Greetings from somewhere inside the infinite expanse of the Tabletop Multiverse.
There's been a trend in the last few year - or longer? I'm honestly not sure - to make the GM's side of playing RPGs more 'lightweight' and streamlined, putting more of the focus on the players and giving them a greater influence in helping to build the world they are playing in. Some games even put the dice rolling in the hands of the players in order to free up the GM to focus more on the storytelling.
Generally speaking I am ok with this. Though I am not sure I understand it fully. As a GM, I am generally able to focus on the storytelling anyway. The rolling of dice has never really struck me as something that detracts from that. Though others might view it differently, of course. To me, it just feels like a natural part of it, that the GM rolls for the NPCs etc.
Then again, I fully agree that dice rolling should NEVER get in the way of the storytelling. Generally speaking, unless it actually matters you don't really need to roll dice for it. I am not going to make my players roll dice for walking down the street or do something that is routine for them unless there are external factors - like stress, gunfire, slippery surfaces, jumping over a chasm, or other things - that warrants them actually making rolls.
Having players be part of the world-building process through the medium of their characters is also something that feels kind of natural to me. It generally helps to build a fantastic world in the end, that will be more memorable to all due to the natural connection that the players, and their characters, feel to the world having had a part in shaping it. Also as a GM I find that it can be beneficial as it helps bring the world to life and someone else might think of something cool that you didn't think about. Only thing to keep an eye on is really to make sure that what they, the players, want to put into the world actually fits with the setting. If you can't justify a giant mech in your fantasy setting, don't put it in just because a player thinks it would be cool. Just saying. Then again, you might be able to re-flavour it into something that could fit a bit better. Taking the mech from the example above you might be able to re-flavour it into a golem or magical construct of some sort. In the end, you as a GM have the final say, and responsibility, to make it all fit together.
If you haven't tried letting your players have a say in the world-building, I would recommend it. At least give it a try and see what you think.
Granted, I don't always do that either. I think it depends a bit on who the players are, and also some projects you want full control as a GM. For example, I am not going to let the players help me design a dungeon for a dungeon crawl. I want it to be a surprise and give them the full experience of the dungeon crawl.
I think player influence is good, but I am personally not convinced by the whole 'putting all the dice rolling in the hands of the players' thing. Granted, there are games out there who does it really well and have a well thought out system and mechanics for it. I enjoy those as well, but I think my preference will always be for the GM to be able to roll dice as well. If that makes me 'old school' by today's standards, then so be it.
Nothing can make the players nervous like the GM suddenly rolling a few dice, silently nod to him- or herself, and then continue on with the storytelling as if nothing had happened.
Then again, to each their own. I would highly recommend you try a few different systems out to see what kind of system you and your players like best. That goes regardless of whether you are relatively new to the whole tabeltop roleplaying thing, or if you have played for years but mostly stuck to the same small group of games. Nothing wrong with the latter, but it can always be good to try and experience new things.
Until we meet again, somewhere in the vast expanse of the Tabletop Multiverse.
Visar inlägg med etikett DM. Visa alla inlägg
Visar inlägg med etikett DM. Visa alla inlägg
söndag 12 mars 2017
Player influence on the setting & GM dice rolling trends
Etiketter:
Creative,
Dice,
Dice Rolling,
DM,
First-time Players,
Fun With Friends,
General,
GM,
Player Influence,
Setting,
Tabletop Roleplaying,
Tabletop RPG,
Tabletop RPG System,
Thoughts,
World-Building
lördag 21 januari 2017
Another broadcast from somewhere in the vast Tabletop Multiverse
Greetings from the far reaches of the tabletop multiverse. I hope I am finding you all in good health and a merry mood! :)
It's been roughly two weeks since my last transmission... eh, blog post. It's been busy weeks, but also good ones.
Sadly nothing new to report from the 3.5 game I wrote about in my last post (you can read about that here). It has been on a sort of unplanned mini-hiatus since then, due to IRL things popping up for various people and having to postpone it until next time. I am hoping we can get back to it in the coming week though.
In the meantime I have actually finished a second D&D 3.5 character - a catfolk, knight/bard/inventor/rifle-user (it's my DM's world and my character belonging to a knightly order essentially has turned him into... that. XD lol ). It seems like it will be a fun character to play though. It's going to be a Saturday game, that will be a bit on/off, so not every Saturday. Essentially, I have no clue how often we'll play. I am just going to wait for my GM to tell me when we play. I am looking forward to it though, and to trying out playing this character. I had a lot of fun playing my Shugenja character in the other 3.5 campaign, and I am sure I will enjoy playing this one as well.
