstile attendance of 197,695.” San Diego Comic-Con in 2015 maxed out at 130,000 due to limited space. We like to get together, and when we do we make it rain; bigger conventions to the tune of 50 million dollars into local economies. Free swag is always great, but the truth is this: we buy, we drink, we eat, and we dance (poorly). We’re high rollers.

2)    We can marathon
Last night I sat down and read 72 issues of DMZ before I went to bed. This summer I have a 72-hour long weekend date with 10 intrepid heroes and the Tower of War. I’ve heard a lot of good things about obsession and I’ll sleep when I’m dead. How much do you love all-nighters? Gamers and comic readers can suffer for love. That being said, we’re also adults, parents, and professionals, but when we have the time, we go for it! No excuses, carpe diem.

3)    Our intelligence is balanced by our imaginations
As I said, some of us are adults, parents, and professionals, making us pretty quick on the whole. Some of us are just brilliant to begin with, although there are some exceptions to the rule. Regardless, there are aspects of both hobbies that promote intelligence and wisdom. For some, it could be explained by being “book smart” - but I think it’s more inline with “fluid intelligence.” This is the ability to solve problems, understand fundamentals, and detect patterns (except grammar in my case). The beauty of this is that we take “fluid intelligence” to the next level and apply it to imaginative scenarios. I’m not saying that we’re pushing any rational boundaries here, but I think that the majority of us are geared to be critical thinkers when it comes to narrative, and tactically observant to what goes on around us. 

4)    Gamers are definitely better at not being dinosaurs
Comic book store closure affects us all. Not only are these businesses usually crossover points for comics and gaming, they represent real world hubs for connections. In terms of comics, store closure is usually blamed upon growing digital content. However, in 2014 digital comics only represented what is estimated to be 11% of the market. While this number is continually going up, paper comics still dominate in terms of overall distribution. Maybe it’s the grey market, maybe not. But for the most part, the majority of comics aren’t sold online. Alternately, I’ve noticed that gaming culture seems to have a more progressive stance to online content. While the group I play with loves their hard copy books, we’ve really put on movement when buying digital content, especially with games like Dread and Fiasco. While you can find independent comics on Kickstarter, they haven’t really been able to optimize it’s potential as RPG’s have. Essentially, what I’ve noticed is that gamers are just more open to online content and usage. 

So we’re cut from the same cloth right? Yeah… maybe, but they’re not the same thing. I know it. I can never say that gaming has brought be more happiness than comic books, but I’m sure some of you can. As much as they’re similar, they arrive at different destinations, (though destinations never really mattered to me). In the end, whether you’re caught in the pages of Action Comics or deep in a session of Rifts, I’m hoping you’re staying up late for what you love, because it’s really just about having fun.  

 About Ryan: ​So I try to read about 50 comics a week, depending on my ability to pay the power bill. I try to read as much new and independent works as my tried and trusted favorites, and I’ve been doing this for years. Thus, I can roughly say that I am pretty decent at comicology, however I hold no formal degree. Luckily, degrees are no substitute for common sense and that’s how I got this gig.   

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5 Things That Are Worse Than Role-Playing

28/4/2016

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I know what you’re thinking, role-playing is quite awful. It is a game that never seems to end, involves sitting for unhealthy amounts of time, filling out forms, and snacking on food that has no expiration date. It is the worst part of office jobs, but done with your free time.
 
I wanted to try to put a positive spin on this activity when researching it and could not find anything worthwhile to write about. But then, I thought, “Perhaps, role-playing isn't the worst thing. Chances are that there can be things that are more heinous and awful than this activity.” So here is my salute to role-playing in the best possible way I can:
 
1. Root canals are worse than role-playing 
Although, apparently not as painful as the world has lead me to believe, root canals are a horrible dental procedure to correct an even more horrible tooth decay problem. With the large cost of root canals ($800 dollars or so my google-fu tells me), drilling into your dead nerved tooth, and having to keep your mouth open for long amounts of time, I can quite handily say that root canals are worse than your standard table-top RPG game.  I can say with confidence that those prices, drills, and face uncomfortableness are not a part of the role-playing experience!
 
2. Dealing with bureaucracy is worse than role-playing
 Yes, both activities have annoying politics and a certain amount of glad-handing attached. And yes, they both have ridiculous forms and rules that are too long to read or comprehend for the average layman. But the key difference is that the rules and forms are not a secret from you when you role-play. You have the same access as the GM to brush up on that knowledge. I think that alone makes role-playing>bureaucracy.
 
3. Spam emails are worse than role-playing
 Spam emails come out of nowhere to offer you a better life; you may feel elated when you see them. Helping out that poor Nigerian prince, getting larger BEWBS or PEniS size, 50% off of those perfect boyfriend jeans, and your new private match to enjoy the warmth of Alora S’s genitals all sound quite worthwhile, but sadly most of them are lies. I didn’t want to break it to you, but it is true. Role-playing is real and genuine, which makes it better than spam email.
 
4. Papercuts are worse than role-playing
  They make you feel inadequately weak. Role-playing doesn’t do that to you.
 
5. Other drivers are worse than role-playing
 Is there no end to the ridiculous amount of errors that those other drivers can muster? Going too slow, too fast, too aggressive, too timid, and generally there is no end to the douchecanoe maneuvers that occur during your daily commute. HOW DID THEY GET THEIR LICENCE, I MEAN, REALLY?!?!? Role-playing is done in a building far from the plagues of other drivers on the road, thus it is far better than those road renegades.
 
I hope this clears up the idea that role-playing is the worst. Because it is now clearly not.
 
This article was written with tongue firmly planted in cheek by Vanessa who is a sarcastic, 30-something wife and mother. She likes things and stuff, but not simultaneously. When she isn’t involved in things and stuff, she teaches middle school math and art. She loves new teenagers in action. They make her laugh and shake her head and her world is much better with laughter. She thinks everyone should be roleplaying. She sometimes bothers her friends to help with her blog articles which you can see here and here. She is also trying out this new twitter handle at @sarasma_nessa






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ATTENTION DMs! The 8 Warning Signs That Your Players Are Conspiring Against You!

26/4/2016

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Attention Game Masters (GMs)! The 8 warning signs that your players are conspiring against you!
 
“People of the same trade seldom meet together, even for merriment and diversion, but the conversation ends in a conspiracy against the (DMs)” – Adam Smith
 
Lets not sugar coat it- players hate DMs and vice versa. It’s a relationship based on mutually assured destruction that keeps the gaming peace (for a time). The following list is designed as a warning for DMs (let’s face it, players don’t read things they’re supposed to). Here are the 8 warning signs that your players may be conspiring against you…

1. They stop talking – also known as “the sulk.” 
It’s a behavior often shown directly after a character death/ magic item loss/ knowledge skill not being applicable. Associated with the internalized anger and passive aggression latent in many players, it’s a sight not unfamiliar to many veteran DMs. If ignored, the sulk usually heals, but in a small percentage of cases it may fester. Monitor the creature during gaming breaks, as the player ruminates with its herd. Beware of signs that its garnering support such as other players nodding their heads, or looking about to see where you are situated. Over time, a festering sulk can lead to outbursts of “uhm actuallys”, rules lawyering, and possible assassination attempts. 

2. They keep talking- also known as “table talk.” 
This phenomenon is closely linked with players that struggle with control issues. Perhaps their characters haven’t been in the limelight recently; perhaps they are bored (like puppies and infants, they need “enrichment”); or perhaps they are the shy type that likes to explain intricate details about their character, but can’t think on their feet during role-playing. Whatever the case, it will only end in conspiracy against you. Allowing the table talk to happen when you’re trying to DM is like allowing Russia to invade its Balkan neighbors. You don’t know exactly when, but pretty soon, things will get out of hand. 
 
3. Players say rude things to you- also known as “being ass hats.” 
Presumably they have already taken liberties and made eye contact with you. At this point, things have gone too far. The player is issuing a direct challenge to your authority. You will have to think quickly - possibly using multisyllabic words to confuse them, or shiny things to distract (hello, platinum piece!). A word to the wise: you don’t want to antagonize the creatures, but you also don’t want to crater to their demands. Find a compromise if you can, and/or put a generous dose of laxative in their beverage(s). 

4. Players say nice things to you- also known as “brown-nosing.”
The first step is to politely ask the player to remove their head from your ass. You must also remain non-committal on any discussions about in-game material. Like cats, the only reason players would be nice to you is to attain some preferential treatment, learn some insider knowledge, or to go for the jugular-bite while your guard is lowered. Make sure you treat this situation right the first time, or else pretty soon your best case scenario is showing up on set for a Disney cartoon musical about friendship every gaming get-together. Worst-case scenario? Ask yourself: how many cat owners have died since 3000 B.C.? Sadly, luxuries such as “friendship” and “trust” are things forbidden to the DM, for their safety and sanity’s sake. 
 
5. Players arrive early or late to gaming.
You have to assume that any player not arriving to gaming simultaneously with you is engaging in subversive activities almost certainly related to sabotaging one or more of your plans. Now, players carpooling or messaging each other privately / on their own time is one thing (and can’t yet be monitored in the price range of most DMs), but deliberately showing up to the gaming place before or after you? They are sending a clear message of insurrection. If you see this, prepare for a coordinated undermining of any and all preparatory work you’ve put into your gaming session. 

6. Players inquire about your family.
This is becoming increasingly common. They are either a) issuing a veiled threat or b) trying to awaken your compassion for humanity that you long-since buried deep inside before arriving at gaming (A future blog will describe this process for the uninitiated). Terse, one-word answers and aggressive posturing will let the players know that you are onto their tricks, and are not weak. Also, that night you should prepare your defenses like its grown-up Home Alone. 
 
7. Players don’t offer you their snacks. AKA “didn’t recognize.”
This is a mistake that players who have become complacent fall into. Simply put, it means that they no longer fear you. Your reasoning with them has failed, and its time for the one thing they understand: fear. Think of it as a reminder about who’s in charge. For the astute DM, this event serves as a watermark for character death. In the interest of training the players, character death(s) should come shortly after making a passive aggressive observation about the dearth of snacks/beverages in front of you. 

8. They reference the rules…. to your face… and have the audacity to argue with you. AKA “putting on their big boy/girl pants.”
This player thinks itself clever and possibly wants itself to be the DM. You should ask them that very question- for statistical purposes only, of course. Reminding them that “story trumps rules” and “it’s the DM’s discretion” help direct their confusion to a more agreeable end. But be prepared for the worst. The player’s default setting is to continue to gossip with its kind, possibly to disastrous ends. One such end is the dreaded “Rat King” of rules lawyers. For those who don’t know, just as rat kings are rats whose tails have become stuck together, fusing into one, so too amongst rules lawyers is this phenomenon evident. Players will start supporting each other, looking up rules for one another, and sometimes even wanting to make up their own “house” rules. The Rat King situation calls for acute intervention, most likely involving character deaths/TPK. After the fireworks die down, a classy DM would do something nice, like bake them a cake that reads “what’s the rule on hard feelings?” 

In conclusion, DM challenges happen every day. Every 11 minutes in North America, a DM is being actively argued with. The important thing for you, reader, is to stay firm and be consistent. Trust me, players will one day look back on your days as their narrator and remark “I liked you as DM- can you do it again?” And if they remember to ask without making direct eye contact, you might have something to work with…
 
 
Dustinopolis, Devourer of Cheese (@devourcheese), is a regular blogger and senior journalist at HLG. His favorite cheese is Gouda, but a nice Swiss compliments any reputable staff get together (hint, hint).
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4 RPGs The Walking Dead Fans Need To Check Out Right Now!

