All right, tabletop roleplaying gamers. It’s time to talk about a real problem for your long-term roleplaying happiness: enemy NPC fatigue (ENPCF), or “boredom,” for short. We’ve all been there: you’re on a dungeon crawl, twelve levels down the tower, and the monsters are starting to blend together. What was that last one? Tarrak, tarrasque, tourrette… it doesn’t really matter, actually. The slavering mandibles, grating claws, and magical damage resistance all look the same at that point. Granted, it’s been fun to collect loot and advance your character, but if you wanted to go grinding or farm resources, you might as well be playing Skyrim. It’s time for a serious villain overhaul. The following are a few memorable monster villains from my own playing history. Let these creatures and people be an inspiration to your own memorable villain repertoire and take your games to the next level. 1) Rifts - The Evil Blob A telepathic alien entity had taken control of a supercomputer. The supercomputer/monster then embraced (enslaved?) a race of cave-dwelling creatures. It taught them to read, write, and manufacture; it trained them to build and use amazing technology, established a social structure and government, and it even served as a quasi-religion. All it demanded was food in return, and it received enough that it grew into an enormous, fleshy blob. Our party came at this creature sideways. We were being attacked by bands of these small, hairy, Gollum-like cave-dwellers. We didn’t think much of it, random encounters being what they are, but we started to wonder when we accidentally captured one of them. The creature told us that we had to leave, that we were invading the territory of their tribe, and that their great leader would destroy us. Intrigued, we did a bit of reconnaissance, and discovered “the blob”. In the end, however, our group determined that this blob-like creature had in fact improved the quality of life for these cave-dwellers immensely. Rather than invade and fight the blob, we decided to establish a bi-lateral trade agreement with it. Whaddya know? This was memorable because we didn’t have to fight it at all. There was enough grey area to decided that killing it would probably be worse for the hairy creatures in the end. To keep things interesting, create villains that the characters don’t need to fight, but can be overcome in other ways. 2) D&D 3.5 - The Vampire Lord With The Crazy Castle This villain is both a creature and an environment. At the beginning of this encounter, our party was warmly welcomed into a castle. The castle was well appointed, tastefully decorated, and we were fed a luxurious meal. We were waited on by a group of lovely ladies, the daughters of the lord, who later surprised various members of our party by arriving in their bedrooms. That’s where the red flags went up. They were, of course, vampire spawn who were working for the vampire lord of the castle. As the illusions faded, our characters began to see that the tapestries in this castle were rotting, there was black mold and cobwebs everywhere, and our hostesses were, in fact, undead abominations. The castle then became a magical labyrinth of bloodstained dungeons, torture chambers, decaying dining halls, and all-round horror. The castle itself eventually herded us into the great hall for a final showdown with the vampire lord. While I don’t remember the name of this creep, I will surely never forget the feeling of sick dread I had while moving inevitably through his castle of horrors to meet him. Environment can make the villain! 3) Shadowrun - Bug Spirits What is big, horrifically alien, deadly… oh, and can’t be harmed by ordinary weapons? Shadowrun Bug Spirits. Denizens of a poorly understood nether dimension, these spiritual creatures have manifested on Shadowrun’s parallel earth to… well, nobody really understands why they’re here, which is part of what makes them so scary. To destroy the living? To consume everything? To reproduce? Also, if they get ahold of you, they will either eat you (which would be a mercy) or they will take you back to their nest, where a gentle, well-meaning madman plants a spirit larva inside you. It takes possession of your body, and you will become either a true believing member of a bug spirit cult, a hybrid bug-human drone, or the shell of an egg that will hatch into a spiritual insect. I still shudder. During an extended Shadowrun game, Bug Spirits were just one element in probably the most convincingly storied game world I have played in; they were nevertheless one of the most memorable creature villains I have ever encountered. Better than Ridley Scott’s Alien, it makes the so-called ‘mindless’ monster deeply personal on both a physical and a spiritual level. Did I mention that ordinary weapons don’t hurt them? 4) Rifts - The Coalition The Coalition forces from Kevin Siembada’s Rifts are a great, multi-layered enemy. Xenophobic, merciless, and