Hooray! It’s Christmas time! Seeing as Santa is still busy making the gifts, we at High Level Games have taken it upon ourselves to gift you and your players preemptively, in an aggressive first strike against Santa. Our plans for jovial domination are not yet realized, and as such, this is primarily a way to distract you all long enough to not notice our Santa bots replacing the actual mythical figure. It’s time to receive our gifts!
1) The Coal Cannon This is perfect for any campaign setting that has just a little bit of flintlock technology in it. Also suitable for magic settings. The coal cannon is the weapon Santa uses to fight off people who decide to assault the North Pole directly. It is a handheld cannon that takes one round to load with a piece of mundane coal. However, after being loaded, it grinds the coal up into shards and fires them at high velocity. As such, anyone within a ten foot cone in front of the user has to make a dexterity saving throw or be subjected to 3d10 piercing damage. There is, of course the option to heat the coal cannon. Once loaded, if the wielder waits a round or longer before firing the coal cannon, it begins to heat the coals, causing Xd6 fire damage where X is the number of rounds waited, on top of the base 3d10. However, if more than two rounds are waited, there is a 15% chance the coal cannon explodes. This destroys the item and causes 3d10 piercing damage and 5d6 fire damage to everyone in a 10 foot radius around the explosion. An item like this is very useful, however it holds a lot of danger for the average user, particularly if they don’t know the full capabilities of the coal cannon. The item itself would be considered very rare or similarly difficult to come by, as Santa only produces a few of these: one for himself and some for his most elite guard. 2) The Cracker of Nuts All know of the Nutcracker. It’s a simple tool often decorated during the holiday season to enhance feelings of Jolliness. However, this is no simple nutcracker. This is the Cracker of Nuts. The Cracker of Nuts is exactly the same in appearance to a normal holiday nutcracker, with the exception of it being labeled as “The Cracker of Nuts” on the base of the figurine in golden text, and it having truesight out to thirty feet. When any item small enough to fit inside the mouth of an average nutcracker is placed inside its mouth, the item transforms into a number of walnuts equal in value to the item used, oftentimes spilling out of the Cracker of Nuts mouth. Additionally, if walnuts are within the line of sight of the Cracker of Nuts, it transforms into a six foot tall version of itself and begins stomping on, or otherwise cracking all walnuts within sight. The only issue with this otherwise comedic item is that there was a minor mistake in its creation. Once per year, on the 18th day of the 12th month, the Cracker of Nuts attempts to crack skulls as well as Nuts. On this day, any creature within the line of sight of the Cracker of Nuts is considered a walnut for the purposes of this magic item, and the Cracker of Nuts will commence the cracking. The Cracker of nuts has an AC of 18 (natural armor) and 225 hitpoints. It can take one action, being Crack, which deals 3d6 bludgeoning damage. His stats are listed below. The Cracker of Nuts is kept in a dungeon, in a cell by himself for the 12th month of the year, if it is located in a city or village. The Cracker of Nuts: STR:26 DEX:8 CON:20 INT:2 WIS:8 CHA:10 3) The Chains of Krampus We have begun to dabble in NSFNL (Not Safe For Naughty List) content. If you are on the naughty list, this is a very dangerous item indeed. These midnight black chains are warm to the touch and make anyone of evil alignment feel guilty when within ten feet of them. If the manacles are clamped onto a creature of evil alignment, the creature is considered frightened of the being that attached the chains on to it. Additionally, if the creature who put the chains on issues a command to the bearer of the chains, the creature must make a saving throw as per the Geas spell, with a difficulty class of 22. Lastly, as a bonus action, the creature who attached the chains can cause spikes to protrude inside the manacles, causing 2d4 piercing damage and causing the creature wearing the manacles to become petrified until a bonus action is used to release the creature from their petrification. The manacles have no effects on good or neutral aligned creatures, or Krampus himself. Fiends take 8d12 damage from the spikes inside the manacles when activated. 4) Hat of Festivities (Christmas Edition) The Hat of Festivities is a fickle little item. However the Christmas variety is the least unpredictable. It grants the wearer a +2 to their AC as well as access to the Ray of Frost, Friends and Prestidigitation cantrips. Additionally the christmas edition grants the wearer resistance to frost damage. Hat of Festivities cannot be worn by anyone on the Naughty List (decided by the DM) and the hat will actively move off the heads of those on the Naughty List. Hats of Festivities only exist for the month in which their assigned holiday occurs, after which they disappear until they reappear the following year in a new location. 5) Gift of Giving A delicate yet beloved magic item. The Gift of Giving appears around people who have just survived a hardship, such as a victorious army, a child surviving a sickness, an adventuring party narrowly escaping death and other similar situations. When someone opens the beautifully wrapped box and reaches in, roll percentile dice. A table is below to tell the DM what to give the character accordingly. The Gift of Giving is said to be a living creature that is made purely of sorrow, wanting only to spread cheer and kindness. When all creatures involved in the hardship have pulled something out of the box, it disappears, leaving behind the smell of peppermint in the air and a small note that says something kind to either the collective or each individual that took a gift. 01-25% - Trinket or Common Magical Item 26-50% - Uncommon or Rare Magical Item 51-75% - Very Rare or Legendary Magical Item 76-100% - Artefact or Gift they wanted as a child (because they can be just as important to a player) I hope this helped spread some Holiday Cheer. Please, wherever you’re reading this, whatever holiday you’re celebrating, take a moment today and really bask in the knowledge that you’re here, and there’s so much good you can do in this world. Merry Christmas and a Happy New Year. Jarod Lalonde is a young roleplayer and writer whose passion for both lead him here. He’s often sarcastic and has a +5 to insult. Dungeons and Dragons is his favorite platform. Although he’s not quite sure if it’s Cthulhu whispering to him in the small hours of the night, or just persistent flashbacks to the Far Realm. Picture Reference: https://www.tribality.com/2014/12/24/dd-5e-holiday-adventure-the-darkest-night/ Editor’s Note: What’s the gift that keeps on giving? Patreon subscriptions! It’s like buying a game system or supplement for a friend. Sure, they’re going to love it, but you’ll get some joy out of it too. Check out our Patreon and give a little, get a little. First off, full disclosure: I have worked on two projects for Pugsteady via Onyx Path Publishing. You’ll see my work in the forthcoming Roll of Good Dogs and Cats, and Adventures For Curious Cats, and so I am a tiny bit prejudiced in favor of the recently released Monarchies of Mau. That said, the book, the game, and the world of Realms of Pugmire is already one of my favorite fantasy RPG settings of all time. Why? What about this game of cats, dogs, and other animals catches my eye? Me, a fan of horror, deep storytelling, and games that are dark for the purpose of exposing light? 