22/4/2016

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Here’s my initial rant: so there’s the TV show, the video games, the books, the apps, the card game, the dice game, and the board games. Hell there’s even a Munchkin Walking Dead deck, all based upon the infernal genius of Robert Kirkman’s comic, The Walking Dead. So how in the name of Glenn is there no Walking Dead RPG? I think about it in my head once in awhile; the demographics line up, there’s a huge marketing machine ready to work, there’s no lack of creativity and companies out there that could do this, so why? Funny thing is The Walking Dead isn’t even on my list of favorite comics but I cannot deny its appeal or success, and I know that it's “the survivors not the zombies” that are the “Walking Dead,” but come on now. It seems to me that this would be a sure thing.
 
Now here’s my appeasement: As I said before I’m lacking in experience. The crew I play with aren’t really into horror, besides the odd dinner party and Dread RPG night. Mostly, I think they prefer a playing experience more centered around heroic themes and I respect this, mostly. Mind you while we don’t specifically play zombie survival RPGs we’ve still had our brushes with Lurkers and Roamers and this isn’t my first time rolling the dice. So from my experience and a little research I give you a couple of games to get your “zombie on.”
 
1) Ravenloft- (Dungeons and Dragons by the Wizards of the the Coast RPG Team starting in AD&D with its zenith in specifically 3.5, but now also in 5th Edition with Curse of Strahd)
So Ravenloft is a High Level Games favorite and I can see why. There is a wealth of materials and online resources supporting this game (check out The Fraternity of Shadows here). While this is not a biological contagion zombie scenario, the mechanics of a zombie mob attack, as well as the horrific lands they take place in, are terrifying. I literally winced when I found out that a horde of over 20 zombies does 24d6 of damage and peed a little when the DM told us the rules around Pack Maul special attacks, which is essentially getting ripped apart while you’re being beaten to death. For lack of a better analogy the zombie horde is alive and well in Ravenloft.
 
2) Shadowrun- Catalyst Game Labs
While the magically resurrected undead exist in this game from time to time, the victims of the HMHVV virus are much more what players would expect a typical zombie to be like. Ghouls in Shadowrun are closer to the biological pathogen type that The Walking Dead sets forth and while not truly undead they must consume 1% of their body weight in human flesh every week to survive. It doesn’t hurt that they generally look like corpses. Any Shadowrunners out there that have played through the "Dawn of the Artifacts: Dusk" module, knows that Ghouls are formidable, ghastly, and horrible when encountered in the dark alleys of Lagos. The only downside I see for zombie response unit players out there is that in Shadowrun some Ghouls retain their intelligence and sanity.
 
3) Outbreak: Undead – Hunter Books
This game gets good reviews. It boasts an easy to master system and provides a multitude of scenarios in which you can even play yourself. It provides quick start rules and a number of pre-written modules. For lovers of The Walking Dead this platform provides a similar world to that of Rick and Carl’s. Pre-constructed archetypes allow individuals to construct characters similar to that of the comic book or TV show and the additional modifiers of “panic,” “pain,” and “empathy” would probably allow scenarios to play out in an equally morally questionable manner. I haven’t played this one yet but if you have let me know how it is in the comments (and FYI the 2nd edition is up on Kickstarter if you wish to fund it).
 
4) All Flesh Must Be Eaten- Eden Studios Inc.
So apparently this is the game of games when it comes to zombie survival horror. While some of the reviews I’ve read, as to Eden’s Unisystem platform, are not entirely complimentary (described as clunky and difficult at times, with no defined grapple attack), its claim to fame is that it was the first horror themed game to focus entirely on zombies. I’m not entirely convinced that fans of the Walking Dead would really like this one but as a player I love the fact that they provided a stack of supplementary settings such as: All Tomorrows Zombies (Cyberpunk), Fistful O’Zombies, and Enter the Zombie.
 
There are a wealth of zombie friendly games out there to satisfy fans of the TV show and comic. Once again the GURPS platform came up, as well as the game Last Night on Earth. There should be no problem filling the dead void inside… but seriously, why is there no official Walking Dead RPG? Is it a licensing thing? The comic was published in black and white to give it a ‘hopeless’ feel, and that’s how I feel -hopeless. Not because there will never be a Walking Dead tabletop to play, that’s ridiculous, of course there will be! It’s only a matter of time. I feel hopeless because you can blame me for it not existing. I once had five minutes of Robert Kirkman’s time all to myself and I didn’t bring it up.

About Ryan: ​So I try to read about 50 comics a week, depending on my ability to pay the power bill. I try to read as much new and independent works as my tried and trusted favorites, and I’ve been doing this for years. Thus, I can roughly say that I am pretty decent at comicology, however I hold no formal degree. Luckily, degrees are no substitute for common sense and that’s how I got this gig. Read about his thoughts on what comic books he would like see turned into RPGs here. 

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5 MORE Questions That Someone Who Has Never Played Wants to Know About RPGs

21/4/2016

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​​Role-playing can be an odd idea to talk about with people who don’t have the same hobby. There is a distinct lingo and language. There are specific roles in the game. There are certain mores that exist within this grouping of people. Really, there is another culture within your culture.
 
Last week, I asked my best friend to ask me questions that she wanted to know about role-playing. She is not involved (even tangentially) in the culture of role-players, so it provided some insight on bridging this gap between cultures, It might help to look back on it here to have a taste about what she wanted to know.  It answered the question: “How do you win?” among other questions.
 
I couldn’t, however, seem to answer ALL the questions, so here is the rest of those questions from last week:
 
6.  Is role-playing always strategy?
 
It isn’t all strategy in terms of looking at a game like Risk or Axis and Allies, but it still involves thoughtfulness when making decisions. When role playing you deal with people, plan combat, and have day-to-day activities for your character; all of these involve strategy.
 
Example: You don’t want your magical character (who is usually more frail) to be upfront near a large beast during a fight. Your elf character should really think before demanding information from the surly bartender who doesn’t trust elves. And you certainly don’t want to plan your travel route through the swamp, if there are other shorter, safer alternatives.
 
However, most of these strategic plans are decided by the group (or the group leader) and if it isn’t your jam, then you can usually focus less on that aspect of the game.
 
7. Are there characters that are good to get and ones that kinda are not so advantageous to get?
 
Each class or character has their own thing (or things) that they excel at. Many of those advantages are written in the description of the type of character you are and part of it is your customization or uniqueness of your own character. Maybe you are extra good with long ranged weapons or better with persuasion.
 
That is not saying that people aren’t going to tell you which is the best type of character. People have their favoured classes and races. Part of this is probably because they feel like their character type IS more advantageous and powerful than maybe another type of character. But really, your character is all in how you play it. I have seen great characters on paper that either don’t use their skills to the best of their ability or that their random dice rolls seem to disagree with their aptitudes. I am partial to bard characters; jack of all trades, entertainers, and generally the best class ever. I do have to admit that it really is good to get out of your character rut.
 
8. Is there a maximum amount of players?
 
You can have many players at once in your game. This can either add to the awesome or it can turn into pandemonium. Much of the set-up, depends on the GM (game-master) and what your living room can handle. Also, the size of your group can be dictated by the group as a whole, like a consensus of thought. If it is tough enough for everyone to get their say, then probably adding to the group is not good for the team. Remember, we should ideally looking and working toward a common goal. The lowest amount of players I have played with on a regular basis is 4 and the most I have played with regularly was about 8 (if I remember correctly). My current group is 6 members.
 
9. What happens if a player can’t show up and the game has been continued?
 
Generally, that person’s character is played by someone else that week. It is okay to miss out on a couple sessions, but if it becomes habitual you can expect an inordinate amount of grumbling from your teammates and probably a serious sit-down with your GM. You don’t have to be married to the game, but you do need a level of commitment. How much commitment -ideally- should be a topic of conversation when you start playing with any group.
 
10. What happens if a new person wants to join?
 
Another character can usually be written (spoken?) into your story at almost any time. Every group will do this a bit different. How we do it is to have someone sit in during a game to see if this is the type of game and game group that they are interested in. Sort of like the toe testing the water type thing. This gives the group a chance to veto the addition (it helps if you like the people playing) and gives the proposed new person a chance to bow out graciously. Because doing a hobby with those that you don’t really like… is not really fun for anyone. For some tips how to enter a game, I would read this article about impressing your new group.
 
Now that I am slowly forcing my best friend to read and think about role-playing games, maybe the next step is for her to see one. I will work on that, while you all enjoy the rest of your week. Cheers!

Vanessa is a sarcastic, 30-something wife and mother. She likes things and stuff, but not simultaneously. When she isn’t involved in things and stuff, she teaches middle school math and art. She loves new teenagers in action. They make her laugh and shake her head and her world is much better with laughter. She thinks everyone should be roleplaying and does know how to count so you can find the first 5 questions posed here. She is also trying out this new twitter handle at @sarasma_nessa

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Podcast Episode Schedule Updated - Season One

20/4/2016

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Episode One - Adam's Wrath, 2nd Edition AD&D (Ravenloft) Recorded - Posted to iTunes
Episode Two -  Chronica: Age of Exploration - Pathfinder - Completed - Posted to iTunes
Episode Three -  Rifts Mercenaries Adventure - Rifts -Planning Phase
Episode Four - Lost Mine of Phandelver, 5th Edition D&D (Forgotten Realms)
Episode Five - Night of the Walking Dead - 2nd Edition AD&D (Ravenloft)
Episode Six - Dawn of the Artifacts 1: Dusk - 4th Edition Shadowrun 
Episode Seven - Greyhawk Ruins, 2nd Edition AD&D (Greyhawk) 
Episode Eight - Beneath the Mask, Dread RPG




Check us out on iTunes!

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Three Advantages Being A Parent Gave Me In RPGs

20/4/2016

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So, contrary to popular belief, life doesn't end once you become a parent. Neither does role playing. The group I currently play in is predominantly made up of parents, myself included. There might be the odd timeout in the playing to give a timeout, or kiss a child good night, but overall, it works really well. (Though, to be fair, most of the kids are 3ish or over, and my wife watches our two while I play. Which is probably why it works so well. If you’re a parent and want to role play, since it is a time commitment, you do have to base your decision on your own kid, and the availability of care. Sometimes, parents must make sacrifices. It happens.) I’ve become convinced, though, that if you are a parent, or if you regularly take care of children, you’ve a bit of a leg up on other players. Let me show you what I mean:
 
1.The ability to think on your feet.
There is no way to teach the kind of quick thinking that must take place when you’re driving through city traffic and you hear this sound from your baby in the back. You think all is well, just some gas, but then your wife advises you that the kid leaked. It was so much more than gas. So, you’re driving down the freeway, and you’ve got a messy situation in the back, what do you do? (Yes, this happened to me. I found a little strip mall to pull into to take care of the mess, fortunately we had some towels in the car. Though that part of the seat belt that held the car seat in place was never the same.)
 
That ability comes in handy in role playing, when you’re facing down a pack of werewolves, with some village people about to be eaten behind them and that evil Mage is just a few rounds away from ending you. You’ve got to make a decision, and fast. Do you run, and leave everyone to die? Do you stay, and die at the hands of the mage? Can you find that third option fast enough to save everyone? Gotta think fast and make a choice. Are you going to ace it every time? No, of course not. But that’s ok, that’s the game. The character makes the choice and you get the fun of dealing with what comes out. Which, oddly enough, is often the fun (or not) of parenting.
 
2.Watching children develop their character can help develop the character you create.
For whatever reason, I’ve found that this has helped me in the way I think about the characters I play in the game. Perhaps watching a little mind develop and flourish has helped me understand to create a new mind on paper and play it out in the game. Watching this little thing grow in so many marvellous ways also gives a peek into how a character might grow to the point where the game begins and just how that character can still grow throughout the game. You see little elements of that kid’s future character coming to fruition with each passing day, and with each one you come to realize the elements that you can put into your own character. Not to say that you turn that character into a five year old, unless you want to, but that as you observe the child and how they grow, you can add that much more depth to a character.
 
3.Patience and hard work.
Yeah, being a parent is hard work. No one is going to deny that. If they do, they’re lying, or living in a dream world and quite possibly needs help. Or they’re trying to sell you something. Either way, don’t trust them.
 