dressed up in black skulls, they make perfect cannon fodder for gamers just out to bash some bad guys. It’s like being Indiana Jones and punching Nazis. In one game, however, we players got a closer look at them and the Nazis began to look more like the Germans from Tarantino’s Inglourious Basterds. Some prisoners we had captured seemed a little too human, a little too close to home. Think about it: these people are the last major human power in the game world, the descendants of those who survived the coming of the rifts. Why do they fight against DeeBees? Because this is their earth. Why are they xenophobic? Because many, many of the things that have come through the rifts have been incredibly dangerous, or utterly evil. What made these villains most memorable was being able to stand in their shoes. We realised that, if the world really did erupt with magic and extra-dimensional beings, humans would likely only survive if they banded together - and it becomes easy to see yourself joining up with the Coalition just to survive. Have some sympathy for the devil; there is a lot of power in having sympathetic villains with their own agenda. 5) D&D 3.5 - The Desolator The Desolator was an evil half-orc, half-ogre chieftain who allied to dark powers that planned to unite the orcish hordes to annihilate the world. Sounds like a fairly straightforward Dungeons & Dragons character at first glance, but I could have kissed the Dungeonmaster. Maybe I did, I don’t remember. This villain was capital ‘A’ awesome for me because he was a direct response to the character I was playing. My character was a half-orc barbarian (classic!) who had become the king of a tribe of orcs who were trying somehow to be good. Yes, we took some liberties with the canon, it’s a part of the hobby. I made a long write-up trying to reconcile this bizarre situation, but the short version is this: My character, whose leadership was in dispute, had used a once-in-a-generation war cry to call all the orcish tribes to war against the Desolator and his buddies. The Desolator, on the other hand, had used the same war cry to call the orcs to fight against my character and the forces of good. Part of the final battle involved an argument between him and I to persuade the orcish onlookers whom they should follow The physical victory over the villain was that much sweeter because of the moral/political victory of winning the hordes over to my side. The best villains have a personal connection to the players’ characters and the characters’ players! Create villains who have a rational agenda to create interesting grey moral areas. Allow more than one way to overcome villains in order to keep things interesting. Add an environment that matches your villain to create a more memorable experience. Use monsters that can do worse than just killing a character. Finally, make villains personal by connecting them with characters in important ways. These are just a few suggestions; hopefully these experiences will help you to change things up and keep your games fresh! Landrew is a full-time educator, part-time art enthusiast. He applies his background in literature and fine arts to his favourite hobby (role-playing games) because the market for a background in the Fine Arts is very limited. He writes this blog on company time under a pseudonym. Long live the Corporation! Image source: Art of the Genre’s article on Shadowrun’s Bug City If you are looking for a gimmick to get your plot rolling, I’m here to help you out. We get some random search results on our site from time to time, and one person rolled in and looked for “a gimmick for a plot.” Well, I’m the gimmick guy around here so I couldn’t really pass up this opportunity. The key to generating gimmicks to use to help get you started is to realize that EVERYTHING around you can be turned into a plot idea. A person’s name might be the start of a story. Tripping over the street, burning yourself on your coffee because you’re a klutz. Reading a great book is a *normal* way to get plot ideas, but it’s not quite gimmicky enough, is it? 1) Hot Pies! The baker in Waterdeep has an important order for pies that need to be delivered to a shady part of town. He reaches out to the party to see if they would be willing to act as guards for his pie shipment. Worse, a rival baker has hired members of the thieves’ guild to ambush and steal the pies. It’s not just a gimmick, it’s a McGuffin at the same time! How to use this: Pie motivates me. I’m confused if it doesn’t motivate you. 2) Changelings Invade Elysium The local freehold has fallen on hard times. The Troll lord has fallen. He was killed by a dark, gloomy prodigal calling himself Prince Modius. The freehold is up in arms over this outrage! They have gathered a war-band to avenge their lord. They are sending the Sluagh skulking through the sewers seeking the court of this so called Prince. They think they’ve found it too. The beast they traded a favor to called it Elysium. The Freehold girds itself for battle. How to use this: You decide if using Modius or the Changelings is the gimmick? Honestly? This is a fun story whichever way you roll with it. 3) Savage Rifting Nightmare Before Christmas Style Rifts is presented as a serious universe. Rifts drop into serious worlds with serious troubles. That doesn’t have to be the case though. If we assume the Multiverse theory is true, then there are worlds that follow all sort of ‘Cartoon Logic.’ What’s the gimmick here? Clearly it would be awesome to have Jack Skellington piloting a mecha! Or maybe Santa Claus joins a group of dedicated misfit toys, fighting valiantly against the rifts ripping through the North Pole. How to use this: This is a great one-shot concept for any game that includes trans-dimensional travel in any form. 4) Who? Dr. Who! Running through a ship, 10 seconds remain before you run out of air. There are three buttons. One is red, one is green, one is cyan. Clearly cyan! Who makes a button cyan!? Quick thinking is the only thing that will save you. That, and the Doctor. The Cubicle 7 Dr. Who game is pretty smashing, and you should look into it. You can also use this gimmick in any game system. Start in-media-res. The players have a short amount of time to make a decision; that decision will have a massive impact on how the rest of the story goes. Provide a silly, eccentric, but helpful NPC to help them. Or, even better, give a random player the chance to play some form of the Doctor. How to use this: This is a great method to start a new campaign, or liven up a steady style of gaming. Your players might be confused at first, tell them what you are doing and have them play through things. Give them the chance to fill in the gaps before the story starts. Push them to develop some story of why and how they got where they are. 5) Gimme The Gimmick (Make It Dark) A hook, a murder, a toy, a random passerby: the gimmick is a reason to start playing. It’s the thing that gets you started. The plot that drives you forward. Think of something silly, something funny, something that gets you thinking differently. A gimmick plot can be dropped into any game of any type without too much trouble. That doesn’t mean it has to be funny or silly. The hidden story behind the bakers above might be that they are a family of cannibals that are now at war, brother to brother. Changelings might die off in a panic of banality when they attempt to attack the Vampire court. Jack Skellington might be an actual skeletal nightmare that gleefully rips up Santa and his minions. The Doctor might not be the Doctor, but might be a nefarious menace (perhaps an Illithid or other mind manipulator) who is using the Doctor trope to feed on human brains. The gimmick is a way to start, and you can go as light or as dark as you’d like while using it. How to use this: Gimmicks are a great start, but they aren’t the end of the story. Use the gimmick as a launch pad into the story you really want to tell. I hope that was gimmicky enough for you. If not, please let us know what sort of gimmicks you’d like to include as plotlines. I’m ready to hear them, and ready to make them even more of a gimmick than you asked for, anonymous search friend. Josh is the intrepid Chief Operations Officer of High Level Games. With 19 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 preparing 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. Artwork by Jeshields, whose work can be found and supported at https://www.patreon.com/jestockart . Rifts is a deeply developed world in which to play. It has an involved, rich backstory that spans centuries into Earth’s future. It is a setting torn apart by war, bursting with all manner of magic and dimensions, and enduring a slow rebuilding process (and all the complications that rebuilding entails.) As a story and backdrop, it has no equal. It is flush with everything that could draw you in: rich fantasy, post-apocalyptic world, great enemies (Coalition), technology, and magic. You name it, you can find it in Rifts. Can’t find it in Rifts? There is a system to convert any other Palladium worlds to bring them into Rifts. (Editor’s Note, and if you don’t like Rifts, there is now a Savage Worlds version of Rifts as well. Options upon options!) As a role-playing system… we may have some issues. Here is what I found when I created my first character for Rifts. 