1) Not A Funny Cat Story The first is that Pugmire and Mau are family friendly, but they are not games for children. They are intricate, deep, and powerful game worlds that offer a hook that people initially find funny. How? For example, you play anthropomorphic cats who wear armor and call themselves monarchs. They believe that they once were worshipped by The Old Ones, humanity. They take artifacts of Man and use them for Necromancy and other magic. These things seem like they could be silly. But then, they are also presented as people. People that laugh, that cry, that fight against the darkness to seize a chance at creating a world that is good for them and their families. Demons have destroyed at least one of the Monarchies of Mau. Darkness and corruption are attempting to infiltrate these places. Sure, you’re a cat, but you are also faced with challenges our feline friends would protect us from. 2) Intrigue and Adventure The Monarchies of Mau are inspired by a mix of Venetian, Chinese, and Feline cultures. They are city states that hold secrets close to their hearts. Such a setting offers intercultural intrigues and stories of wheeling and dealing for those that love such things in their games. On top of this, high adventure can be had vying against creatures of various types, including unseen demons, undead, and the normal high fantasy creatures that you would expect to see in a fantasy game. So, run your favorite adventure for D&D, Pathfinder, or OSR, and toss in a splash of cats, dogs, badgers, and others. Or, pull out your paths, stories, and chronicles that touch on intrigue, diplomacy, and information and run those instead. The Realms of Pugmire are your oyster. They offer an opportunity for every sort of tale. 3) Well Crafted Mechanics Monarchies of Mau is based on the OGL system for Dungeons and Dragons. It also pulls inspiration from 13th Age and other games that have done good things with the basic d20 OGL rules. In a sense, it pulls out the best of everything that has come before and distilled it perfectly for this game. Mau uses a simpler leveling system, distilling down to 10 levels what would normally take 20. And... this works. You gain an ability every level, and you start off more powerful than you would even in a 5th Edition game. The mechanics are the same, you roll a d20, with proficiency bonuses and Armor Classes, but the game feels peppier, quicker, and more powerful all at the same time. This is one of the best things that designers with years in the industry offer us, and Eddy Webb, the designer of Pugmire and Mau, has the background to help distill the best parts of the game system for his world. Josh is the intrepid Chief Operations Officer of High Level Games. With 20 years of playing rpgs, Josh started with Mind's Eye Theater LARPs and loves the World of Darkness. He runs, www.keepontheheathlands.com to support his gaming projects. Josh is the administrator of the Inclusive Gaming Network on Facebook. He’s running a Changing Breeds game. He’s a serious advocate for inclusive gaming spaces, a father, and a graduate from the International Peace and Conflict Resolution graduate program at American University in Washington, D.C. You can also find Josh’s other published adventures here and here. Image from the GM’s Screen For Monarchies of Mau Editor’s Note: What’s the gift that keeps on giving? Patreon subscriptions! It’s like buying a game system or supplement for a friend. Sure, they’re going to love it, but you’ll get some joy out of it too. Check out our Patreon and give a little, get a little. Starting out in roleplaying games is more than buying the stuff and jumping in. Getting a group together is hard enough for some people, and then the extra monetary cost of buying minis, rulebooks, supplements and any extra bits and pieces for a game. Not everyone has enough surplus cash to throw at the hobby, so for those who don't want to break the bank to test the waters, here are eight free roleplaying games for you to check out. I mean why not, they’re free. 1) A+ Fantasy A+ Fantasy has an attribute system very similar to classic RPGs but different enough to make it its own. Instead of rolling up numbers for your usual six attributes, A+ Fantasy has four to which you assign a grade, which range from A+ to D- and affect dice rolls. Modifiers are different than the norm, as to succeed you must roll two d6 and get at least one six, and the modifier adds to this. The ruleset is very easy to understand and is laid out in a great way, at least in my opinion, I read through the full rules in just over 30 minutes while sitting in a waiting room. This is definitely worth checking out if you are thinking of diving into D&D. 2) Magic and Steel This game has more reading to it than A+ Fantasy but has a fairly well developed system, based off of old style D&D with a few modern twists to keep it interesting. The character creation seems solid and is simple enough for a new player to get to grips with and complex enough for a seasoned vet to get in there and create more interesting characters. The rule book screams fan made and admits as much in the introduction, but if you like old school fantasy this is a game for you. 3) D100 Dungeon D100 Dungeon intrigued me to no ends, I read the description and thought, how can I be both GM and player? The answer is I can’t, but D100 Dungeon can be the GM so I can be the player. Tailored so that you are not pitted against your friends this game provides everything you need to run solo. You print out your map sheets and character sheet and read through the rules, which really are quite easy to understand. It took me a couple of days to get through them but when I did I was eager to get going, to play all you need is the roll tables in the back, the print outs and if you didn’t already guess the dice type, some D100. I haven’t got round to playing this yet but it’s definitely on my todo list. 4) GURPS Lite A great system used in various games and inspiration to even more, it has been used in tabletop games and video games such as the first Fallout games and even adapted for the later ones. The lite version of the system is free, however, and gives a good taste of how the full system works with all the key points laid out. Choose some buffs for your character and combine them with some flaws... it contains everything you need to create a GURPS game. The only downside is that I found it rather wordy so be prepared to read. 5) The Very Important Task I loved this game as soon as I read the rule sheet. Yes a single sheet. In The Very Important Task everyone plays and GM’s another player’s game, taking it in turns, which simulate one month at your job. Each player tries to complete a task given to them by their manager (another player) as well as completing the very important task for their overall career, to win you simply must complete the very important task, gain executive level in your job or be the last employee standing (or sitting if its an office job). It’s not a long game but can fill an evening and helps introduce some key elements of roleplay as the managers are encouraged to go to the extremes when forging the personalities. 6) The Great Long Dark Anyone looking to get into horror RPGs should consider this their first step. A quick game aimed at small groups, the rulebook has beautifully haunting artwork which helps set the scene. You take the role of both a child travelling to a place of mystery and despair, also as a parent escaping to a better place. Play takes shape in the form of five acts, the first two acts have you play two cards and roleplay the results, after which you answer a question of your choosing from a list from your character's point of view. No dice rolling but plenty of atmosphere and personal connections to help you come back for another helping. 