But role playing itself can take patience and hard work. And not just waiting for your turn to do your part of the game, or tell your side of the story. It takes patience to get your character to that point where he or she is everything you wanted in the first place, doing all of these epic things like stopping a charge of monsters with a single spell, or stealing that dagger from the belt of the fat, greasy Count of Sela (or some such). But, before you can do that, you got to put in your time at the lower levels, doing that quick thinking from #1 to do equally epic things with what you got. You got to spend time doing the hard work of getting through all those bad scrapes and messes, the hard work of learning your character, and crafting him or her in just the right way, before something wonderful and memorable comes out. And through all that hard work and patience you come to love and enjoy the character, and might even shed a tear when it’s time to say good bye.
 
No, role playing doesn’t stop when you become a parent. Nor does life. Even a parent can enjoy role playing, and be a better role player because of it.
 
Tim lives in Southern Ontario, father of two young girls, and husband to a great lady, that did marry him despite the fact the he told her that he role played, liked Star Trek, Star Wars, made a lightsaber prop, and went as a Jedi for Halloween, in university. Tim has Bachelor of Arts, majoring in Sociology and a Master of Divinity, which is only worth letting him serve as a pastor in the Lutheran church.
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5 Reasons You Need To Get Excited About Chronica: Age of Exploration

19/4/2016

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It’s not every day that you get to change history. The powerful and victorious write the history books, which usually leaves the rest of us voiceless. Well, what if you were different? What if you had a chance to make history? This seems to be the thought process behind the creative genius of Zac Angel who developed the upcoming Pathfinder campaign setting: Chronica: Age of Exploration (AoE), which is “first and foremost an alternate historical fantasy setting.” I, your humble journalist was privileged to interview Zac about his Kickstarter-funded endeavor. Below is my list of 5 reasons you need to get excited about history (kind of) repeating itself.
 
Reason 1-- Chronica: AoE is a historical campaign setting that appeals to everyone who enjoys tabletop Role Playing Games (RPGs)
 
“My world building process was all about planting the seeds of civilization and seeing where it ended up”  - Zac Angel
 
Chronica gives you history buffs a chance to shine in an arena designed to showcase historical knowledge. Here’s your chance to describe how your armor is historically accurate to a captive audience, instead of to the usual rolling eyes of relatives and cornered colleagues. A word to the wise: historical tidbits which are pertinent to our world’s 16th and 17th century are going to give you a leg up for those much coveted “uhm actually” superiority trump cards in this setting. For you Game Masters [GMs], it’s your chance to incorporate knowledge and anecdotes gained from all those years reading history books while the other kids went to play outside. Wait no longer! Your brigantine ship has come in!
 
The game developer insists that the existing RPG community has been looking for something like Chronica for a long time. This campaign module will “open the door for…history enthusiasts and ren-folk who would be otherwise turned off by the typical high fantasy setting.” Here’s how Zac describes what a typical campaign could look like:

“Chronica focuses heavily on the interaction between multiple regions and religions. I’d think that in a typical game, the party would be an adventurer's guild from (different regions), or a special force put together by (an) organization. There is room for a lot of traditional dungeon crawling in the New World, but most of the dangers of the setting come from rival regions and factions.”
 
Reason 2- Chronica: The Adventure Continues…
 
Depending on fan contributions and funding, Chronica is not going to be a one-and-done campaign setting either. You, dear readers have a chance to become immortalized, in the community of Chronica: AoE. As your adventures are told and retold in the community forum, Zac and his team will be reading and selecting the cream to become canon and influence the evolution of future ages of Chronica. These ideas will inform future books in the Chronica series. As Zac details:
 
“One of the things that I'm most excited about is my next book. It's a bit early to be thinking about it, but it's worth mentioning that I'll be keeping a close eye on the community. When it's delivered, I'll have a form that can be submitted by GMs that will allow me to craft the next era, or even an event based on your experiences. There will still be "fixed points," kinda like in comics, except they're applied to history.”
 
[Insert pictures of gamers everywhere salivating…Chronica’s fantasy past’s future can in part be shaped by their epic adventures].
 
Reason 3- Chronica: AoE stands out in the sea of RPG’s vying for gamers’ attention
 
 “I tried my best to make the defining characteristics of the heroes and villains to be less about race and more about region. Race is still important, but I just love the idea of the same elf build turning out different depending on what word she uses for bread” – Zac Angel
 
This to me Chronica’s strongest point, is that it takes the fantastical role-playing world of elves, magic and such, and grounds it in the real world. This influences gamers who now don’t have to look very far to find maps of the world to inspire their imagination, or famous battles and historical events that they can recreate. To me, what is most fascinating, is that the real monsters in the game might not be the ones that go bump in the night…the most terrifying monsters might in fact be the ones our characters would see in the mirror…
 
To the GM’s, Zac talked about possible ways to prepare your gaming sessions:
 
“I imagine that GMs will find a way to combine external and internal threats in a way that calls back to history. The order is going to be largely affected by party composition. If the players are all citizens of allying regions, the game can very quickly move to a European land war. If they’re all hated enemies, the common enemy will have to be introduced first. I think that it’s this polarizing effect that makes this setting so interesting.”
 
[Indeed, its what makes our world’s history so endlessly fascinating]
 
Reason 4- Chronica: AoE brings history alive (in about "3 paragraphs to describe what the region (is) about”)
 
“Chronica: AoE can offer a mid-high fantasy setting depending on what your party wants out of the game. It can just as easily be game about convincing a rival kingdom to marry into yours through any means” – Zac Angel
 
Chronica’s regions are based on historically prevalent civilizations. These are iconic places, which the average reader probably will have some knowledge about. The exception is of course Atlanteans and the Gold Empire (see below), but even these aren’t as much of an imaginatory stretch, being based on Greco-Roman and an aggressive totalitarian society respectively. A budding adventurer starts in “one of 11 regions, which (have) different mechanics based around their specialties and their values…player options (are then built) from that...”
 
To get your imaginations fired about possible regions to choose from, here’s a taste: “The British are sailors and diplomats, the French are tough, Atlanteans are soaked in anti-magic, Egypt has all the books, The Gold Empire is pretty much modern North Korea, The Holy Roman Empire is all about magic and education, Mongolians have great respect for horses and camaraderie, Olmecs are mysterious and old (not to mention entirely misunderstood,) the Ottomans are masters of black powder, Spaniards are conquerors, and the Russians are innately knowledgeable about monsters.”
 
If you read the PDF preview here, you may come away thinking that the region descriptions listed there are a little light. You are right, and Zac pleads with you to be patient:

“Please understand that (the PDF preview) is only a minimal product intended to introduce players and GMs to the game. The (Kickstarter core) book goes into greater detail about how the regions interact and details the interactions they've had in the past that shape what they look like now. There's also an entire section devoted to the [e]ffect of magic on their development and another one on factions.”
 
[Not to mention the addition of more regions as time goes on…]
 
Reason 5- Breadcrumbs & Easter Eggs:
 
Below is written a cryptic email I received from Zac when I asked for a sample of his famous breadcrumb puzzles/riddles. To the uninitiated, it may seem like a refusal, but look closer, and you’ll see a hint in the answer that is the key to a cryptography cipher to be used for encoding or decoding at least one password hidden in Chronica: Age of Exploration:
 
Very much, I would like to help you but
I cannot. The puzzles are quite involved and 
giving them away here would not make sense 
enough for your readers. I can tell you that 
none of them will be easy. They'll include
èncoding methods, well known historical texts,
riddles, and finding clues in Chronica: AoE.
Even if I did list something here, it wouldn't do the real trials justice.

 
 
Chronica is a fresh look on historical fantasy fiction, developed for the Pathfinder game. Zac mentioned that he would be open to eventually porting the game to 5th edition, however, this would be a future project.  If you are interested in this game, consider backing Chronica on Kickstarter. The funding goes to art, editing and production, with stretch goals of more of everything (books, regions, spells, characters etc.) For those considering Kickstarting, here’s some advice from Zac: “Go in with friends! Many of the higher tiers put you in the book in a creative way (influence designing new regions, having characters based on you, etc). Splitting the cost will give you and your friends a chance to be a part of Chronica history!”
 
Until next time,
 
Keep gaming. 
 
Dustinopolis, Devourer of Cheese
 
Dustin (@devourcheese) is a regular blogger and senior journalist at HLG. He is a part time actor with Blind Prophet Media, a future social worker, and a current event wherever he goes. He has a bachelor of arts degree, specializing in philosophy, psychology and drama. He recently witnessed tigers fighting at the zoo. You can read about how to incorporate some social justice elements into your game if that's your thing here. 
 
As a reward for reading to this point, here’s a clue for the cipher mystery: look at the first letter of each line to spell out a word…
 


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Role-Playing With Nature: Three Ways To Bring A Game's Natural World To Life

18/4/2016

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I love nature. It brings me great joy to experience what’s left of our natural world. I love it so much that I got a degree in ecology just because nature is so awesome (it definitely wasn’t for the money). As you probably should know by this point, I also love games. Where games and nature intersect is like a personal little happy place for me. The depiction of the natural world in role-playing games varies widely according to who is playing and which game is being played. All too often, nature is depicted as merely a backdrop for whatever epic tale is unfolding in the foreground, not unlike a painted cloth hung across the back of the stage during a play. I love it when I as a player get to interact with the natural world in meaningful ways, not just shooting at things I want to eat or looking for footprints in the mud. As it falls to the DM to bring the natural world to life, the following paragraphs give several ways for DMs meaningfully encourage interaction between players and their environments as well as creating a more immersive natural world (as opposed to the flat backdrop) in which we can play.

1. Accentuate the weather.
How easy is it for us to take little notice of the weather? The vast majority of us spend most of our time indoors, only needing to be outside when we are transitioning from building to vehicle or vice versa. We might go as far as to check the weather reports each day, but 99.99% of the time the worst of it is little more than an inconvenience to us, perhaps forcing us to wear an additional item of clothing or delay a recreational outdoor activity of some sort (for the 0.01%, where the weather is actually severely bad, see #3).

However, adventurers, be they mages, mutants, or mech pilots, live and die by the weather. Severe weather can kill outright, of course, but that’s painfully obvious. It’s the more subtle ways in which the weather can determine a fate that often get overlooked. For example, a bit of light rain won’t harm you directly, unless you’re the wicked witch of the west, but its effects can be harmful. It might loosen your grip upon your weapon, obscure an impending ambush, dampen your use of fire (be it casting a fireball or lighting a fuse), ruin sensitive equipment (be it a delicate scroll or a high-tech electronic device), get in your eyes as you try to deflect an overhead blow, turn normally acceptable trails into unpassable mud pits, imperil crossings of swollen streams and rivers, or confuse tracks which you’re attempting to follow, to name but a few. And that’s just a little bit of rain! Temperature, precipitation, visibility modifiers (i.e. fog), wind speed/direction, and season all combine to determine the experience of every adventurer who sets foot outside their door to go do adventure stuff.

Now that I’ve hopefully convinced you that weather is a big deal and should be included in your game, let’s go over some practical ways in which to do so. The idea is to have the weather influence the player’s decisions and actions, when appropriate. The most basic thing, which most DMs already do fairly well, is to include the weather in any relevant descriptions given to your players, e.g. “as you walk, a biting wind begins to blow from the north, turning an already chilly day frigid.” As a player, this is an opportunity to take the lead in incorporating it into your role-playing, e.g. “we stop the march, set up camp, and light a fire to ward off the chill” or “I pull my cloak tighter around my shoulders and press on.”

It takes an experienced group of role-players to base their decisions on a description rather than something in the mechanics, so if need be DMs should implement reasonable rules regarding the weather. These are highly contextual and will vary from game to game, but creativity on the DM’s part is essential. For example, if players have been exposed to cold weather without adequate protection for an extended length of time, impose a penalty to skills requiring dexterity that scales according to the length of exposure. If players are traveling in the rain, increase the difficulty level of checks made to detect or track nearby foes. Some systems already have such mechanics built in but even for those that don’t such rules can be easily adapted. Steps such as these might be required to motivate your players to respond to the adverse weather conditions plaguing their characters. The goal is to use the weather to more deeply engage the players into the world and the story that’s being created.