1) Rich and Full O.C.C.s (Occupational Character Classes) Jump into any Rifts O.C.C. and you will be drawn in and fall in love. My first was the Cyber-Knight O.C.C, which influenced me forevermore. Each O.C.C. (and there is a metric shit-ton of them) begins with the classes beginnings, truths, myths, and stories of the class which make an excellent read and draws in those story-telling role-players. In the Rifts Ultimate Edition, they break these into groupings of Men at Arms, Adventurers and Scholars, Practitioners of Magic, Psychic, Racial Character Class, and Coalition Soldiers O.C.C. There is very little that they hadn’t thought of when making these classes. They have probably thought of your ideal character and written an expanded piece on who they are and where they came from and then added that into a book. Their library is huge. The Ultimate Edition boasts nearly 400 pages of information to get you started, which leads to a problem. 2) A Behemoth Corebook With Rifts being a deep simulationist style role-playing game, you always need to know more. You are referring the the books far more than you probably want to during a game. This would be taxing even in ideal circumstances, but it is not nearly as simple as knowing a couple key parts of the book. With Rifts, comes a notoriously poorly laid out format. The table of contents at the beginning of the book is immediately followed by a “quick” mini-index. Together these are 4 full pages long. For example, you roll into any type of combat, there is usually a lull because (without completely house-gaming the entire thing) there is a specific rule for everything that happens within combat. 3) Making a Character Most games I’ve played in have been able to get the characters created, have some session zero where you talk about world and goals, crack ridiculous jokes about the last time you played, and leaf through a rule book so you have some understanding of what is going on for the next 4 hours. If this sounds like a great time, it is. Sometimes the slog through character creation within Rifts makes you daydream of easier days. These characters can take multiple sessions or messages during your off time to players ready to go. (And if you die during a session, there is not a quick “in” to get back to the action.) It starts innocuously enough with eight simple attributes like intelligence and physical strength. But after that, you can explore what happens if your stats aren’t average…. For the next five and a half pages. Rifts then launches you into different types of damage, hit points, S.D.C. and M.D.C. The two former being what humans would be able to take and the latter being what a tank could take, to try and simplify a multi-page rule explanation. Then you determine if you have any psionics, pick your O.C.C. (and everything that entails), alignment, and skills (O.C.C. skills, O.C.C. Related skills, and Secondary Skills.) It’s a process. It’s a long process. It’s a long process that does not end after the initial creation, because eventually you will level up. 4) Combat Explanations I love options when role-playing, but when there are so many combat situations with percentage dice attached and at least a paragraph to explain how it works… I get frustrated. For example, if you took the skill, Weapon Proficiency Targeting, it means you are good with thrown weapons. When I look that up, I am told in the first paragraph about bonuses to hit at different levels and about the different ways you could lose your bonuses. Then I can look at the chart for the thirteen thrown weapons, their distances, and damages, which is pretty normal. If I want to throw something not on that list, then there is the throwing awkward things rules in the paragraph below. Or look at heavy things in the next three paragraphs. Oh, but a called shot looks great because I want to aim the knife at the enemy's hand where he has a gun…. But then that might be disarming (which I can do) but I will have to look up the rules for that in hand to hand combat. That is only a taste of what you can do, because there are legitimately rules and damage for everything. If you want to strike some surly guy in the bar with your fist these are your different hand strikes: Backhand (average), Backhand (martial arts), Body Flip, Punch, Martial Arts Punch, Elbow/forearm strike, and Power Punch. The section on Combat Terms and Moves is over 5 pages long and it only includes hand to hand fighting. It doesn’t include the power armour, vehicles, guns, missiles, psychic combat, piloting, or anything including your Mega-Damage. None of this should suggest that I don’t have fun when playing Rifts. My first character was memorable and honourable (often to the detriment of my group) and I had a wonderful time playing her. I guess my suggestion would be; when playing Palladium Rifts, everyone should have a core rule book. It cuts down on the time spent waiting for a book so you know what you can do. That alone doesn’t solve the problems I have with this system, but I am sure other people have realized this as well. I look forward to trying out the great setting with perhaps a better ruleset; I am looking at you Savage Worlds Rifts. This article was written 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 science, math, art, and other random subjects. 