7) Ghosts of NPCs Passed Aimed at groups who are currently running a campaign, this game is a nice distraction for change of pace or can even just be implemented into a session to aid the players. It allows a GM to call forth the spirit of any NPC the players may have decapitated too early or a poor passerby who was in the wrong place at the wrong time. Upon summoning a spirit the players go round one by one adding to a backstory for that NPC, ending on the second wave round the group with his last day and finally his demise at the hands of player X who plays the murderous warlock in the group. This game could also be used to emphasise how one player seems all too happy to help NPCs shuffle of the mortal coil. 8) To The Temple Of Doom!!! A really nice little game, this easy to understand rule set has a revolving GM and a shared goal. Each player creates an archaeologist to play, assigning five stat points over three skills and then creates an artifact, ventures into the temple and takes it in turns to create a chamber within the temple. You then throw in some puzzles, bad guys and traps for the team to overcome. At the end is a big showdown against a vast evil trying to destroy the world. Death isn’t the end in this game either as anyone who falls prey to the traps of the chambers can either be possessed and show up to aid the evil or die and become the GM for the final encounter. No matter which, if any of these you try out i’m sure you will have lots of fun and hopefully will inspire you to play other great roleplaying games out there. To compile this list I read through around 15 titles including some fan made RPGs from the likes of Inception and even the Metal Gear universe, but for the sake of the editors I chose the non fandom games, though they were really good systems and well worth checking out. Although the rules are free you will need dice and a way to print some items out in most of these but compared to a full price system the cost is much more affordable and accessible. Ross Reid is a lover of all things tabletop, he recently hosted a gaming marathon for charity lasting 24 hours over three days, he is currently working on getting the rest of his family into roleplaying games so he no longer needs to leave the house to get his gaming fix. Folks who’ve read my work over the years know I play a lot of games, but I’ve also done a fair bit of design work as well. I’ve worked with third-party publishers for popular games, and I’ve written for independent clients whose projects are all over the spectrum in terms of genre and mechanics. If you’re thinking of making your own game, then let me give you some quick advice on avoiding a few of the most common traps I’ve seen folks fall into. Tip #1: The Fewer Steps, The Better All tabletop RPGs have some variety of conflict resolution system. It might be dice, cards, a Jenga tower, rock-paper-scissors, but there is always some system in place to determine whether character actions succeed or fail when there is a challenge. And there are usually bonuses and negatives that you have to add in to modify your character’s chance of success. I say this from the bottom of my heart: do not make players go through multiple steps to resolve something. Adding complication slows down the game, and makes a lot of players less likely to enjoy your system. Give you an example. In your classic Dungeons and Dragons or Pathfinder game you add up all your character bonuses first, so they are a single, static number (this step can even be done before game start, saving a huge amount of time). You roll your die, then add that number. You compare the result to the target you have to hit. In the midst of a tense situation, such as swinging a sword, moving into position for a stealthy ambush, etc., a player does a single addition problem, and the result is generated. Boom, bam, done, move the story along. A lot of designers, though, think that adding multiple steps to resolve a single action is a good idea. They give you multiple charts to roll on to find out what part of the body a blow landed on, for example, or they make you roll under a target number, and then divide by five to find out how many successes you got on that action. Sometimes they turn every action into a roll-off between the player and an NPC, which means you now have two people doing two separate equations to figure out if an action succeeded or failed. Sometimes this is done in the name of realism, and sometimes it’s just to be different, but it is never a good idea. It’s like making someone fill out multiple forms at the checkout before they can buy that thing they want in your online store; you want actions resolved quickly, before your customer decides they’re better served elsewhere. Tip #2: Addition is Better Than Subtraction For most people, addition is easier than subtraction. Not only is it easier, though, it’s more satisfying. You will always get more engagement from players who are adding up bonuses to reach a higher target number, than you will players applying negatives and trying to squeak by a lower threshold. Look at your game’s primary kind of math. If you’re asking players to do quick addition, then it’s going to be easier to learn, and more players are going to be able to get into the swing. If you’re asking players to subtract (or worse, divide), then you may quickly find yourself talking to the backs of potential players’ heads as they walk away. Tip #3: Do Not Bury Your Lead If you want your game to get noticed, then you need to offer your players a unique experience that’s unlike anything else they can get on the market. If your game allows players to be cyborg minotaurs fighting Viking sky pirates riding ice drakes, you should not only tell potential players that, but it should be your goddamn cover art! A game will live or die based on what makes it different from its competition, since most players already have a shelf full of games. So what does your game have that all those other games don’t? Is it a totally unique fantasy setting that foregoes the usual Tolkien-esque elements? Is it a d12-based system that you can learn in less than an hour? Or is it a sci-fantasy game that embraces Afro futurism or Arab futurism rather than more traditional, Western genre visions? Don’t hide that! These are the elements that will get people to pay attention to your game, but so often designers push those things to the background so that someone can easily miss them if they don’t read to page 194 in the core rule book. Tip #4: Don’t Be Different Just To Be Different I talked about this in my post Fantasy Writers, If You’re Just Changing Something’s Name, Don’t Bother, but I feel this needs to be reiterated for all the game designers out there; there is nothing wrong with using the terms, ideas, and tropes that gamers are familiar with in your product. If you have orcs, that’s fine. If you have light elves and dark elves, more power to you. If your dwarves are known as miners and smiths, and your gnomes tend to make unstable inventions, that’s okay. These tropes will give players an immediate sense of familiarity, so using them is not some kind of cardinal sin you need to seek penance for. On the other hand, if you just go through a setting with a thesaurus and change everything’s name, players aren’t going to thank you for that. Especially if your short, burly, bearded miners know for the quality of their smithing are called Urshines for no reason other than you didn’t want to have stereotypical dwarves in your game (despite making them exactly that, with a different name). The same is true when it comes to mechanics. If you’re using an Open Gaming License to make your system, don’t tweak and change stuff just to be different; all you’re going to do is frustrate and annoy players who now have to recall all the fiddly little differences if they don’t make a wide-ranging impact on how conflicts are resolved. If you’re making changes, make those changes noticeable, memorable, and give them an impact in your game beyond making players remember a dozen pages of new terminology. #5: Have An Overall Vision To be clear, here, I’m never near the top of the chain of command when it comes to designing game settings and mechanics. I’m a merc, usually hired on to write setting fluff, or to contribute X number of powers, spells, feats, or what have you. Normally I like to think I’m pretty good at this job, however, if you’re not going to do everything in a game yourself, you need to have an overall vision to communicate to all the folks helping you build this game. And even if you are making the whole thing by your one-some, you should still be able to communicate your vision for setting and overall mechanical structure to people you would like to buy and play your game once you finish it. An elevator pitch can make the difference between being forgettable to your public (or requesting mountains of edits from your work-for-hire team), and smooth sailing all the way to your publication date. For more gaming advice from Neal Litherland, check out his Gamers archive, or visit his blog Improved Initiative. Alternatively, take a look at his Amazon Author Page if you’d like to check out his books! Picture Reference: https://www.tested.com/tech/3275-dd-of-the-future-why-virtual-tabletop-gaming-is-going-to-be-awesome-video/ The Wild West is a unique genre of fiction. It has it’s larger-than-life characters and legends, including encounters with the other world, lawless lands where might makes right, and even tales of lost treasures! This genre has all the trappings that make for fantastic tales of adventure, so with that in mind, let’s take a look at Westbound, the tabletop RPG that blends The American Wild West with Fantasy! 