Character creation is the breakfast of roleplaying games. A good one gets you pumped to play, ready to tackle any challenge the GM puts before you. While there’s no magic formula to good character creation, some games clearly stand above the rest. Each has a … read more »
Oren is a grumpy old man whose physical age hasn’t quite caught up with him, at least that’s what the kids who won’t get off his lawn keep saying. He’s been into roleplaying games since he was knee-high to a d10, and into prose writing for nearly as long. He loves stories and games that push the envelope of storytelling, like the Discworld series and the RPG Primetime Adventures. He’s also a huge Star Trek fan, though his rants on the mistakes of Voyager and Enterprise might make you think otherwise.
Mike, Oren, and Chris discuss how stories should be paced: the good, the bad, and the infuriatingly slow. They tackle the differences between visual and written media, how to pace a roleplaying game, and end with Chris’ advice for pacing dialogue. Read more »
War. Huh. What is it good for? Well, if Western literature is anything to go by, it’s good for storytelling. We’ve got no shortage of stories set on or around the battlefield, from the Iliad to modern blockbuster films. It makes sense. War is the … read more »
GMs commonly plan out their campaigns the same way writers plan a TV show, scripting out scenes and allocating screen time between the major characters. In television, this is the main cast, while for roleplaying games, they’re the PCs. Some systems explicitly use the TV … read more »
Mike, Chris, and Oren offer tips for depicting factions in stories. They describe how competing groups manifest in real life and list their favorite factions from Star Wars, Star Trek, Hunger Games, and Game of Thrones. Then they debate which Hogwarts houses they’re in. Read more »
Bad characters abound in our media, threatening to overwhelm our bastions of good storytelling. Or at least that’s how it can seem when you turn on the TV or flip through a random book. Many of these characters come from flawed archetypes that writers use … read more »
Players are a big part of shaping any game’s story. If they don’t know what to do, then the GM is just a sad fellow camped out behind a laptop.* From a game master’s perspective, here are a few things players can do to turn … read more »