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 is also trying out this new twitter handle at @sarasma_nessa Image credit: http://static1.paizo.com/image/product/catalog/PAL/PALPR801_360.jpeg I have to admit that I was never really drawn to the Paladin class in D&D. AD&D 2e was the second game I ever role-played in (the first being Marvel) and after a quick glance at the options I was pretty married to the bard. When I flipped through the Player’s Handbook, the idea of needing 17 charisma to play such a character was a bit too much for a newbie like me. The Paladin seemed like the pompous version of the fighter class. Which I was also not a big fan of at the time. Where I actually gained insight into the Paladin class was in a completely different game system. Palladium created a Cyber Knight and along with the cool name, it came with the Code of Chivalry. That document defined my character, it fleshed her out and gave her purpose. With D&D I was still learning and so delving into which god to serve and creating my own code or practice wasn’t even on my radar. So I propose you should use the Code of Chivalry for a jumping off point for your next paladin. Let’s look at the code: The Code of Chivalry from Palladium Rifts Coalition Wars Cyber Knights published Dec 2000 1. To Live "Live one's life so that it is worthy of respect and honor. Live for freedom, justice, and all that is good.” Amended D&D Style: To live to bring honor to my deity Each deity and world of religion brings its own essence to your game play. The pantheons are both diverse and thorough (and there is a quick glance feature on pages 293-299 of the Player's Handbook) from fantasy worlds to European gods from cultures like the Greeks and the Nordic peoples. Discover your choices to enhance these codes for your particular character. Some examples: If your campaign has Egyptian deities as the pantheon of choice then you might choose to worship and serve Hathor, goddess of love, music, and motherhood. So you could include things like: Live one’s life in devotion to those who bring forth life through childbearing. Live to share music with the world to help spread the message of Hathor. If you are rooted in the Greyhawk world, you may be a paladin of Ehlonna, goddess of woodlands. Your codes under this category may be: Live as though you may not upset the balance of nature. Live and treat all life as equals. Living for your deity is important to include in your personal code. 2. Fair Play "Never attack an unarmed foe. Never use a Psi-Sword on an opponent not equal to the attack. Never charge an unhorsed opponent. Never attack from behind. Avoid cheating. Avoid torture.” Amended D&D Style: Sportsmanship These may seem like innocuous ideals for Sportsmanship but -speaking from experience- when these rules are played out and they essentially take ambush off the table, it changes your game completely. When playing D&D paladins I would use some of these, and add amendments. Perhaps a dwarven paladin of Moradin, the dwarf god of creation, will never attack an unarmed dwarf from behind, but other races may be subject to their tactics. Or maybe your code would read: Never cheat those who follow the true way of Heironeous. Give these coded ideas life based on your deity, your race, or even your disposition towards other races. Your interpretations of the code can also add flavour. 3. Nobility "Exhibit self control. Show respect to authority. Obey the laws if they do not supersede the rights of life. Administer justice. Administer mercy. Protect the innocent. Respect women.” Amended D&D Style: Oath of _______ In 5th edition, there are 3 Oaths that can be taken once your paladin reaches level 3. Each is unique and comes with different benefits to your character. These oaths have several tenets of devotion that are very similar to the code you are creating. You should look through these tenets to cement your ideal paladin. Even before the 3rd level, your paladin should be striving to meet some of these requirements to flesh them out and give them a direction. To aid you in your code creation, the oaths are: Oath of Devotion: this encompasses your stereotypical knight in shining armour who tend to be idealist and paragons of virtue Oath of the Ancients: these paladins adhere to a long-standing ideal of light (rather than its counter darkness), life is of particular importance to these folks Oath of Vengeance: are those concerned with justice and punishing those who have done wrong and set things right. But the tenets laid out in each of the oath sections in the Player’s Handbook (pg 85-88) have verbatim some of the thing you need to include in your Character Code Creation (CCC: new acronym FTW.) Go forth, read, and inwardly digest. 4. Valor "Exhibit courage in word and deed. Defend the weak and innocent. Fight for an ideal, like freedom. Fight with honor. Avenge the wronged. Never abandon a friend, ally, or noble cause.” Amended D&D Style: Valor I wouldn’t change much, if anything, in this section. These are the courageous things that you read about in fiction and history. These are what make a paladin larger than life, better than you, and a formidable opponent. 