1) Who Made This? Westbound is produced and published by the Canadian game company Island of Bees, and is currently their only released game. Nevertheless, they’ve put a great amount of effort into designing the game, and it shows: marvelous artwork, handy diagrams and charts, and even layout flourishes that compliment the Wild West theme. 2) What’s The Premise And Setting? If you’ve somehow managed to avoid watching any of the classic Clint Eastwood movies, or other flicks from the spaghetti-western genre, Westbound harkens to a romanticized era in North American history called “The Western Frontier.” This was an era when settlers from Europe expanding westward from the east coast of North America, into what would become the modern day nations of the United States of America, Canada, and Mexico. However, Island of Bees punches up the fantastical element. While the Western Frontier is already a very storied body of history full of tall tales and unbelievable legends, Westbound also includes contemporary fantasy tropes. Among them are parallel worlds, magical wands and musical instruments, and the classic fare of races including elves, dwarves, orcs, and goblins. One thing I find particularly interesting about Westbound is some of the more unusual inclusions. Ogres are included as a playable race, complete with their own variety of magic that revolves around eating themselves stupid. There’s also the inclusion of musical instruments as weapons; they may not physically harm enemies, but they can still cause a great enough amount of distress to rob enemies of the will to fight. (Meaning you can annoy somebody into submission with an accordian.) 3) What Are The Mechanics Like? Staying true to the western theme, Westbound forgoes using dice in favor of a standard deck of playing cards. (So if your GM or another player really ticks you off, you can switch to everybody’s favorite rage game of 52 Pick Up.) Outside of combat, drawing cards and comparing them to a target number is the method used for resolving checks. In combat though is where things get interesting. The game changes from simple draw and compare to a meta-game of managing a hand of cards for your offence and defence. The long and short of it is that you can either play cards from your hand to raise your ability to resist damage, play them against opponents to take them out of a fight, or burn through your cards to get to something more useful. To add an additional layer of strategy, though, each of the above combat actions functions a different way. Cards played to defend must be done in descending order, while cards played to attack must match the traditional sets from poker. (2 of a kind, full house, etc.) Character creation is composed of picking a Sort, Breed, and Archetype, which are similar to Class, Race, and Background in Dungeons and Dragons. Each one grants a different kinds of abilities, with Sort mostly pertaining to combat, Archetype focusing on social interactions, and Breed granting miscellaneous abilities. Additionally, whenever a character levels up, they pick which of the three aspects they wish to improve, giving some control to the player over what their character shapes into. 4) What Is It Similar To? As far as game mechanics go, Westbound’s use of a deck of cards is more than just a novelty. It grants some degree of certainty that a character will get an awesome moment, since used cards get discarded. It cuts both ways, though, since even those good draws will be discarded. The only other game I can think of that grants this much certainty over how much a character can truly accomplish is Golden Sky Stories, which completely eschews dice and randomness altogether! In regards to setting, I’d be inclined to say that Westbound is a graceful advancing of the Dungeons and Dragons time period. Even if you’re unfamiliar with the Western Frontier, there’s still plenty of contemporary fantasy elements to take hold of. This union of Wild West and Fantasy works really well together, because there was still lots of superstition that circulated in the 19th century to weave in magic. 5) Is It Worth Getting Into? Definitely. If you want to try something new, but don’t want to abandon fantasy, Westbound is a great choice. It offers a unique set of mechanics, and a setting that’s refreshing and familiar all at once. Plus, the artwork is fantastic, and featured in a few sets of special playing card. Useful for if you want to add more flair to your games of Westbound, or if you like the art, but maybe not the game. While Aaron der Schaedel is definitely enamored with Westbound, his favorite mix of wild west and fantasy remains the video game series Wild ARMs. You can inform Island of Bees of this treachery via Twitter @WestboundGame or tell Aaron his taste in video games is trash @Zamubei Picture Reference: https://www.kickstarter.com/projects/82773185/westbound-revolvers-and-rituals First, this isn’t designed as therapeutic advice, nor should it be construed as such. Mental health coaching and support is its own thing and we recommend you seek out a professional if you need that support. Second, this is not an attack on you if you are a chronically ill writer who is struggling in a way that makes everything you do harder. I empathize. I support you. Your productivity does not give you value as a person. These are the ways I make myself feel better, while fighting chronic illness and mental health monsters. Your mileage may vary, your output may vary, and you are still a writer. You are still a wonderful person that brings something to the world. Don’t ever let anyone tell you otherwise. These are my suggestions for writing through chronic pain and depression. You’ll find that some are on numerous blogs and suggestion lists. That’s fine, they might be good advice. If you have others, please leave them in the comments or refer to this work in your own blog! I’d love to have the community lift each other up and support one another. 1) Write Something In 2004 I spent several months living in my car in and around San Diego. I worked, but I couldn’t afford an apartment. So, every night I’d go to Starbucks for 4-6 hours, read a book, and write. What I wrote wasn’t anything ‘useful’, it wasn’t a novel, or a game, or even a short story. It was the inner turmoil of my brain. One night, I realized I was depressed. Not because I was living in my car, but because my life had stalled. Then the next night I realized I knew where I wanted to go down the line. The day after that, I wrote out a plan to hit my goal. Most of my writing was internal ravings about writer’s block up until those three days. What I didn’t realize was that I couldn’t write because I wasn’t supposed to be writing a story or a novel or anything like that. Instead, what I needed was a direction in life and I needed to write that. Writing whatever came to mind helped me to get somewhere, it just wasn’t where I thought I was going. I still have this notebook, in a box, somewhere in my house. It’s not filled with things I’ll ever publish. That wasn’t the point of writing those nights. 