2. Engage the senses.
Taste, touch, and smell are all impractical to use when playing an RPG, but you can bring nature to life using your players’ senses of sight and hearing. As is common practice by most DMs, use pictures of the places in which players are adventuring to help them visualize their natural environments. Furthermore, immerse players into their natural world using sound. I am aware that many people have strong feelings on whether or not music should be played while gaming (and I’m not going to touch that debate), but ambient noise is completely different than music, so regardless of any musical feelings you may have you should give this a try, if you’re not already doing so.

Are your characters tromping through a forest? Play a track of a woody glen with birdsong and bubbling water. Are they heading through a narrow mountain pass? The sounds of a blizzard with wind singing over sharp rocks will heighten the tension. Is there a mighty storm brewing? Play a recording of a thunderstorm and keep increasing the volume as time passes. The sound acts as a subtle reminder for the players to take their natural surroundings into account when making in-game decisions as well as engrossing players into the world you’re all working to create. I know there are sound-mixing apps for use during role-playing and I’m sure they work great, but Youtube is much simpler and has any type of ambient noise for which you might be looking. A decent speaker system is also a requirement; don’t just play sounds from a phone, as the quality of the sound will likely just distract rather than engross.

3. Make the flora and fauna engaging.
Go out of your way to make the inhabitants of the natural world interesting, be they plants or animals. This interest comes in the details; the more detailed a description, the most enthusiasm for the subject can be generated. For example, when describing a character, ‘an orc fighter’ is nowhere near as interesting a description as ‘an orc in heavy armor with a bite out of his right ear’. Similarly, more details about nature will lead to a heightened interest; in which of the following would you rather have an adventure: a shady pine thicket dappled by weak sunbeams dancing upon a forest floor thick with fallen boughs and decaying needles, or a forest in which there are some trees and stuff. Show pictures of similar scenes and describe the environment in which your players find themselves in such a way that it allows players to construct the scene in their minds eye.

You don’t need to provide a scientific level of detail; even basic details can go a long way (i.e. it doesn’t take a scientist to make distinctions between an evergreen or a seasonal forest). Furthermore, stock your natural environments with interesting plants and animals. Natural places aren’t empty and abandoned but are teeming with life. Squirrels dart from tree to tree, hares scamper under bushes, birds serenade the sun tucked safely away high in the canopy. I realize that I tend to wax poetic when it comes to nature and as the idea is to engage the players, DMs should always try to aim for that sweet spot between way too much detail and just another generic forest; this sweet spot will vary according to the interests of each individual gaming group.

 
An interesting setting is a key aspect in any great story. As much of our role-playing adventures take place in nature in some way, it only stands to reason that we should aim to depict our natural environments as compellingly as possible. While this often just means ratcheting up the detail provided to players about their surroundings, it can also come in the form of their natural environment becoming a challenge to be overcome. The natural world is a truly fascinating place; prevent that from being lost when translating it into your narrative.
 
 
​-  Jake is a lover of games and of the great outdoors. He wishes that there was some way to simultaneously play games and hike, but for now enjoys his hobbies separately. When not being an author for High Level Games, he moonlights as a research scientist at Texas A&M University. Read about Four Ways That Video Games Influence How Gamers Play Tabletop RPGs here.    

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4 Awesome Comics That Already Have Their Own Game

15/4/2016

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Last week got me thinking; I am relatively inexperienced regarding game. While I’m making effort to diversify my playing experience in different platforms, time essentially becomes my enemy and adulting is hard. Previously I had posted a list of comic book campaigns I would like to play and the last one I listed was Hellboy, which conveniently had it’s own pre-written module on the GURPS platform. One of my five readers had commented that any of the comics I had listed would work well on the FATE system, and I thank you for that and have made it one of my playing goals to gain that experience. However, while I look forward to adapting these comics into games systems it peaked my curiosity as to the comic books out there that have pre-existing game systems already established, beyond that of GM adaptation, created for specific comic titles and not including the larger Marvel Superheroes and DC RPGs. So I did a little digging into what was interesting out there and this is what I came up with.
 
1) Teenage Mutant Ninja Turtles & Other Strangeness
It’s funny, I remember my cousins coming to visit when I was ten years old and bringing this game. While I struggled to comprehend the finer aspects of the mechanics, I do remember having a great time. The rules were based upon Palladium’s Megaversal system, however the setting was based upon Eastman and Laird’s earlier work on TMNT, which meant dark, violent and gritty. Player’s could choose from a wide list of animals mutated in varying manners, including psionics. Interestingly, while most adventures took place in modern day later supplementary material provided a post-apocalyptic setting called “After the Bomb”, where you could play in a wasteland populated mainly by mutated animals. While Palladium provided a vast reservoir of characters you could develop, I think the best thing about this game was that you could still play as the Turtles.
 
2) Mouseguard
Do you really need encouragement to play anthropomorphic medieval ranger mice? If you haven’t heard of Mouseguard it is the creation of David Petersen and won a multitude of Eisner awards (which in comics are like a Oscar or at least an Emmy). It also holds my personal ‘kudos’ for the being the best free comic I ever picked up on free comic book day (this year May 7th). It seems that the game is equal to the quality of the comic, winning multiple awards in both of its editions. Mouseguard uses the Burning Wheel system and game play moves smooth and quickly. Archaia Entertainment states that while the game is set up to be easily playable by newcomers as well as seasoned players, it advises the more veteran among players to “throw out the book” on what they believe they know and prepare for a new kind of role-playing experience. Additionally, the box set is beautiful and bountiful, containing exclusive art and mouse dice.
 
3) The Authority
Warren Ellis writes amazing comics. It’s just what he does, like my ability to eat Doritos. While I know The Authority is the property of DC, they published it originally under their Wildstorm imprint and the series takes it’s roots from the early Image Comics universe, so I think I can get away with listing it here. The premise of the Authority in comics is: what would happen if character’s who are incredibly similar the Justice League (and I mean INCREDIBLY similar) got tired of government and decided to run North America? The game itself uses the Silver Age Sentinels as its platform. Once again the artwork included in the box set is said to be stunning and beautiful, and the modules are set up for players that enjoy a large amount of action and combat. The Authority RPG is no longer in production as the Canadian company, Guardians of Order closed its doors in 2006, but I looked it up and a resourceful person can still pick up a used one online.
 
4) Valiant
While I tried to list specific comics that have their own pre-constructed system I could not leave Valiant’s RPG off the list even though they publish multiple titles, such as X-O Manowar, Ninjak, and Bloodshot. I liked this one, as the core rulebook and supplementary material are up to date to where the comic storylines are today. Like the comic books themselves the game is said to really highlight the fine line between Super-hero and Super-villain and proclaims to be rules light using the CUE system by CATALYST games. When I went online to CATALYST’s Valiant site. The best things I came across were not only did they provide quick-start rules and instructional videos, but they also had a “How to role-play comic book” for beginners, by artist Alex Sanchez. It really bridges the gap between comic books and role-playing for myself and I think even seasoned role-players would find it interesting, so I included the link to their site here.
 
Comic books and role-playing: the more I see the more I want and that’s ok. I’m still learning how to game better and the diversity of the content enriches my experience. If you have any suggestions for this list or have played any of the above let me know in the comments. I think I’d like to try TMNT first. Playing as Donatello or Raphael would be great. Screw Leo and Mikey, I mean really, that is some terrible leadership and just because you have a pizza doesn’t make it a party.

About Ryan: ​So I try to read about 50 comics a week, depending on my ability to pay the power bill. I try to read as much new and independent works as my tried and trusted favorites, and I’ve been doing this for years. Thus, I can roughly say that I am pretty decent at comicology, however I hold no formal degree. Luckily, degrees are no substitute for common sense and that’s how I got this gig. Read about his thoughts on what comic books he would like see turned into RPGs here. 


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5 Questions That Someone Who Has Never Role-Played Has

14/4/2016

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I have been involved in role-playing games for about 15 years. Now, not all of those years I was actively involved in playing, but I was always hearing about games that were going on and talking about role-playing. So it is difficult for me to look back and figure out what a new person to this type of gaming would want to know.
 
So I asked my best friend, the best friend that I kept role-playing a secret from for many years. Because she now knows the truth (I am a pretty big geek) AND because she is the most questioning and examining person I knew, I gave her the task of asking me questions about role-playing that she was curious about. Today, I will reveal 5 questions, but I do have more for another post. (And I am pretty sure these answers will lead to more questions… and down the rabbit hole we go.)
 
1. How do you win?
 
Ah yes, the eternal question of winning. My friend ranted about knowing how to win other games, “I, mean, do you want to collect the most money, not land on a snake, or what?!” I think perhaps it would be easier to answer the opposite question and work back from there.
 
How do you lose? I am pretty sure a good way to look at loss is in a TPK (total party kill). That means that everyone who is currently playing in the game dies. There is now no team memory of what goals your group had for them to complete. That is a loss. If a couple people die, you can usually carry on, albeit in a different way.
 
So winning is a group thing. It is not really an individual thing. There is usually some goal in the game, like overthrow tyrannical baron or save Bobby from the villain Bartholome or save your hometown from goblin attacks. These goals are woven into a story so your characters in the story are motivated in some way to help. So I would say completing these goals are winning, but often there are other things that come up during your adventure that may become new secondary goals to complete after your first goal. It is similar to real life. For example if you look at my life, would you say that I have lost or won? Maybe some things are awesome, but other things  am still working on. Say I have a decent job, but it is going nowhere. So my goal may be to look for a career that has some type of advancement. But that doesn’t mean that I ignore other things that could be important in my life to change like buy a house. These goals that you can ‘win at’ are sometimes cut and dry or they can be fluid.
 
Summary: If you are still alive and somehow working towards your goal(s), you are winning (in gaming and in real life).
 
2. How are teams picked? Is it always teams?
 
In general, you are all one team. It is a cooperative-type game. The person who set up the adventure, the GM or Game Master, is the one that plays all the ‘bad guys’ so you aren’t usually against your own group. You play together and you win together.
 
3. How are characters picked?
 
Characters can be made very randomly (with dice rolling and tables of information as your guide) or as a discussion with the GM or a combination of both. In any group, you usually want someone who is tough, someone who can heal you, someone who has some magic or an extraordinary ability, someone who is agile and can fight from further away, someone who is a leader, or someone who is smart. Usually your character is a mix of a couple of these things. But if something seems to be lacking in the group, your GM may suggest you play that missing piece.
 
But the most interesting stuff, like the characters personality are all your own creation. It’s acting and improv at its finest.
 
4. What type of traits do you want in teammates?
 
In general, what I want in other player characters are interesting people to interact with. I tend to really enjoy that aspect of role-playing.  I also want people that help instead of hinder while reaching our goals.
 
5. What are different types of character traits?
 
There are as many character traits for characters as there are for you. Some things are written out with your character, but other things are more fluid. So you may have numbers that tell you how strong, how smart, or how perceptive you are, but there may not be anything that talks about how funny or how serious you are or how well you work with others. Those things come out when you play.
 
That concludes the first 5 questions I will look at, but stay tuned for more questions next week on Thursday.

Vanessa is a sarcastic, 30-something wife and mother. She likes things and stuff, but not simultaneously. She thinks everyone should be roleplaying.
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4 Ways That The Force Awakens Can Help Your RPG

13/4/2016

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So, Star Wars The Force Awakens has been out on Blu-Ray and DVD for about a week now. This movie was the first one that my wife and I went to go see together since our kids were born. This was the movie that was worth leaving the kids with the grandparents, the first time they’d been left with a babysitter. Why I haven’t bought this thing yet, I’m not sure. Though maybe it’s because my birthday is at the end of the month and I’m hoping to get it as a gift (OK, I’ll own it, I’m a little cheap). But does this movie have something for role players? Does it offer something that can improve our game? Well, obviously you know what my answer is going to be because otherwise I wouldn't be writing about it. The answer is yes.