5. Honor "Always keep one's word of honor. Always maintain one's principles. Never betray a confidence or comrade. Avoid deception. Respect life. Honor all life. Respect all views of life.” Amended D&D Style: Honor Honor is still an important factor, and I would suggest some thinking on what is honorable for your character. The deity worship, the world they live in, and what situations drew them to the class will all determine what honor is for them. Some questions to get you thinking about honor CCC (character code creation) are: Is your world at war? If so, with who? Has your character been through life-changing tragedy? Did this change them? How did they find their faith? Why that deity? Who were their role models? Who has betrayed them? I know that this CCC (Character Code Creation) may look daunting before you start playing, but this will make for a more fleshed out paladin. There is something wholly terrible about those paladins that are just played as religious-type fighters. Let’s let these behemoths of virtue stand tall on their own. Put in the work ahead of time and you won’t be disappointed. This article was written 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 science, math, art, and other random subjects. 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 is also trying out this new twitter handle at @sarasma_nessa Hello. My name is Landrew, and I’m a role-playing game junkie… “Hi, Landrew…” Hello fellow junkies! In an earlier article, I talked about some rewards that games give players to keep them hooked. After listening to the feedback I got on the article and giving it some more thought, I decided it might be nice to hook my readers up with some solid tips on where to get the rewards they want. In this article, I point out some games (we’ll call them ‘dealers’) that do a great job of providing players with the rewards they want (e.g. a ‘fix’). These recommendations are limited by word count (all hail the corporate leaders) and by my own experience - which is heavily based on Dungeons and Dragons 3.5, the original Rifts, Marvel Superheroes, Fate, and Shadowrun. If you have your own recommendations for reward mechanics, please post them in the comments! 1. “Uppers:” Levelling Up/Character Advancement There’s nothing like good old Dungeons and Dragons for enjoyable character advancement. Although there are definitely some cool things about 5th edition, I’ll take 3.5 any day to get a good high. Feats, skills, and base attack bonuses... the rules are crunchy, maybe, but that’s part of the fun! It’s like a tinker gnome assembling nifty trinkets into a deadly whole. While I prefer simplicity during gameplay, complexity during character creation and advancement is a heck of a lot of fun. Pass that rare, dangerous, and somewhat broken source book, please! Honourable mentions go out to cool combat tricks and spells that can be earned in Kevin Siembada’s Rifts, and the power stunts mechanic in Marvel Superheroes. 2. “Bling & Benjamins:” Gear and Money The nominees for the ‘best gear’ award are tied, in my mind. If you want cool gear with its own stats, you can’t get much better than the gear lists from Rifts and Shadowrun. The detailed weapon descriptions add an irreplaceable layer of realism to the game world in both settings. I would be remiss if I didn’t include the gear lists from Dungeons and Dragons, as well. Again, recent game design theory is often critical of gear lists, saying that gameplay gets bogged down in the details. “Do you have a ten-foot pole on your inventory list? Doesn’t that make you encumbered?” However, removing gear lists also removes the fun of neat equipment-specific tricks and having exactly the right piece of gear at the right time. There’s got to be a happy medium out there somewhere... 3. “Hallucinogens & Immersion:” Exploring Game World Settings Which games have the best settings to discover? With all due respect to the many worlds based on Dungeons and Dragons (or were they called realms? I’ve forgotten), this award goes to Shadowrun first, with Rifts as a close runner-up. In the funny world of game publishing, game mechanics are not considered intellectual property - check out the first two paragraphs of this handy pdf from the US Copyright Office. Given this, a lot of the effort that goes into game design is poured into things that can be copyrighted, like setting, supporting characters, and game history. Hands down, nobody does this better than Shadowrun. It is based on an alternate timeline beginning in the 1980s and winding up in a dystopian cyberpunk future where magic and dragons have returned. The history of this alternate timeline is compelling, detailed, and strangely realistic. It features complex interactions on both the geopolitical and local level. For example, the last will and testament of the great dragon Dunkelzahn, late president of the United Canadian and American States, features enough loose ends and just enough interesting detail to provide plenty of role-playing hooks, while also just being a great piece of fiction in its own right. Also, Rifts. Thank you Kevin, for successfully describing a world in which literally anything can happen. Because, magic. 