2) Acknowledge You Are Sick This is also known as, TAKE A DAMN BREAK. It’s ok to realize you can’t keep writing. Hell, you might need to take a year, two, or more off before you can pick up the pen or slap the keyboard again. This is hard if you earn your living writing, though, and trust me, I understand. If the words are not traveling in their little caravan from your mind to the screen, or page, or whatever, then you can only force it so much. It’s ok to say, “I’m sick, and doing this isn’t good for me.” That doesn’t make you weak, or a failure, or a bad writer. It’s totally, unconditionally, without question, fair. If you wake up and you think, wow, the pain is a 9 today. I’m going to take it easy, drink a cup of tea (or coffee, or whatever), and that’s great. Admitting you need a break and taking one is strong, healthy, and helpful. Admitting you are sick is GOOD. Admitting where you are is a HUGE step toward making plans that work for you. 3) Collaborate Writing through illness can be particularly hard because you do have ideas and you often start on them before a bad day slams you over the head and takes your brain away. So, how and what can you do with this? Collaborate. Seek out folks that are willing to work with you. Maybe you get 75% through a project and you get whammed. Reach out to your collaborators and go, I’ve got this piece, it’s this far finished, I think it should go here and here; does anyone want to work on it with me? 9/10, someone will go, yes, I’d love to work with you on this. Now, I’m not telling you not to pay them or cut them in on a percentage. I think you probably should do that, but it depends on your collaborator and how your relationship works. That’s on you, but I usually cut my collaborators in on a percentage or I pay them a bit up front to show them I appreciate their time, effort, and work. THEN I make sure to credit them alongside myself whenever I market the piece. 4) Work On Something Else This can be having a few pieces to work on at a time, or it can be totally non-writing work that you feel is helpful to you to work on. For me, I’ve been doing layout for books that others write as a way to feel like I’m still doing something/producing work that I can be proud of. This works for me, it uses a different part of my brain, and it doesn’t require the same sort of mental health that my writing work requires of me. Now, for you, it might be knitting, building a car, whittling, playing video-games, or whatever it is. Find something else that you can do, that you love to do, and work on that for some time. You might get writing ideas while you do it, and even if you don’t, you are still doing something you love. Of course, this can be hard too, depending on your chronic illness. I’m with you. Go back to point 1, 2, or 3 if you are at this stage and you don’t know what to do. It’s ok to take the space and time you need to be healthy and happy. 5) Bonus Point – Have Allies Your network of supports is essential to feeling like you belong to a community. That’s a human thing, but I find it really essential to accomplishing things when things get bad. Post on social media talking about how you are having trouble. Call a friend and talk about whatever works for you. Having allies, friends, and a support network will always help. And if you don’t have folks that get it around you or on social media? Find a group of fellow creatives online who will understand where you are coming from. Lurk, read their posts, engage with them, post about where you are in your life right then. All in all, my friends and family have done the most to keep me going when shit has gotten hard. Without them, I’d have drowned by now. Also, being a good writer ally requires you to give back when you can. Trust me, you might not have the spell slots all the time, but when you have them, use them. You’ll build hope, trust, and strength when this happens. I hope these ideas and thoughts are helpful. You might wonder what they have to do with a gaming blog, but, honestly, I hope it is obvious. I haven’t had an article of my own here since MONTHS before HLG Con. That event broke me, for a while. I’m only now starting to realize just how bad, and doing things to work through it. Of course, it isn’t easy. For those gamers that run games, or play, or create them when dealing with these struggles, I salute and honor you today. You are worthy and I’m thankful for you. Josh is the intrepid Chief Operations Officer of High Level Games. With 20 years of playing rpgs, Josh started with Mind's Eye Theater LARPs and loves the World of Darkness. He runs, www.keepontheheathlands.com to support his gaming projects. Josh is the administrator of the Inclusive Gaming Network on Facebook. He’s running a Changing Breeds game. He’s a serious advocate for inclusive gaming spaces, a father, and a graduate from the International Peace and Conflict Resolution graduate program at American University in Washington, D.C. You can also find Josh’s other published adventures here and here. Art by JH Illos My earliest RPG experiences were with D&D 3.5e, 4e, and Pathfinder. These games are known for being “crunchy” (having many complex game mechanics), and 3.5e in particular was known for having a glut of supplemental materials of dubious quality. With these games, because of the breadth and depth of mechanics and the focus on tactical combat, supplemental materials often negatively impacted game balance, and that had a chilling effect on my perception towards homebrew or 3rd-party published content (materials not produced by Wizards of the Coast). Over the years I’ve moved away from those kinds of games, and towards more rules-light games like FATE, Cypher, and OSR (D&D 2e or earlier, or modern games built with a similar design philosophy or shared mechanics). One thing that I’ve found so refreshing and rewarding about these systems is how easy it is to modify the games to suit your needs, without having to worry too much about negatively impacting game balance. With some consideration, these modifications could even work for a medium-crunch game like D&D 5e. Here are 3 ways to modify games. Treat these as ways to think more about why the mechanics of a game exist, and how changing them affects game balance and the play experience, so that you can come up with your own modifications! 1) Power Points Here I’m using power points to refer to any kind of system where players gain points for their actions, which can later be spent to affect future actions. These are often employed in “narrative” games, as with the fate points in FATE, to encourage players to roleplay and to interact with the world in a way that drives the plot forward. However, I think this system can be used for several other purposes, such as to fill “holes” in character builds, to bring a little cinematic flare to medium crunch tactical combat games, or even evoke unique themes. I ran a campaign in my Phantasmos campaign setting using Numenera as the game system. The Phantasmos setting has various species and classes of its own, not all of which mapped cleanly to the options available in Numenera RAW (rules as written). Let’s use Arpaia the dogu apoptomancer as an example. Dogu are a species with several unique abilities such as shifting between a humanoid and monstrous form, and a sense of hyper-touch, and apoptomancers are a character class focused on the manipulation of controlled cell-death and the neuro-immune system to induce metamorphoses. Rather than constricting the player to a limited set of descriptors (like species) and foci (like feats) that reflect all of these varying and specific abilities, we had him train in the skills “dogu senses” and “apoptomancy,” which he could use to do things that his character should be able to do, but aren’t strictly built into his RAW character sheet. Importantly, if he were to use these skills in any way on a scale of power or utility comparable to his actual RAW special abilities, he would have to spend power points. Not only does this give him greater flexibility in character building and ensures that he can always do the things he should realistically be able to do, this encourages creative thinking and interactivity with the story to get power points and leverage his abilities. A final note on power points: The game Tenra Bansho Zero has a really cool karma system, which is used both for character building and as power points. However, in that game, as you acquire more karma, you become increasingly likely to turn into an ashura, a demon. The point of the game is in-line with the Buddhist philosophy of separating oneself from material attachment (as expressed by resolving karma). The strengths and weaknesses of material attachment, the Buddhist themes of the setting, are actually instantiated within the game mechanics using power points! 