1.    You don't always have to answer every question.
Why would Luke leave behind a map of where he was going? How did Maz Kanata get Anakin’s/Luke’s lightsaber? Has the First Order started using clones again? Why is Threepio’s arm red? How the heck did Maz Kanata get Luke’s lightsaber? Where did that whole flotilla we saw in Return of the Jedi get reduced down to a squadron of X-Wings? Who are Rey’s parents? No, seriously, how did Maz get Luke’s lightsaber? We saw that thing fall into the abyss of Bespin in Empire Strikes Back! That thing should be lost to oblivion, what the heck is it doing in the chest of some strange lady creature on some backwater planet?

You see how goes? All the questions get us interested in the story, they add to the tension of the movie, and they hook you into the story and draw you into the world. You don’t have to answer every question when creating your world, or your character. At least not right away. Leave some blanks. Let people get interested. Some of the best characters I’ve seen at the table are those with a hidden past, or identity, known only to the player and DM. It adds that level of intrigue, a mystery. And we love nothing more than a mystery and solving a mystery.

A word of warning, make sure that the answers to those blanks that you leave are decent. Nothing deflates an audience, or your fellow players like a lame solution to the mystery. “What do you mean he was just dreaming?”

2.    It’s OK to go back over old material.
Yes, we all noticed within the first 25 minutes of the movie, “This is all A New Hope revisited.” And you loved every minute of it, didn’t you? Which might be one reason why so many hate the prequel trilogy: trying to do too many new things. It didn't feel like that universe that we knew and loved from before.

It’s OK to go back over old material. Just look at all the remakes you’ve got in Hollywood. You’ve got Les Miserables, Ocean’s Eleven, Willy Wonka and the Chocolate Factory. It happens all the time. And that’s OK. Sometimes to less than stellar results, and sometimes to fantastic results. History does it too. How many times have you locked your keys in your car/house/office? Gets your blood pumping every time though, right?

And the same goes with our playing. When we find some element that really works, it’s OK to go back to it every so often. It’s important to make sure that we don’t get into a rut, and bore everyone with going back to same old thing, and become a one-trick-pony, but it’s good to let those good ideas of yesteryear that everyone loved back out to see the light and let everyone rest and enjoy that sense of nostalgia, remembering those good old days again. Which, let’s be honest, is mostly the reason that you really loved Star Wars, wasn’t it? Seeing Han do his thing again filled you all kinds of good feels again.

3.    Don't be afraid to go over the top.
So, Kylo Ren has a small anger issue. OK, he has some anger issues. Alright, we see now, he has a whole lot of enormous, temper tantrum, cry and scream like a three year old boy anger issues. Let’s give the guy with a feather trigger temper a lightsaber and the Force. What could possibly go wrong?

I mean, come on, this is Star Wars. A New Hope was a clinic for going over the top: an alien that doesn't wear pants, people who talk in convoluted, clunky sentences, a behemoth of a man dressed in black armour, and this mystical energy field, magic wizardry thing. Everything about Star Wars is over the top. And it’s awesome.

That’s the trick. Go for it. Go big. Sell it. It might not be easy, but if you can put yourself in that spot in your imagination, and sell it for others around the table, they’ll go with you. And it will be awesome. Everyone will love it. We had one guy play a paladin and put that European, noble arrogance, and the justice and bravery of the paladin over the top. We all bought it because the player dived in and played it big. It was wonderful. It was awesome. Don't be afraid of the over the top character. Sometimes that’s just what a game needs. (And keep in mind you’re playing a game where you’re killing goblins, dragons, and casting spells. If you can’t go over the top here, where can you?)

4.    Death can be a great story element.
If you’ve seen Star Wars, you know what I mean. If not, what the heck are you waiting for? Watch it, already! Obi-Wan, Yoda, Qui-Gon, Jar Jar (well, we all wished for that one didn't we?), and &;$:)/& (stupid censor).

One of the best, and meanest tricks a DM can do is set up a loveable, enjoyable character, and then, at just the right moment, kill him. Now, every character has a piece in the story to revenge poor John of the Northern Glades, who was killed by that evil sorcerer. Death to the sorcerer! Kick him in the face! Not only do the characters get into it, but so do the players. Now they’re emotionally invested in this quest to kill that evil &$@*+€. And if you play it right, there’s going to be so much satisfaction at finally finishing the quest and getting it all done.

Tim is a husband and father of two who is the Pastor of a small congregation in Ontario. He somehow still convinced his wife to marry him even though he openly spoke about building his own light sabre. 

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The (Potential) 5 Great Social Justice Elements In Role-Playing

12/4/2016

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​There are few things in life as satisfying as defeating a tyrant. Indeed, the world we inhabit is fraught with oppressive systems and the powers that run them. In order to satisfy or perhaps placate our anger with situations deemed outside of our control, many of us turn to escapism. The role-playing game (RPG) hobby is one such escape. There are ubiquitous adventures and campaigns that enable players to defeat evil, and emerge as heroes to downtrodden populace. Each game is an opportunity to resist an oppressor that, though existing solely in the imagination, nevertheless represents the quagmire of oppression many people are otherwise trapped in. These games of escape, when played with like-minded people develop a sense of community and enable us to face the hardships of life.
 
This list is designed to develop your understanding of the latent potential in RPGs to address equality and fairness, which are so often missing in our world. Read on to discover 5 elements of social justice that can be developed in RPGs.  
 
 #1 Fosters Empathy
 
You create a character with a list of attributes, abilities, skills, languages, and then travel with companions who have done likewise. If you’ve done your homework and created a good backstory, then you will be putting yourself into the mindset of another (albeit fictional) person. Your companions will hopefully be doing likewise, and before you know it, everyone gathered will be experiencing a degree of empathic connection with someone other than her or himself .
 
 “Role-plays” are a staple in office meetings, and some university classes, which often are used to help illustrate contextual issues and possible solutions to them. By putting yourself into the mindset of another person whose experiencing things with an alternative perspective, you are engaging in empathy. Empathy is a hallmark of social justice, as it enables people to reach out to others with a sense of seeking to understand, rather than just wanting to get their point across. However, with RPGs, the players get to use a myriad of fantastical powers and abilities, which enable them to overcome their obstacles. Nevertheless the interpersonal skills developed around the gaming table are pivotal to developing healthy relationships once the dice rolls are over.
 
The argument here is that some people play villainous characters, or are insensitive by nature. This is arguably endemic in certain role-playing groups. However, even these players don’t have to end the opportunity for social justice. If the player wants to play a villainous character, that doesn’t mean the party has to be villains. In fact, opportunities for role-playing abound in situations such as these, with social justice-focused characters arguing their point against those with more…”flexible” morals. Likewise, if the person is insensitive by nature, that doesn’t mean they can’t role play sensitivity, or be open to change.
 
Now, if the players are unwilling to change or to attempt to think empathically, then you must consider what you want from your role-playing. If social justice is something you want to pursue, then perhaps a group playing a villain campaign isn’t for you.
 
[Just like Indiana Jones in the Last Crusade…choose wisely]
 
#2- Works with Disabilities
 
 People with disabilities play role-playing games too. It is sad to note, however, that many people with disabilities do not have an opportunity to see themselves portrayed in the fantastical lands that they create. This is an opportunity for role players everywhere to incorporate disabilities into a campaign. Having a hero with a disability isn’t hard to work up to being awesome. Think Murdoch from Daredevil is any less awesome because he’s blind? More likely he’s all the more cooler because of how highly developed his other senses became, making him a hero. I mean, we’re playing this game largely in our imaginations, with flying dragons, and elves and orcs, right? The only people limiting our imagination by excluding disabilities are ourselves. So, try incorporating some disabilities into your character creation, or making a memorable NPC. I guarantee that your world will become richer, and your empathic understanding of others deeper, as you experience characters with real world challenges.
 
#3 Addresses the ‘isms’
 
 The world of fantasy role-playing has been guilty of white privilege. It’s assumed that characters are white, muscular, able bodied, and usually male. Female characters are historically either sidelined as weak and submissive, and/or generously endowed, white, able bodied and nearly naked (see Women’s Roles below). Furthermore, female non-player characters are usually presented as victims, in need of rescue by male adventurers. What a blasé hormone fueled imagination involved in those creations!
 
[Wait a minute…. It’s the same thing in fantasy movies/video games!]
 
 Fortunately, Dungeons and Dragons has been expanding its understanding of gender & cultural roles in its newest edition (5th), and gamers everywhere can reap the benefits of adopting whatever culture or gender (see gender identity below) they see as best enriching their world.
 
 What I haven’t mentioned, and what’s been laying latent in existing Dungeons and Dragons editions, is that the concept of race is usually less about the color of your skin and more about what type of humanoid creature you are. Are you a thin, tall, handsome elf? A rugged, powerfully built orc? A short and stocky dwarf? A perhaps a tiny gnome? Or some conglomeration between these. Wouldn’t it make for an interesting world if some people’s racial implications of our own world appeared in your fantasy one? If you’re a dwarf and all of the stools at the bar are too high to reach, forcing you to sit in the lower seats off to the side, wouldn’t that wound your high-powered world-beating hero more than any sword point? Wouldn’t you demand to know why? Or perhaps you’re a half-orc who is subjected to racially charged remarks, and open hostility because they associate you with the terrorizing soldiers of a war fought years ago?
 
 Now, I’m not saying that you need to develop racist policies in your game, I’m just saying that unfair conditions placed upon people based on circumstances and characteristics outside of their control are something that can be explored if you want to add to your players’ understanding of social justice. If they feel unfairly treated by the town’s local businesses, its quite possible that they would take that feeling and use it towards making a more socially just world- both in the imaginative one created, as well as our real one.
 
 #4 Influences understanding of Gender Identity
 
 The new 5th edition Dungeons and Dragons expressly states that players are not beholden to choose either male or female for their characters. In fact gender is written as a fluid notion of character creation, which is also how it's increasingly understood in academia and society. If you want to (or not) associate with the norms ascribed by the society your character comes from, it’s up to you.
 
 The important thing to remember is that it’s a fantasy world, limited only by your imagination. If you associate with a different gender, and wish to be portrayed as such, then by all means, use your imagination to adopt this. Because there are no physical limitations placed on your imaginations, your character’s gender association can be whatever they want. In the real world, gender is a performance- we continually act out aspects of our identified gender all the time. In our fantasy world too, we can add our understanding of gender to our performances of the characters, adding depth. Role-playing with gender awareness can be a liberating tool for many who identify themselves as LGBTQQIP2SAA players, and who may want to see a reflection of themselves existing in their fantasy world.
 
 #5 Cultural Understanding of Women’s Roles
 
 The language and resources developed by Dungeons and Dragons in years past has been, let’s be honest, male-centric. Women were, as mentioned above, little more than sports car models along for the ride, or as an interpretation of some juvenile fantasy. Their voices were silenced behind gender normative language geared towards expanding the testosterone driven fantasy world. Fights, conquests (in every sense of the word), and domination were, and still are dominant themes in the world. The new 5th edition has been thankfully much more realistic in its portrayal of women in the book’s artwork (no more chain mail bikinis). However, its up to the writers to continue to pursue more dialogical modules, and non-linear storylines which can help women feel more comfortable exploring the rich fantasy settings that exist. So too should the players of current editions be more aware of the language, roles and storylines that they use and craft.
 
 Conclusion
 

 Our imagination is limited only by the constraints we put on it. It’s important to be discerning of the group you play with, as the world you create has a touch of yourself in it, and finding others like you makes world development much more harmonious. But, even if your group has some members who remain unaware of social justice, you can, if you play smart, get them thinking about social issues and develop their empathy and participation in our world.