4. “The Mind Job:” Problem Solving Again, not to play favourites, but Shadowrun is my favourite for built-in problem-solving opportunities. The many heist-style modules lend themselves well to sitting down with your buddies trying to figure out a way to beat the odds. I like it because, though it is frankly combat-heavy, there are still a very large number of non-linear possibilities. Oh, that powerful security team can outgun us? How about when the commander is persuaded to give just one poor order to his team because his cousin’s buddy has the BTL he wants? Now the security goons are in the wrong place at the right time for them to notice our distraction, while the mage hacker ghosts in undetected. There’s nothing like the satisfying click of an opening safe in a heist gone right. 5. “The Happy Ending:” Resolving Story Arcs Jumping off the Shadowrun train for a bit, the best story-based mechanic that I’ve encountered so far is Evil Hat’s Fate system. I say ‘so far’ because I know there’s a ton of games emerging that have built-in story mechanics… I just haven’t tried them yet. Fate has a lot of cool points. The use of descriptors, called aspects, as part of the mechanic means that conflict has a built-in narrative quality to it. More importantly, however, is that character advancement is tied to story development rather than arbitrary monster XP values. Gameplay is divided into chunks like a TV show: scenes, scenarios (think episodes), arcs (seasons), and campaigns. The characters advance by reaching different ‘milestones,’ which are reached at the end of each chunk of the story. Advancement happens because of the characters’ experiences, which makes a ton of sense and is super satisfying as a player. With this structure, it becomes very easy to enjoy the feeling of closure you get from finishing the latest season of your favourite show. As you can see, no single game has everything. There are enough great games out there, however, that it’s not too difficult to find the reward you’re looking for. I hope this article helps you put a handle on what you want out of your games as a player; or maybe it will help a gamemaster find out what to give his/her players to keep stringing them along. No matter what, post your ideas in the comments, and let’s take our games to the next level. Landrew is a full-time educator, part-time art enthusiast. He applies his background in literature and fine arts to his favourite hobby (role-playing games) because the market for a background in the Fine Arts is very limited. He writes this blog on company time under a pseudonym. Long live the Corporation! It's really easy to get stuck in a rut, especially if you're a new player. When I fist began role playing, the first few games I played I had, essentially, the same character in every one. In one game it worked really well, but it wasn't long before my group, and our usual DM especially, got frustrated with me. Even looking back at some of my more recent games, after a 3.5 year break, I feel like I was still stuck in the rut with a few of my characters. So here are a few suggestions for what a player can do to keep from getting stuck in a rut, or to get out of that rut: 1. Someone creates a character for you. One of the characters that I enjoyed playing the most was one that my DM had created. My three past characters had been male fighters or Knights. Imagine my surprise when the DM hands me a female mage. Yes, it was a challenge, but looking back, I enjoyed playing the character and it did stretch me into playing a completely different character. No longer could I run into a fight, sword blazing, now I had to stand back and think a little bit more. The character had to change too, no longer a good, tough guy, but I was inspired to go with a "valley girl" type of character with some questionable, and sometimes contradictory, morals. There have been other games where the DM made the characters for me, and every time I've had more fun playing them than characters I had created myself. 