2) Change The Dice So this gets into probability theory, which really should be a whole post in its own right, but I’ll go over some basics here. While many games use a d20 for action resolution as a matter of convention, I think most good games are mindful of their dice. A d20 is a very different beast than a 3d6 or FATE dice system, and understanding these differences can radically change how a game “feels.” Note that I will not be discussing games which use dice pools here, as the probabilities get a bit more complex, and I think that would be better suited for its own post. A d20 is a uniform distribution, meaning there is an equal probability of rolling any value, which from a range of 1 to 20 means 5%. The wide range and uniform distribution are why people often describe d20 as being “swingy,” meaning it is common to roll excessively high or low. A 3d6 is a normal distribution, or bell curve, meaning that you are most likely to roll the mean, and the further from the mean a given value is, the less likely you are to roll that value. With a range from 3 (rolling [1,1,1]) to 18 (rolling [6,6,6]), 25% of the time you will roll a 10 or 11 (27 ways each to roll a 10 or 11) , whereas you will only roll a 3 or 18 <0.5% of the time each (because, as already stated, there is only one way to roll a 3 or an 18). This is why 3d6 is less swingy; most of the time you will roll somewhere near the middle of the distribution. So despite the fact that these dice mechanics have very similar ranges, they have very different probabilities. I’ve already explained how this affects swinginess, but it also affects the impact of modifiers. Unlike a swingy d20, with 3d6, assuming a difficulty of 10 or 11, you’re more likely to narrowly miss or succeed, so the impact of a small modifier is greater. For example, normally you would have a 62.5% probability of rolling a 10 or greater. However, with a modifier of +1, the range is now 4 to 19, but the dice remain the same, so essentially you’re sliding the distribution up by 1. In other words, because a roll of 9 now gives you a value of 10 (roll+1), and there’s an 11.6% probability of rolling a 9, you can add that to the 62.5% for a 74.1% probability of rolling 10 or greater. With a d20, that +1 only nets you an increase of 5%! That being said, for d20, no matter how many modifiers you have, each nets you +5% towards a higher value, whereas with 3d6, because the probability of a given roll gets lower the further you go from the mean, higher modifiers give you diminishing returns. It may help to think about weapons. In Dungeons & Dragons, a greataxe has a damage roll of 1d12, a uniform distribution comparable to a d20. Greatswords have 2d6 damage dice, a normal distribution. They average about the same; minor quibbles aside they are roughly equal in power, but they behave differently, and in a way that reflects a specific intention. Compared to the greataxe, the greatsword will be more reliable, it will generally deal about 6 damage, only occasionally doing exceptionally more or less. The greataxe will average about the same, but will swing wildly from very little damage, to very high damage. Keep in mind that these dice distributions also affect character progression and relative power. In a game where dice modifiers improve over time (such as by leveling up), there will be a much larger difference between lower level characters in a 3d6 system than a d20 system, but a much larger difference between higher level characters in a d20 system than a 3d6 system. All of this is to say that dice matter! There is so much more I could say about probabilities, but as a last aside, keep in mind that the range of values on a die also matter. For instance, for FATE dice, you roll 4 dice, each with two negatives, two neutrals, and two positives, meaning you have a normal distribution centered at 0. Because the range extends into the negatives, is a relatively narrow range of -4 to 4, and is centered at 0, the impact of a modifier will in general be much larger than a 3d6 system, where the range is much larger and entirely positive. All of this is to say, if you understand how these distributions affect your game, you can substitute them safely. If you want to play D&D 5e where the game is less swingy, and where characters become significantly more powerful from level-to-level at lower levels, but there is less of a power curve at higher levels, just substitute your d20 for 3d6! 3) Combat Modifiers Obviously not every game is about combat, or treats combat to varying degrees of abstraction, but even so, many games deal with combat, and often not well. Personally, I’ve always felt like coming up with tactical character builds in crunchier games is fun, and the idea of combat is fun, but in practice it often gets bogged down. Either the game is so crunchy that it’s slow and cumbersome, or the game is so light that it becomes rote and stale. However, there are some simple ways to make combat faster or more fun, without fundamentally altering the game! The easiest thing is to abstract. As the GM, try to apply narrative flourishes to the enemies’ actions. Describe how they attack, how they defend, how they behave in response to the players (even if it’s just a matter of taunts or sneers or wide-eyed looks of apprehension). Encourage the players to do likewise. Regardless of what spell/ability/move they do, let them have fun with how they describe the flavor of that action. A “missed” attack is much more satisfying when it’s described as a sure strike that was deftly parried, or glinted off the enemy’s armor. This can be difficult to do at first, but the more you practice, the more natural it will become. In terms of mechanics, one option is an escalation die. One way to implement the escalation die would be to have a d6 appear at the beginning of the second round facing 1, and increase the number each round, up to 6. All combatants gain the value of the escalation die to their attack bonus, so that as combat progresses, all combatants are more likely to hit, making the game deadlier. This creates tension, it makes weaker enemies potentially more dangerous if in large enough numbers, and it moves combat along quickly and in a satisfying way. This kind of modifier could be applied as a random roll instead, reflecting the randomness and deadliness of real combat, or could be set to a specific value as a way to signify the stakes of a given encounter. An alternative way to do an encounter die would be to have the die lower AC, increase the damage roll rather than the attack roll, or give the defender a counter-attack chance (x or lower on a d6 allows counter-attack / attack of opportunity, where x is the value of the escalation die), or activate special abilities from the enemy or evoke some other “event”, such as more enemies arriving or a change in the environment. In addition to affecting the flow of combat, these alternative options can also have fun narrative implications. Manipulating quantities of enemies and action economy is another useful combat modification, especially for mass combat or “boss fights.” Hordes of weaker enemies may seem cool at first, but either they’re too weak, in which case they’re ineffectual and their turns are a boring waste of time, or they’re just powerful enough that through