Dustinopolis, Devourer of Cheese, is an 11th level dreamer who has been rolling dice and playing roles off and on for over ten years. He currently “works” as Assistant to the Evening Custodian at the High Level Gaming Company, who “pay” him “regularly”. He prides himself on writing (*most) blogs fully clothed. If you can’t wait until next week’s post, you can follow him on Twitter @devourcheese for more questionable insights.

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Four Ways That Video Games Influence How Gamers Play Tabletop Pen and Paper RPGs. 

11/4/2016

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​The majority of role-players were exposed to video games before making their way to the table. It’s no surprise, as video games are flashy, able to be played solo (or at least without needing anyone else in the same room with you), and loads of fun. When I talk about video games, I’m not talking about casual games such as Candy Crush or Angry Birds which, while certainly fun, are basically interactive clickbait; rather, I’m talking here about ‘real’ games which have a depth of content, mechanics, and/or story. I love video games of all kinds and on any platform, from console to mobile to PC (though my heart truly loves the latter).

I would certainly classify myself as a gamer, though that term is used to describe such a wide variety of people that it is difficult to define. For my purposes here, a gamer is anyone who would describe video games as a hobby either current or past. When gamers play tabletop RPGs, the legacy of our video game heritage often comes to the table with us, exhibiting itself according to the severity of our habit. This can affect our experience with role-playing in a variety of profound ways, either positively, or negatively, or both.
 

1. Gamers have a good grasp of game strategy
Pro: Video gamers are often practiced strategists. While some games offer greater strategic depth than others (XCOM over CoD, for example), all video games place players in situations in which they have to plan out their actions in order to succeed. This extra practice translates well to tackling many tabletop RPG situations, whether they are fighting a battle, sniffing out dungeon traps, or planning a journey.

Con: Video gamers often get stuck in the ‘game’ aspect of role-playing games. We are so used to power gaming that it comes as second nature, whether it be min-maxing characters to get the most benefit from our stats, using the weapons or abilities with the highest damage without regard to their essence, or other various sins against role-playing. While this tendency is understandable, it really detracts from the joy of playing a ‘real’ hero with tangible weaknesses and flaws rather than the one-dimensional action hero present in all too many video games. Video gamers are also more disposed to be rules lawyers, as we are so used to playing by a game’s rules that it is almost unthinkable that a game be run out of accordance with what is in the rulebooks.

2. Gamers have a wealth of experience in fictional worlds
Pro: We as video gamers have been immersing ourselves in fictional worlds since we were old enough to pick up a controller or a mouse and keyboard. This allows us to visualize the world in which we are playing in remarkable detail, because odds are that we’ve played in similar worlds before. We can fill in the details about whatever fantasy world is being played in by drawing on inspiration from our past library of game experiences. Video games also provide players with knowledge of the time period (real or fictional) in which they are set. For example, my time in fantasy games has given me an understanding of medieval weaponry which lends itself to playing a more realistic fighter in DnD; similarly, time in sci-fi games has provided me a broad vocabulary of pseudo-scientific terms which enhances my role-playing in that setting.

Con: Video games (even RPGs) involve a remarkable lack of actual role-playing. This is most painfully obvious when it comes to dialogue. Rather than selecting from a few already-intelligent-sounding phrases, tabletop players must craft all their dialogue from scratch. This is particularly difficult for some types of dedicated gamers, as their hobby has either restricted their interactions to teabags and taunts or (like me) cut them off from other actual people entirely while in game. When I started playing tabletop RPG’s, my characters all sounded terribly awkward and unintelligent, as my uncomfortableness in having to dialogue with other players came out in my character. Beyond just dialogue, video games tend to hold players hands while they play in ways that tabletop games do not. The level of creative thinking required at the tabletop is much greater than that required by video games and can take a lot of time and practice to develop.

3. Gamers have developed unique social habits
Pro: Video games can foster players’ social skills when it comes to playing with others. More than any of the other points in this blog, this one really depends on the type of gaming you do. Those who engage in multiplayer gaming and who are in any sort of clan or team have likely learned how to play well with others. Even though there is a difference between online and in-person interactions, most of the principles translate remarkably well (i.e. respect for your fellow players, willingness to work together, etc.). That being said, most of our good social habits do not come from video games, thankfully.

Con: Unfortunately, many of our bad social skills can find their roots in a video game habit. Multiplayer games tend to make winners smug and losers sore. After losing a match to a surprisingly arrogant 10 year old, for example, it’s difficult to be a gracious loser. We as human beings like to be the best at the things we love; in gaming, there is always a more skilled player out there and that can arouse feelings of inferiority, which often leads to the putting down of less skilled players, which can then lead to their putting down of those with even less skill, etc. The anonymity of the internet allows players to act according to their worst natures without any serious negative ramifications. Combine this with video games being an outlet for frustrations occurring in real life and it’s a breeding ground for all sorts of bad social behaviors. All such behaviors won’t directly translate into in-person interactions around the table but some of these bad behaviors will inevitably come to the surface sooner or later.
 
4. Gamers have a passion for games
Pro: Video gamers can bring a lot of excitement to the table. A long history of witnessing (and playing out) epic confrontations on-screen can give gamers a lot of exciting material to draw upon when narrating their character’s story. Brutal kills, sweeping tactical maneuvers, and heroic charges have all been played out before, even if in a different medium. The player in video games is often unrealistically heroic and powerful, but their exploits are the stuff of legends. If players bring that same heroic mindset to their tabletop characters, great and memorable events are destined to unfold. Video games also have a vast library of non-one-dimensional characters (Commander Sheppard, Geralt of Rivia, or Ezio Auditore da Firenze to name but a few) upon which one could base a character, which can bring a lot of depth and enthusiasm to their role-playing.

Con: In order to keep their interest, video games are often set at an unrealistically fast pace. Players are constantly bombarded with action, plot points, followed by more action and explosions, then a line of dialogue, then another explosion. Even in RPGs is there an almost constant stream of action and plot to be had. When I first began to play tabletop RPG’s, I felt like we moved through the story at a snail’s pace. I’d go home after a session unsatisfied by the lack of progress we’d made in the story or that I’d only rolled my dice a few times in the entire four hour session. If I didn’t like the people with which I was playing, I may have given up on tabletop RPG’s as ‘boring’ due to my video-game inspired desire for instant gratification. Gamers should keep this in mind and have patience, for once my restlessness wore off, I was able to really enjoy and dig into the life between the action sequences and plot points which is almost entirely absent in video games.
 
 
If you take a moment to reflect on your video game lineage, you’ll be able to figure out just how your video gaming has influenced your role-playing. Every gamer is unique and I’m guessing your list will not be the same as mine. However, on the whole, I’d say that a healthy video gaming habit has a positive impact on our ability to play and enjoy tabletop role-playing games. The opposite is also true, as my role-playing is beginning to positively influence how I play video games; I find myself making in-game decisions according to how my character would think or feel about a situation rather which outcome I’d rather see. Ah, how I do love it when my gaming habits come together.
​
Jake is an avid board gamer, outdoorsman, and low level role-player who lives in College Station, Texas. You can read his latest article about how players can help tell a better story at the gaming table here and you can read his article about playing less powerful characters here.


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Three Ways To Impress A New Group

8/4/2016

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​Whether you are new to RPGs or have to make the transition to join a new group, you may find it difficult to fit in (especially if you are a shy, introvert type like me). Don’t worry! Whether you are a player or a GM, The DM Doctor has you covered with three tips for breaking the ice and impressing a new group.


1. Be a Team Player

Everyone has heard it before; there is no “I” in team.

Okay, you can spell “me”. But that is only after getting passed that “A”; which you would rather not be known as in the group.

One of the best ways to impress a new group is not be standing out. Instead, you should focus on how you can augment the group’s modus operandi. This goes for GMs and players alike.

If you are a GM and notice your new group enjoys more roleplay vs. rollplay, then encourage it. Make sure you give them plenty of chances to interact in character rather than just hacking and slashing. The same holds true for groups that prefer an old-fashioned dungeon crawl. If everyone gets excited over initiative rolls, then make sure you budget in time for combat.

As a player, you are less in control of the show, but just as important. Ask about the normal group interactions and tendencies. If jumping into an existing campaign, then learn the roles and personalities of the other characters. Get an understanding for how the group approaches battles, obstacles, and non-hostile encounters. Take everything and decide how you can best mesh with their methods.

Avoid going against the grain. It is okay to suggest new strategies or push for different group dynamics; however, you are better off going with the flow and encouraging diversity rather than forcing it.

Of course, if the group’s preferences don’t match your own then don’t be afraid to...

2. Show your Passion

Roleplaying games have many different aspects. Everyone has their own favorite parts. Show your passion and favorite aspects of the game when the opportunity arises.

If you enjoy interacting with NPCs, talking in character, and trying to uncover clues through conversation rather than dice rolls, then jump at every chance you have. If you love battles, then show off your tactics with more than just a simple move, roll attack, roll damage, rinse and repeat.

Make it obvious to the others what your favorite aspects of the game are and be passionate about it. Once they know what you enjoy, the others in your group will know how to make sessions more enjoyable for you (and themselves).

3. Stick to What You Know

Though similar to showing your passion, you need to show off your talents. Stick to what you know.

Try to avoid roles and classes with which you are unfamiliar.

You may be asked to fill a certain role. Do your best to accomplish this, but try not to deal with too much unfamiliar territory if able. Having to reference class features and spells you are not familiar with will bog down the game. Same goes for a GM. Try running adventures or tossing monsters that you know well. The less time you spend looking for something, the more in-game time you have to showcase your skills.

By sticking to what you know (assuming you are not completely new to roleplaying games), you will appear very knowledgeable and experienced. Even if you are not. But nonetheless, stick to what you know. There will be plenty of opportunities to try new things down the road.

4. Bonus: The Most Important Tip
Four? I know, I told you three. But this is more a rule than a tip.

If you have read a few of my blog posts, you will probably be tired of hearing this from me. But as long as people keep breaking this rule, I will keep preaching it.

KEEP IT FUN!

No matter what you do, including ignoring the three tips above, follow this one rule. This goes for any and all games. We play games for enjoyment. When you take part in a collaborative game, you are not alone in wanting to have fun.
You need to make sure that everyone is having fun. Everyone. Including yourself. It doesn’t matter if you are a player or a gamemaster.

Newcomer or experienced veteran.

Everyone should have fun.

Sure, there are aspects of games that people do not enjoy. People have off days. Someone gets upset. Things happen. Just make sure that you strive for fun for everyone. Follow this rule, and you will impress any group enough to be invited back.

If you are joining a new group soon, make sure you remember the tips above: be a team player, show your passion, and stick to what you know. But above all else, remember to have fun and create fun. Not every group is going to be a good fit. However, if you and the others enjoy the sessions, then you should feel right at home.

Find these tips helpful? Do you feel there are better ways to impress a new group?
​
Donald Robinson first learned to play Dungeons and Dragons from his father. With more than twenty years of experience in various RPGs from both sides of the table, Donald took the leap into freelance game design. A Paizo RPG Superstar Season 9 Top 32 contestant and freelance writer, Donald posts tips and free roleplaying game resources on his blog: www.thedmdr.com. You can follow The DM Doctor on twitter, facebook, and google+.

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4 Comic Books I Want To See Made Into Role-Playing Game Campaigns

8/4/2016

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I play with a group that’s currently pretty heavy into modules. Don’t get me wrong, I love it and there’s a wealth of pre-written material out there to satisfy my carnal desires of quest and tom-foolery. As a GM I find having the course set out for you makes things incredibly easier in terms of workload and semantics. From being on both sides of the table I can see that most pre-written content works, it’s well thought out, incorporates the mechanics, the thought put into the development improves the experience.

It’s like a really nice steak dinner, grilled up just like you like it. But… sometimes… I just want a little more steak. Or maybe I want to have my cake and eat it too. I’ve read some really good content in comics that I wish could, or rather should get modules written about them. So here is the list of comic books I feel could be adapted (with a little elbow grease) for gaming.
 