2. Pay attention to your dice. This can be the hardest one to follow through on, but the best players are able to roll with their dice (I know, that one was pretty bad). We've all been there, you want to make a Rogue, but you just rolled an 8 on your dexterity, or a fighter and got a 10 on strength. Well, there goes that pipe dream. Now what? The temptation would be to force it, see if the DM will let you switch your stats around so you can salvage your dream. Or, you run with what you've got. Maybe you've got a great intelligence, or charisma. Ever tried being a bard? Neither have I, though I've heard it can be amazing fun. Or perhaps you become a Mage. Right away, the character that you always played is completely changed and something new and exciting can step forward. Now, this does mean that you have to listen to those dice that just killed your character, and you’ve got from the time that you created the character sheet to your first game to flesh out the character a bit. A challenge? You bet, but come on, you can do it. It all starts with that back story (and we’ve got another post in the archives that can help with that too). Don’t be afraid to go in a completely new direction, you never know, you might actually like what comes out of it all. 3. Ignore your favourites. I know you really love swords. And I know you love calling on the animals to do your every bidding. But this time ignore it all. It doesn't exist. Picture just a big white space where those options are in the book. Don't even look at them. You're working on something new, remember? Go with a character that has completely different items, weapons, spells, etc. This gets you into a different frame of mind, out of your comfort zone, and now you have to figure out how your character is going to use these things, what kind of temperament that's going to mean for him or her. I used to pick fighters all the time. The first game I played was called Rifts (a Palladium RPG, if memory serves), and I picked a Cyber Knight (I wanted to be like a Jedi). It didn’t go so well, by the way. I was told Cyber Knights are hard for rookies to play for a reason. Then I was a fighter in a D & D game. Then, it was a monk, in D & D 3.5. A little different from a fighter, but still a fighter. So next time, I went off the grid, a cleric. This guy wasn’t going to be a meat shield, a big fighter, or stuck in that “strong, silent type.” He was a spell caster, a healer, with some combat skills, yes, but he couldn’t even last one round against a paladin. He was a rotund spiritual leader with bad breath (like really bad, and he always stood close to talk to you) and chanted his spells. I enjoyed that character, and it got me into new territory that I hadn’t treaded before. 4. Read, read, read, read. Read books a lot. You can find so many characters in those books. Good writers will provide you with a wealth of characters that you can imitate and draw from. This has the advantage that you don’t have to come with something all on your own. You don’t have to re-invent the wheel, if you want to look at it that way. You can find a character right there in the pages of a book and plop him into your game. I found character in reading that I would love to play. He’s a wizard, but not the brave, “I can face anything with my strength of will, intellect, and quick thinking” type of wizard. No, this wizard’s a klutz, his feet are too big for his body, he’s uncoordinated, he’s bashful, he’s got absolutely no confidence at all, and has a habit of fainting in pressure situations (like random encounters, or when challenged violently). Unfortunately, he’s a quite powerful wizard and usually finds himself the wrong place, at the wrong time in order to do just the right thing. This character is totally different from anything that I’ve ever played before and I would love to have the chance to put myself in that character’s skin. You could do the same with TV, or movies, only there are likely to be a lot of people who will notice exactly what kind of character your playing, and who you’re basing that character of off. That can cause some groaners around the table, but if you can take it, by all means go ahead. But if the character is unique enough, and most of people at the table might not recognize him or her right off the bat, go ahead, give it a try. You might even find you can breathe something new and different into that character over time that makes him or her your own, and all of a sudden, you’ve got something incredibly brilliant. I've always admired other players who can create so many characters that are all so different from the other. I’ve found that I’ve struggled with that, not just in my role playing, but in my writing as well. Thus, I've created these tips for myself in order to get me out of my own rut and into a new kind of character. That way people don't get bored playing with you or you yourself getting bored with gaming. And then, after a while, you can go back to your favourites and breathe new life into an oldie from times past. And if you find a character that your DM pulls out for another game, you know you’ve found a winner, and the group will love to have that character come back for one more game, one more adventure. |
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April 2023
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