sheer number of actions they can overwhelm the players in a way that is also unsatisfying. Instead, by clumping these weaker enemies into a smaller number of more powerful swarms, the encounter can be faster and more engaging. Even quicker, one could make the entire swarm a single entity with multiple actions. Likewise, rather than defaulting to giving a “boss” enemy a swarm of underlings to balance the action economy, an especially big-bad could get multiple actions per turn, or for a literally big-bad like a kaiju, its body parts could be treated as separate entities. These are all intentionally loose and system-neutral, to show how you can go about thinking of any game. Crunchier games will be harder to modify without accidentally creating imbalances or “breaking” the game in other ways, but even those games can be modified if you carefully consider what affects the modifications will have. Modifications can affect how a player perceives an encounter, how they build their characters, the balance of the game, and the flow of combat, and any number of other things. If you understand the game and understand what you and your players want, then you don’t have to be afraid of modifications! Max Cantor is a former cognitive neuroscientist and soon to be data engineer, whose love of all things science fiction, fantasy, and weird has inspired him to build worlds. He writes a blog called Weird & Wonderful Worlds and hopes people will use or be inspired by his ideas! Picture Reference: https://tvtropes.org/pmwiki/pmwiki.php/Main/MadScientist While some campaigns and one-shots may start out at high levels, it seems most start between levels 1-3. If you’ve played Dungeons and Dragons long enough, you’re probably sick of fighting the same overused creatures at low levels. Goblins, kobolds, undead, and bandits are among some of the most common (and hence boring) adversaries for low level players. Other creatures like lycanthropes, fey, beasts, and myconids are less common, but still border on repetitive. With just a little bit of creativity, and your trusty Monster Manual, you can feature these low-level, frequently forgotten creatures into your next one-shot or low level campaign. While they are 5e specific, similar creatures can be found or created for other TTRPGs. 1) Animated Objects Think of an item. It could be something mundane and unassuming, or something rare, horrifying, or even rusty or rotting. Now imagine that item trying to kill you. Animated objects are usually used briefly in low level campaigns, but imagine building a whole module or one-shot out of them. Libraries full of flying books, armories full of weapons, and kitchens full of plates and utensils all animated to make your characters distrust every single item they see. There’s technically only three animated objects in the Monster Manual, but with generous sprinkling of the animate object spell, just about anything can be turned into a deady item. 2) Bullywug Do you remember what a Bullywug is off the top of your head? I completely forgot about them until I paged through my Monster Manual again. They’re little frog people that love to terrorize those who trespass through their swamp. Sneaky, territorial, and willing to take captives, it’s a wonder I have never heard of them being used in low level play. While there is only one instance of them in the Monster Manual, give them some class levels in rogue, fighter, or wizard and not only will they make for a formidable story thread , but you can even scale them into higher levels of play. The swamp-based opportunities are abundant. 3) Dinosaurs Who doesn’t find Jurassic Park both slightly terrifying and creatively immersive? It’s the perfect inspiration for a low level D&D campaign. Dinosaurs do it all: flying, swimming, running at high speeds with giant snapping maws. What’s not to love about a dinosaur campaign? With a total of six in the Monster Manual, they won’t require the creative effort of the bullywug, unless you want to scale them past CR 8. Finally, you can set them in almost any environment. 4) Lizardfolk If we’re being honest, we’d have to admit that Lizardfolk are basically goblins that can hold their breath and ambush you from underwater. There’s less options for them in the Monster Manual (three stat blocks), and they are not as environmentally flexible as goblins are. I assume these are the reasons they’re not as popular as goblins or kobolds. However, their lore presents some great opportunities for a rich low level campaign. They craft great jewelry and tools, and have an awe of magic that could give a unique roleplaying opportunity to any magic users in your group. They love feasts and sacrifices, which can make for a great story elements. Finally, they worship dragons, and are often exploited by them. A low level Lizardfolk campaign could easily transition into a high stakes dragon plotline. 5) Modrons These little guys are so cute and have a lot of potential. But if you’re not running your sessions in Mechanus, there’s little plausible reason your players would encounter them. These little creatures are fun to run and to play against though, so pull up your creative britches and figure out a reason to run a few sessions with these guys. Maybe they’ve gone rogue, or maybe it’s time for the “Great Modron March.” No matter what you figure out, with at least five canonical options, you’re sure to have a great time playing with modrons. Whether you’re able to make a short campaign out of these, or just stick to a one-shot, they’re sure to provide a type of fun that’s different than goblins, kobolds, and zombies (oh my!). There’s a lot of other low level creatures that we didn’t cover, but could still use some love. Check out the Monster Manual and Volo’s Guide to Monsters for even more ideas. Ryan Langr is a DM, player, and content creator of Dungeons & Dragons 5e. His passions include epic plot twists, creating exceptionally scary creatures, and finding ways to bring his player’s characters to the brink of death. He also plays Pathfinder/3.5. In his real life, he is a stay at home dad, husband, and blogger of many other interests. Photo credit: Goblin art by Armandeo64 (armandeo64.deviantart.com) CC BY-SA 4.0 The most important element in roleplaying is communication. Sometimes players will assume that their DM has understood what they are attempting, only to find out a scene later that their idea went completely over the DM’s head. The following listicle will help your DM understand you better and reduce any problems that originate from a lack of proper communication. 1) Goal This sounds trivial but most players will almost always assume the goal and not mention it. “I want to climb the wall” sounds like a goal but it isn't, because it doesn't let the DM know why you are trying to climb the wall. “I want to get to the top of the wall so I have a better position from which to shoot my bow” says clearly what your intention is. Without a clear goal, the DM may misunderstand and end up narrating a result that you didn't expect. Sometimes this issue can be solved immediately, but in other cases this won't become apparent until after the encounter. At which point arguments ensue: “During the fight I climbed the trees, but it never gave me any protective cover!” “Well, you just said that you wanted to climb the trees. You never told me why.” 2) Means How you are going to do what you are attempting. This is the big one because here you can be creative and ingenious. Your DM might even reward you with some in-game bonus depending on how you do it. Climbing a wall barehanded isn’t the same as using a grappling hook. A single goal usually has many ways of achieving it, so don’t always go for the trivial option. Imagine the surrounding environment, what things are around that can be used. The DM will usually not be exhaustive in his description which leaves room for imagination. This is also a good time to look through your inventory. DMs will usually pick the most obvious means, if one is not specified, and assume you are using no equipment. This can result in losing potential positive modifiers to your skill test or, even worse, getting negative modifiers! 