1) Squarriors- by Ash Maczko and Ashley Witter (aka. Team Ash)
With the human race mysteriously extinct and the rise of intelligence in the remaining creatures, Squarriors provides a post-apocalyptic/medieval setting to have warring creature clans vying for supremacy. Squirrels versus cat, German Sheppard versus badger. Trust would be tough when your ally is above you in the food chain. Rogue field mice and emperor cats could make this a vicious and brutal campaign. I have no idea what platform this would play well on, maybe 3.5 if you stripped off the magic.
 
2) Danger Club- Landry Walker, Eric Jones, and Rusty Drake
Where did all the heroes go? With the all of the earth’s presumed KIA on a space mission it’s up to their teenage side-kicks to pick up the slack of a crumbling society and oppressive government. They’re the best of the best of what was left. This campaign would be for those who like to be underpowered and love teamwork.  Could work on multiple gaming systems; Mutants & Masterminds, Marvel Superheroes.
 
3) East of West- Jonathan Hickman
If you’ve never heard of Jonathan Hickman you should have. He’s Captain Picard on Star Trek the Next Generation if Alan Moore was Kirk in the original. East of West is some of his best work. A multi-layered epic based upon an America where the civil war never ended, and technology and magic are on par with each other. The various nation states of: the Union, the Confederacy, Africans, Native Americans, Chinese exiles, and Texan separatists supply political intrigue. The prophecy of the coming apocalypse provides the panic. Play as a horseman of the apocalypse, a techno-shaman of The Nation, or the last Texas Ranger. It would be like Rifts: Chaos Earth happening right after Rifts: Chaos Earth happened, and that’s the platform it would fit into nicely.
 
4) Hellboy- Mike Mignola
So here’s the thing, and it’s a little embarrassing for myself, but Hellboy already has it’s own game and pre-written module and I’ve never gotten around to playing it. It uses the GURPS universal role-playing system, which I have no experience with what-so-ever, and the module is written by a couple of guys named Phil Masters and Jonathan Woodward who wrote a few other modules for the GURPS system. Apparently you can play as Hellboy and his buddies, or create your own BRPD character from scratch. From the reviews I’ve read it sounds pretty decent and the core rulebook comes with two Hellboy stories to help those not familiar with the characters and the setting. Mike Mignola has pretty high standards concerning anything to do this work and world he created and curates. If his work on Hellboy- Wake the Devil and Seeds of Destruction were any indication then I’m betting this would be a good time.
 
Maybe some of these would work out like I imagine they would, maybe not, but I hope and I dream. I lack the true creativity it would take to flesh out these modules, but someday I wish someone would. Let me know if there are any comics you’d like to see on a specific platform or if you played Hellboy on the GURPS system. I’d love to hear about it.
Ps. the next character I create will be called Rusty Drake; I mean really, it just sounds badass.

About Ryan: ​So I try to read about 50 comics a week, depending on my ability to pay the power bill. I try to read as much new and independent works as my tried and trusted favorites, and I’ve been doing this for years. Thus, I can roughly say that I am pretty decent at comicology, however I hold no formal degree. Luckily, degrees are no substitute for common sense and that’s how I got this gig. Read about his thoughts on how Comics Inform RPG Character Death here. 

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S#@T Role-players Say or 8 Phrases You May Encounter When Starting Out

7/4/2016

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So you have decided to start a new hobby. You want to make the most of it, but they speak an entirely different language. This is my quick and dirty guide to abbreviations, jargon, and other phrases that you may hear fly out of people’s mouths during your first RPG (roleplaying game).

1. Is this a hack and slash campaign?
Meaning is this a game where the emphasis will be the fighting rather than the story building. Do you want to defeat the big, horrible enemy without spending time looking at the political implications of such an act? Hack and slash is where you want to be.

2. Who is GMing your campaign?
DM and GM stand for Dungeon Master and Game Master respectively. They are the person running your role-playing game. They generally have more responsibilities and planning; they make your adventure come to life.

3. Time to roll some bones!
No, this is not some creepy fortune telling in modern day. This is just a phrase to mean roll the dice. The dice are part of your probability of completing a task such as running a sword through an ogre or making a delicious quiche.

4. Don’t be a min-maxer!
These are the players that only want to play certain characters of certain races to boost their power. They know all the ways to stretch out their scores, sometimes to the detriment of an interesting character. Also related to power gamers, they are the people who are only interesting in doing things that create the most damage in every situation.

5. Wow, I love that NPC!
NPC stands for non-player character. There are many of these within a game. These are the people that your characters run into in day-to-day life (eg. the grocer, the sister, or the enemy) and they are played by the GM. They can each should have their own personality or flair that adds to the game.

6. How long did that campaign run?
A campaign is a longer series of adventures. Some games are one-offs (only played one day or one adventure before creating a new world or characters) and others last longer and have multiple sessions or things your group wants to accomplish.

7. Oh no, you rolled a natural 1!
Anytime there is a natural in the description of the number, it means that that is what the die’s face (singular of dice) showed when rolled without any modifiers (bonuses or negatives) added.

8. I have played with my fair share of rules lawyers.
This player is the one who knows (or thinks that they know) the rules for the particular game inside and out. And if you happen to be making a mistake, they won’t hesitate to hound you until you fix it, even (especially?) if it isn’t that important to the story.

This is a general list of common terms you will hear while hanging out at your first game. Along with these, there are also terms that come up in specific games over and over. Feel free to ask a player why everyone shakes their head when they remember ThAC0 or how PPE has nothing to do with physical education.

​Vanessa is a sarcastic, 30-something wife and mother. She likes things and stuff, but not simultaneously. She thinks everyone should be roleplaying and that someone has to be the GM.


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Three Tips For Joining A New Gaming Group or Session Zero Pro-Tips

6/4/2016

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So, I recently rejoined a role playing group that I had left about 3.5 years ago. I joined them  just last week in the middle of a game that they were playing. Now, each group is going to have a different way of introducing new players, but with ours the tradition has been that the prospective player take in one whole session before making the final decision of whether he or she is going to join full time and make a character. There are several reasons for doing it this way, which I’m sure someone can write about in the future, but I want to take it from the newby’s perspective. How can this sit-in be used as a productive time to improve future role playing? What, if anything is expected of me in this first session?

1. Remember that you are a guest.
You’re sitting at that table because someone else, most likely a friend of yours, has vouched for you and said that you’re interested in playing. I get that you might be rules lawyer by trade, but now is not the time to debate with GM over the proper mechanic of how climb a tree, or if the wolf monster should be allowed to thrash someone into the ground or not. Nor is it a good time to make suggestions to each player about how they picked the wrong weapon if they wanted to get the most damage out of their attacks with the smallest amount of risk of missing. You are a guest at that table, your job at the moment is to observe and, for the most part, keep your mouth shut and let the regular players play. Otherwise you might find yourself on the wrong end of the attention of that she-elf you were hoping to ask out in 
the game, and have that cleric cast you out like a horde of undead. It says a lot about you as a player when you take over a session you’re not fully involved with yet, and you will quickly find yourself on the outside looking in.

2. Look for how you fit.
Watch the group carefully. Listen to their characters, the personalities, what classes do you see around the table? Find exactly where you can fit into the group. Maybe they're missing a healer, or a meat shield, or hunter. Perhaps you can fill that hole. This little sit-in session doesn't have to be a total bore. If you watch closely enough you can already start to form a character in your mind that can easily fit in with the group and give it a new dynamic. This way too, you don’t go into the game set on being a fighter, only to find out, after the character is all finished that they’ve already got more than enough of those and you’re just adding a fifth, and highly unnecessary and boring, wheel. Now, yes, a good GM can stop this from happening, but your first time with a group can curtail even that kind of awkward conversation. “I want to be a wizard,” you say. “We’ve got two already,” the GM quickly replies. “Oh. Crap. Well, I don't know, now.” See, that whole interchange could be avoided if you pay attention in that first try-out game and see just how many wizards there are and think to yourself, Wow, this game has two wizards already. Does it really make sense to add another? What these guys really need is a meat shield before the GM tenderizes them with a Barbarian. You’ll also be able to see what kind of character can balance out or add to the game. You don’t want to go in looking to be the strong leader, when they’ve already got one, or play an emo character when that slot has been filled and you two end up competing for who’s the worst. (Actually, that one could be fun. And on second thought, [or would that be third thought?] the drama of inner group tension can be a good storyline to add to the game, if played right and not taken too far so as to be disruptive.) You can easily find ways of adding to the game and quickly forming a fun character to add some spice for the group.My little try-out a few weeks ago helped a lot in this respect. I was able to see where a new character could fit in. I could see what was already there, which eliminated several character classes right off the bat and gave me some ideas for the group as well. Now, I’m excited to see what kind of mayhem and fun this new character can add to this group.

3. Look for how the group fits.
Not all groups are created equal. Nor do they have the same style of play. Maybe they play a hack and slash kind of game, going from one big battle to another. If you like the storyline kind of role playing, it won’t take long until you’re bored with the whole affair and the big battles start to lose their zest and any feeling of accomplishment. Maybe they’re focused on the storyline and can go a few weeks before finding themselves in combat again. Then you feel bored out of your skull and gaming starts to remind you a little too much of watching paint dry. Or, you find that the group likes to dirty the language up a little more than you’re comfortable with. Then, it doesn’t matter how good the character is, or how much you might like one guy at the table, if your sensibilities are going to get assaulted each game, the fun will be gone very, very quickly. The opposite is also true. If you know you like to dabble in the colourful metaphors but have found that the group is a bunch of Puritans (why Puritans would be playing D & D, I don’t know, but just roll with for now) then you’ll find yourself bottled up, and again, most likely, you’ll having fun sooner or later. Sitting in on a game lets you know this for sure, for yourself, and you can make the choice to stay or leave without having already 
invested time and energy in creating a character. While that try-out session can be boring, especially when all you want to do is get down to rolling the dice, filling in the sheet, and killing some goblins, the benefits can greatly improve 
your own character as well as the entire game. Your playmates will be grateful that you took that time to prepare to become a part of their group and join the game.

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Five Things I Want To See In The Lord Of The Rings Middle Earth Setting Being Developed for Dungeons and Dragons 5th Edition

5/4/2016

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Let’s make this clear: I love Lord of the Rings (LOTR). Hearing that a game is in development that would allow my friends and I put ourselves into a world we’ve largely committed to memory, makes me giddy with joy. And so, as a fan of LOTR and D&D 5th edition, I want to posit 5 things I would like to see in the latest RPG rendition of Middle Earth.
​1. No common language
It wouldn’t be Tolkien without well-developed languages helping to define the cultures and territories in Middle Earth. Do us gamers a favor, give homage to Tolkien, and remove the “common” default language that everyone speaks, and give us language barriers. I think we’re strong enough to tackle this challenge. It will be difficult for players and DM’s at first, but having everyone speaking their own tongue (and maybe a few others that they learn) makes for excellent role-playing development.
 
 To help those who find language barriers difficult, the game could include a feat/class in the game to address this. I imagine something like “linguist”, which would enable them to decipher foreign tongues, would fit the bill. Language barriers would be important obstacles to overcome as adventurers travel to new lands- especially if they go to the East (see below).

2.. Corruption Mechanic
Nothing besides language brings Tolkien’s epic to life as much as having corruption affect the players. There could be charts, abilities and rules to govern this. I think it would be similar in effect to Ravenloft’s “dark powers” checks, which players have to make a roll every time a character does something “evil”. It would be wise to include in Middle Earth an external force affecting characters and their alignments and dedication to good or evil. These forces could be hidden in powerful artifacts or in cursed places such as Utummo, or other mysterious forces.
 