One of the 'features' I am looking forward to trying out with the new catfolk character is the fact that he delivers most of his spells via the medium of magical bullets from his flintlock rifle. Now, I have played a 'gun mage' before, in the Iron Kingdoms RPG, though I have a suspicion that this catfolk character is going to be less broken in combat than my IK character was. XD lol I won't go into too much detail about it. It is possible that in a different campaign that character would have been less broken in combat. After all, when I played her we were all new to IK, including the GM!
It can be difficult getting new games off the ground though. I have a Mutant Chronicles campaign sitting there waiting for an opening (using 1st and 2nd edition MC), as well as some other ideas that probably will have to wait even longer. The problem is all the players need to find the time for it, but generally when some have time other's don't. Though I guess this is an issue all GMs & DMs face at some point in their lives. There's no rush for me though. We'll get around to it whenever we get around to it. The campaign isn't going anywhere.
Right. I think that will be all from me for today.
Until next time!
It's been roughly two weeks since my last transmission... eh, blog post. It's been busy weeks, but also good ones.
Sadly nothing new to report from the 3.5 game I wrote about in my last post (you can read about that here). It has been on a sort of unplanned mini-hiatus since then, due to IRL things popping up for various people and having to postpone it until next time. I am hoping we can get back to it in the coming week though.
In the meantime I have actually finished a second D&D 3.5 character - a catfolk, knight/bard/inventor/rifle-user (it's my DM's world and my character belonging to a knightly order essentially has turned him into... that. XD lol ). It seems like it will be a fun character to play though. It's going to be a Saturday game, that will be a bit on/off, so not every Saturday. Essentially, I have no clue how often we'll play. I am just going to wait for my GM to tell me when we play. I am looking forward to it though, and to trying out playing this character. I had a lot of fun playing my Shugenja character in the other 3.5 campaign, and I am sure I will enjoy playing this one as well.
One of the 'features' I am looking forward to trying out with the new catfolk character is the fact that he delivers most of his spells via the medium of magical bullets from his flintlock rifle. Now, I have played a 'gun mage' before, in the Iron Kingdoms RPG, though I have a suspicion that this catfolk character is going to be less broken in combat than my IK character was. XD lol I won't go into too much detail about it. It is possible that in a different campaign that character would have been less broken in combat. After all, when I played her we were all new to IK, including the GM!
It can be difficult getting new games off the ground though. I have a Mutant Chronicles campaign sitting there waiting for an opening (using 1st and 2nd edition MC), as well as some other ideas that probably will have to wait even longer. The problem is all the players need to find the time for it, but generally when some have time other's don't. Though I guess this is an issue all GMs & DMs face at some point in their lives. There's no rush for me though. We'll get around to it whenever we get around to it. The campaign isn't going anywhere.
Right. I think that will be all from me for today.
Until next time!
måndag 5 september 2016
Playing a tabletop RPG for the first time
Greetings!
Today I will talk about playing a tabletop roleplaying game for the very first time.
It might feel intimidating, especially if you feel like you are not quite sure about what you are in for. Hopefully the Dungeon Master (DM) / Game Master (GM) of your game will fill you in on the details, for example, the basic rules of the game system you are going to use (you don't need to know the rules by heart, but it helps if you have a basic understanding of them at least), and the setting you will be playing in, as well as help you with creating your character. Perhaps one or more of the other, more experienced players, can help as well.
My personal view is that if you have a new player, or players for that matter, at the table, be kind to them. Help them out until they have found their footing. They will make mistakes, they will not always know what to do, and some times you have to explain something several times before it finally clicks. But hey, we were all new at roleplaying at some point, and most of us were pestering someone else with questions. With enough support, the new players will hopefully come back and find the same love of roleplaying games as we all have. :)
And as the new player you shouldn't be afraid to ask questions if there is something you don't understand. There are NO stupid questions, it's simply a case of either you know or you don't. Don't expect everyone around the table to know every single rule by heart, but if you ask nicely they might look it up for you.
Discuss amongst yourselves what kind of genre you would like to try out. If your players are all new to tabletop roleplaying, let them make the final call. It might not turn out to be your favorite genre, but it will be a good introduction for them to play in a genre they enjoy. Next time you, as a GM, might get to pick the genre instead.
If you are a new player, and are looking for people to play with, I would suggest starting with your friends. They may not have played either, but if you know someone who has then perhaps you can get that person to DM for you. Or if no one in the group has any previous experience of tabletop roleplaying, then perhaps you can DM the first game? If you have a story you want to tell, or an idea for an adventure to send your friends out on, go right ahead! :) It takes a bit more work on your part than it does the players, but it will be well worth it in the end. Remember to make sure you know the rules of the game system you want to play in, but the books or PDF's are there for a reason so you don't need to know EVERYTHING by heart. Also remember that, no matter what the system is that you are planning on using, rules are only guidelines. They are not set in stone. If you, as the DM, see something you don't like, or if you feel like you'd like to do something a bit differently than what the rules suggest, go right ahead. It's ok. Every DM does it, more or less, depending on the DM in question. The basic rule should always be that everyone around the table should have fun, including the DM.