3) Skill Do not leave the skill test choice to your DM. Some games have an exhaustive list of skills and your DM won’t have all your skills memorized. He does not know what you are good at and what you are terrible at. If you want to use your “Lie” skill but the DM asks you to do a “Charm” test, go ahead and tell your DM: “I would like to use my Lie skill.” Some DMs might not like this style so be sure to talk it over with them. Try to be reasonable and not ask for a skill check with an unrelated skill, like using your strength skill to sing. Though sometimes using a completely ridiculous skill can have hilarious results. Your DM may and should encourage you to explain how your skill is being used. 4) Assistance Unless your character suffers from delusions of heroism, you might want to ask other characters for help. NPCs are not just side quest givers, some have skills that can and should be used to your benefit. Most DMs will fill the world with helpful NPCs just waiting to be used. Town guards can help you fight off those outlaws mugging your party in the alley. Some recurring NPCs, such as a previous quest giver, can become allies. They can provide information or resources for your current adventure. Even your enemies can be of aid if you understand their objectives and motivations. After all, if the dragon attacking your town is after gold why not lead him to your rival’s larger and richer city. 5) Personality Skill tests are the best moment to show how your character behaves. A barbarian and a duelist might both fight with swords but how they fight differs completely. Think about how this skill test relates to your character. A fear of heights might make a wall climb more interesting, or perhaps an old grudge fills you with fury as you strike your enemy. Personality can also be used to show intent. A scholar holding his book to his chest with sweat falling down his brow while hiding behind a shelf is cleverly not going to try to ambush the beholder. Don't forget that you are playing to have fun and “I jump backwards as I flail my sword around while yelling ‘I hate skeletons!’’ is always more entertaining for everyone at the table than: “I attack with my sword.” With all this in mind, we can change: “I wanna climb the castle wall” to: “I want to get to the top of the castle wall so I can sneak in. I’m going to look for the best catapult expert in our unit and I want to convince him to launch me. I want to use my Charm skill and with a wink and a convincing smile I say: ‘If you get me on top of that wall, I will end the war and you can be on your way home before dawn.’” Rodrigo Peralta is a roleplayer and a DM that likes to playtest many different rpgs. He enjoys both highly detailed complex systems and barebone casual games. He participates in local roleplaying events as both DM and player. Picture provided by author. Metagaming, in a board game, is the game above the game. It's the social savvy in Bohnanza or Monopoly, tricky wording and deals in Cosmic Encounter or Diplomacy, or the planning ahead needed in a game of Chess or Risk. Metagaming is a board gaming skill used in most games, from Yahtzee to poker. So why is it so frowned upon in role playing games? The common scenario is that a group of players come across a troll and start burning it or throwing acid and the GM calls shenanigans. I believe this is because the dungeon master feels cheated because their encounter becomes trivialized with the knowledge the players bring to the table. In my opinion, player knowledge and skill helps the players get into the game. Who, in a fantasy world rife with orcs, trolls, and vampires, would venture out to fight monsters with no common knowledge? Tell me, how do you kill a vampire? Do you think someone who lived in a world where vampires really exist would have more or less knowledge than you? Taking all that into perspective metagaming takes many forms that we just don't recognize. Let's take a look at some of the oft overlooked forms of metagaming that we already do at the table and then we can talk about that player who brings a monster manual to the table. 1) It's A Game First up, the shortest answer: it’s a game. Frank the fighter doesn't know what second wind or weapon proficiencies are. He only knows how to power through and what he can wield. Anytime you invoke mechanics not based in the fiction, react with rules, or state an action to perform, you are metagaming. 2) Player Skill D&D has its roots in player skill. It is only in the later editions that emphasis on skill checks have made their way to the front of gaming. Deciding when to cast a spell or invoke an ability is player skill. Figuring out puzzles or how to get past an obstacle is the player using their skill to complete a challenge. Skill use is still metagaming by using a mechanic to eliminate a barrier. By leaving the decision in the players hands they can be the guide of their character and keep them in the game longer. 3) We're All Playing Together Hey, let's have fun. We don't need to come down on a player that uses common sense, even if it's outside of a fictional character. Keeping the game moving and fun sometimes needs a little nudge from outside of the fiction. Sometimes the player, if they realize they've gotten off track, can be creative and move the group back in the right direction. If everyone focused on the fiction, there may be no reason to play after one adventure because that haul set you up for years. Besides, adventuring is stupid and dangerous. But since we all got together to roll some dice with familiar characters, buck up young cleric and head to into that dungeon anyway! 4) PvP Can Be Fun... ...but only when everyone has bought in. Can we have a discussion in real life before we start a fight to assure that we are all on the same page? We can in a role playing game, and if we can see both sides of the disagreement it makes the player versus player all the more fun. What could be more fun than taking the age old “paladin versus thief” conundrum meta? Maybe the paladin’s player sees the thief’s player roll a pickpocket check, but tells the dungeon master that he wants to hear the reaction and go to the person aid when they discover what’s missing. This can build tension at the table instead of resentment, especially if the thief’s player can get meta and explain the (lack of) remorse when the party offers to help retrieve the item. Other players can chime in with ideas that could lead to the thief planting evidence on one of her biggest adversaries and pinning the theft on them! A whole scene, and maybe an adventure, created by using the players to control the characters and the scene. So meta. 5) Keeping Secrets Is Bad Who's the new guy and why is he so quiet? What's he hiding? If we all know these things at the table, then we can ask leading questions and make our scenes all the better. Why worry if the dungeon master brought in a ringer if the DM can just say, “this guy will betray you, but your characters don't know it.” What an exciting betrayal you all can set up together. I love working with my players to make plots against their characters. Two heads (or even more) are better than one, so why not let them in on the fun?! Of course I still like to play some things close to the vest, if only for the surprise factor. Cooperative storytelling works a lot better if we all work together to advance the fiction. How better to bring a team together than by taking input from all sources? It’s like a brainstorming session; there are no wrong answers, only ideas! By sourcing our table and asking what is good for our fiction we can go beyond the limits of one mind and can riff off of each others’ suggestions. Playing in and building together a shared world remains the best reason to accept metagaming at your table. Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains a blog, both of which can be found at www.slackernerds.com. Picture provided by the author |
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