The acquisition of power can be intoxicating and the whispers of evil make enticing offers to all races. This mechanic would call for be a saving throw to be made in order to resist sinister inclinations. The more powerful your character becomes, the more forces of corruption seek to control them, and therefore saving throws become more difficult. Or what if you had to make a saving throw every time you leveled up? Scary? It should be!

3. Set it in post “War of the Ring” time
Don’t set this game up to be at the time of the “War of the Ring”. It’s been done many times, and I don’t want my adventure to just be a sideshow to the real thing. It is said that the age of magic ended with the War of the Ring. Therefore, if the game is set post-war, there would be no magic at all (at least how Gandalf and the council envisioned it).
 
Post war would be the most interesting, having the players rebuild a world that’s been ravaged by war. Having a power void left by the departing Maiar, with the possible exception of a undiscovered Balrog or two (I say undiscovered because there is no way that Gandalf would leave knowing that a Balrog was still out there), and determining which groups and creatures fill that void lends itself to excellent fantasy. You give acknowledgment to the seminal work already done, but still forge ahead on new and unique adventures, leaving that melted ring behind you.

4.Make it a Low Magic World  
Those who wield magic in LOTR are demi-gods. There are none like Gandalf, Saruman, Radagast, and two mysterious blue wizards who went to the East before the War of the Ring. Likewise, Balrogs would be awesome villains for adventurers to face- but it would be the pinnacle of their experience. Defeating a Balrog is like defeating “Evil Gandlaf, because Balrogs, like Gandalf, are one of the Maiar: the angelic/demonic creatures of Middle Earth.
 
That’s not to say there isn’t a place for having blue or green wizards in the game- they could be interesting plot points, or give quests in visions. But they would be far too powerful as NPC’s to be engaging in combat. Think about Gandalf- we rarely see him fighting- its usually manipulation of world events and influencing others (like Bilbo, Sam, or the Dwarves) to do things for good. Granted the movies take liberties with special effects, lazers and light shows, but really, the books tell us about most of Gandalf’s magic use anecdotally. Sorry magic fans, I think that to stay true to the books, magic needs to be extremely rare, and since we are (hopefully) playing after the War of the Ring, Gandalf himself said that the “time of magic has ended”. Let’s respect the council’s decision.

5.Travel East (Harad, Far Harad, Rhun, Khand, Fortress Utumno)
​
The East contains lands that we don’t really know much about, and therefore, they have the most potential for fresh ideas and world creation. Four of the Dwarven Kingdoms were there, as were the lost elves, Avari and Umanya. That just tickles the imagination, doesn’t it? These lands were also the first kingdoms of men to ally themselves with Mordor. Sauron had many agents in the kingdoms of the East: Harad, Far Harad, Khand and Rhun. There is also the Fortress Utummo, a stronghold of evil, which could hide ancient powers...
 
Since the defeat of Sauron, the agents of darkness have likely gone underground. However, they would likely have the same evil desires still burning in them. Perhaps they are forming counterculture movements, seeking to control the cities and people, or bring back the reign of evil.
 
Lets not forget here the tragedy of the missing Entwives. Somehow, the Ents don’t know where they are. Wouldn’t it be awesome to go on a mission to find the Entwives (perhaps in the East)? Quests such as this would be an outstanding way to bring the works of Tolkien to life. Perhaps the Entwives have been <shudder> killed in the East, or perhaps they too lament losing the Ents, and are searching. The players can have the potential to save an entire species from extinction!
 
Conclusion
 
The point is, if you want to make a great, fresh-feeling and exciting take on the Lord of the Rings, give the players a sense of power by having them involved in a changing world. Language, low magic, and a corruption mechanic will keep you true to the source material, while travelling to the East, and setting it in post War of the Ring time enables creative world building and a fresh fantasy world for LOTR fans to enjoy.


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3 Ways That Players Can Help Tell A Better Story At The Gaming Table

4/4/2016

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Role-playing games are exercises in collaborative story-telling. We may just be playing a game, but out of this game will come stories that last. Everyone playing the game, both DM and players, are the authors of these stories. The DM is the author responsible for filling in details about the world as well as providing the general story arch.

However, for most of the story the DM is mostly just an editor, compiling stories as they are written (and played out) by each of their individual players into a cohesive story (hopefully a saga of epic proportions). Each player contributes in their own way to the story, whether it is through their legendary valor on the battlefield or their smooth talk to get the party out of a tight spot. How often has your group lapsed into reminiscence about the glory (or follies) of past adventures?

While many players excel at creating exciting stories about their own characters, many groups suffer with the collaborative part of collaborative story-telling. It requires dedication to the story outside of your own character and an awareness of the big picture that is easily lost when you’re in the midst of authoring your own smaller picture. It’s not the responsibility of the DM to make the group’s story interesting; that falls solely on the shoulders of the players (however, a good DM will provide players with ample opportunities for good story crafting). It takes more than just making your own character epic to make a good story. Here are three things to keep in mind in regards to the group’s story as a whole:
 

1. Know when to be in the supporting cast. (Being The Main Character vs. A Main Character)
When you are playing out story of your character, you are the protagonist. Everything in your story revolves around what your character thinks, says, feels, and does; he or she is the narrator and star. This is not the case for your group’s story. Your character is no longer the main character. They are still a main character but the difference between the two is important. The main character is involved in all aspects of the story; a main character can play a minor (or no) role in some parts of the story. The main character makes the decisions regarding the narrative’s direction; a main character contributes their skills and knowledge to the pool of all of the main characters when making decisions. Too many times do we as players get caught up in our own stories and try to be the star of everyone’s, to the detriment of the collaborative story. There are situations in which your character should play relatively little part. If you are your party’s macho muscle-man, you should probably not be involved in the chapter of the group’s story that involves sweet-talking the delicate local politicians. In such cases, your character would play a role as supporting cast to the silver-tongued smooth criminals. Allowing other characters to have the spotlight enriches the story as a whole as well as the playing experience of everyone at the table.
 
2. Know when to progress the story even when others aren’t.
Pacing is an important but often overlooked quality in a story. Ever hear anyone talking about that page-turner, Moby Dick? When a story gets too bogged down in detail or discussion, interest can sag. This can occur in a group setting in a variety of different ways. A group can spend too much time discussing how to best approach a situation. My group once spent an hour trying to figure out how to cross a guarded bridge. It inspired a suicidal charge by an exasperated player, which, while certainly a failure of epic proportions, certainly moved the story along. A group could routinely give too much detail about unnecessary elements unrelated to the story. I once spent an entire 4-hour play session shopping for an excursion. The time was spent between figuring out what to buy, role-playing negotiations with shopkeepers, and logistical management. That’s longer than I have ever shopped in one sitting in real life. When your group’s story comes grinding to a halt, do your best to try and get your fellow characters back on track, preferably without exhibiting any suicidal tendencies, though I wouldn’t rule those out in dire shopping circumstances.
 
3. Know when it’s time for you to go.
This is can be a tough one. Death is one of the most powerful literary elements in literature. It’s no different when it’s collaboratively written through an RPG; the hard part comes in that the death of a character is the ending of a player’s story. We spend so much time and thought into bringing our characters to life that their deaths are very personal. The story we were trying to write with that character has come to an abrupt (often violent) ending. Your character’s death should ideally have a profound impact on the group; if it doesn’t, you may not have been a major contributor in the collaborative story. When your end comes, accept it with grace and use your final moments to inspire your party members and create a legacy for your character that goes beyond death. Take a cue from the theatrical arts: everyone is always dying to do a death scene. Why? Because those scenes carry the most weight. My group contains an absurdly high number of actors and they know how to die. Live it up! Do a monologue bemoaning your life that was cut short. Die spitting blood into the face of your foes. Don’t let your character just whimper into non-existence; die in such a way that your character will be remembered in ages to come (even if in ages past he was but a seemingly dimwitted lawful stupid paladin). Leaving may not always be dying, either. If the time comes when circumstances would lead your character to be written out of a story, leave honorably and memorably, and begin writing the first chapter in a new story with a new character.
 
Everything boils down to knowing what your group’s (not your) story needs and attempting to fill the gap. It’s not the job of a DM to craft a good story. Sure, he or she is the story-teller and the quality of their craft can have implications on the experience of the group, but years later, what is remembered is not the skill with which the DM related the story but the heroics of each character in turn. By seeking to improve everyone’s story, even at the expense of your personal one, you will create a more memorable experience for everyone, including yourself!

Jake is an avid board gamer, outdoorsman, and low level role-player who lives in College Station, Texas. You can read his latest article about playing less powerful characters here and you can read his article about what sections of the D&D 5th Edition Player's Handbook everyone must read here. 


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Disney Purchases Wizards Of The Coast From Hasbro And 4 Improvements Disney Brings To D&D 5th Edition  

1/4/2016

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I remember where I was the day it happened. Like when your mom or dad talks about the day Kennedy got shot or when NASA faked the first moon landing. August 31st 2009, I was naked on my leather couch, reading Age of Bronze, and eating a beef and bean burrito. I had the TV on in the background on CNN. Then I heard it; Disney had acquired Marvel in a 4 billion dollar deal gaining possession of over 5000 characters at the time. It was a good move for Disney, they’ve gone on to make 8.5 billion from it, but at the time I just choked on bean and zesty beef. The wheel of time has moved on assuaging my terror that Marvel comics would be mousified, and an unstoppable Disney continues to diversify its portfolio.
 
In February when Disney purchased Wizards of the Coast it created some speculation as to the viability of the 5th edition as family friendly merchandise, those questions were answered this morning when they announced potential developments for D&D, more in line with it’s family orientated entertainment model. So in these uncertain times I write to reassure you that things will be alright, fear not, here are 4 things that Disney’s acquisition of Wizards of the Coast will improve in the 5th edition.

1. In order to streamline combat and to lessen the amount of subjective interpretation of rules by players and GMs, they will be adding an additional 78 pages of new standards to the Players Handbook and 95 pages to the Dungeon Masters Guide, in order to bring the game back to the books. While Feats will now become mandatory for characters when they level up, ‘Advantage’ and ‘Disadvantage’ will be improved upon with additional circumstantial modifiers of ‘Zippidy’ and ‘Dooda’ based upon class.

2. Additional classes have been added while some have been removed. Players will have the pleasure of playing as: anthropomorphic construct, witch/nanny, Greek demigod, or parrot. Multi-classing is now mandatory and regulated as every character take bard as one class. Sheet music and lyrics will be provided as an optional component in the release of future game modules (inclusive to the re-write of Curse of Strahd). Sorcerer, Warlock, and Wizard, have been integrated into Faerie, while the class Rogue has been imagineered into something called ‘Love Interest’.

3. The 5th Edition starter set will now be based upon Frozen. While it will still contain the 64 pages need for every GM, it will come with and additional 78 pages of core rules for players, and comes with 5 pre-generated characters: Anna, Elsa, Kristoff, Olaf, and Giant Snowman.

4. In game character development will become the proprietary rights of the Walt Disney Corporation. Anything your character does or says in game must be in line with both the production standards at Disney and their high moral conduct. 15 pages of the additional 78 pages added to the Players Handbook will set forth player approved dialog and behaviors within the game. Wenching, binge-drinking, teen pregnancy, and killing are strictly and legally prohibited. 
Well, there you have it, a throw back to an earlier, better time in gaming. A time when a family could sit down and try to defeat a Beholder. If Disney’s success with the Marvel line is any indication of their future success with Wizard’s, then I’m all in. We need to embrace change, like the assistant to the janitor tells me to embrace the moldy smell of the carpet in my cubicle instead of doing something about it. But he smells like mildew, so I’m pretty sure he’s in on it. 

About Ryan: ​So I try to read about 50 comics a week, depending on my ability to pay the power bill. I try to read as much new and independent works as my tried and trusted favorites, and I’ve been doing this for years. Thus, I can roughly say that I am pretty decent at comicology, however I hold no formal degree. Luckily, degrees are no substitute for common sense and that’s how I got this gig. Read about his thoughts on how Comics Inform RPG Character Death here. 

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