Another important rule for everyone to remember is that you can discuss a rule, or a situation, but in the end the DM makes the final call. This is not to be cruel to the players, but because in the case of a disagreement someone has to have final say. As a DM it can some times be a thin line to walk, and a lot comes down to the personality of the players and the DM. I think it is a good idea that you, as new players, discuss it, are aware of it and agree upon it ahead of the first gaming session, so that everyone who plays is aware of it.
If you don't really want to, or can't, play with your IRL friends for whatever reason, there are plenty of forums, and websites, online where you can meet people to play with. You won't all be sitting around a table together, but you can play online with the help of Skype for talking and a program such as MapTools for the maps and tokens. There are also other solutions such as Roll20.net, Fantasygrounds or Epictable.
I think this will do for now. I might return to this subject later at some point.
Until next time!
Today I will talk about playing a tabletop roleplaying game for the very first time.
It might feel intimidating, especially if you feel like you are not quite sure about what you are in for. Hopefully the Dungeon Master (DM) / Game Master (GM) of your game will fill you in on the details, for example, the basic rules of the game system you are going to use (you don't need to know the rules by heart, but it helps if you have a basic understanding of them at least), and the setting you will be playing in, as well as help you with creating your character. Perhaps one or more of the other, more experienced players, can help as well.
My personal view is that if you have a new player, or players for that matter, at the table, be kind to them. Help them out until they have found their footing. They will make mistakes, they will not always know what to do, and some times you have to explain something several times before it finally clicks. But hey, we were all new at roleplaying at some point, and most of us were pestering someone else with questions. With enough support, the new players will hopefully come back and find the same love of roleplaying games as we all have. :)
And as the new player you shouldn't be afraid to ask questions if there is something you don't understand. There are NO stupid questions, it's simply a case of either you know or you don't. Don't expect everyone around the table to know every single rule by heart, but if you ask nicely they might look it up for you.
Discuss amongst yourselves what kind of genre you would like to try out. If your players are all new to tabletop roleplaying, let them make the final call. It might not turn out to be your favorite genre, but it will be a good introduction for them to play in a genre they enjoy. Next time you, as a GM, might get to pick the genre instead.
If you are a new player, and are looking for people to play with, I would suggest starting with your friends. They may not have played either, but if you know someone who has then perhaps you can get that person to DM for you. Or if no one in the group has any previous experience of tabletop roleplaying, then perhaps you can DM the first game? If you have a story you want to tell, or an idea for an adventure to send your friends out on, go right ahead! :) It takes a bit more work on your part than it does the players, but it will be well worth it in the end. Remember to make sure you know the rules of the game system you want to play in, but the books or PDF's are there for a reason so you don't need to know EVERYTHING by heart. Also remember that, no matter what the system is that you are planning on using, rules are only guidelines. They are not set in stone. If you, as the DM, see something you don't like, or if you feel like you'd like to do something a bit differently than what the rules suggest, go right ahead. It's ok. Every DM does it, more or less, depending on the DM in question. The basic rule should always be that everyone around the table should have fun, including the DM.
Another important rule for everyone to remember is that you can discuss a rule, or a situation, but in the end the DM makes the final call. This is not to be cruel to the players, but because in the case of a disagreement someone has to have final say. As a DM it can some times be a thin line to walk, and a lot comes down to the personality of the players and the DM. I think it is a good idea that you, as new players, discuss it, are aware of it and agree upon it ahead of the first gaming session, so that everyone who plays is aware of it.
If you don't really want to, or can't, play with your IRL friends for whatever reason, there are plenty of forums, and websites, online where you can meet people to play with. You won't all be sitting around a table together, but you can play online with the help of Skype for talking and a program such as MapTools for the maps and tokens. There are also other solutions such as Roll20.net, Fantasygrounds or Epictable.
I think this will do for now. I might return to this subject later at some point.
Until next time!
fredag 2 september 2016
Why play tabletop roleplaying games?
Greetings!
Now, I know that tabletop roleplaying has had a major upswing in popularity recently, and I think that is great! Especially for one such as myself who remember playing tabletop RPGs 'back in the day' (read: mainly 90's). As a Swede it is also good seeing some of the old Swedish games coming back with new editions, such as 'Kult: Divinity lost' (Helmgast), 'Mutant Chronicles' (currently published by UK-based Modiphius), Eon (Helmgast), Mutant Year Zero (Fria Ligan / Free League Publishing), etc.
Now, I figured I would take this opportunity to discuss a bit about WHY I think everyone should play tabletop roleplaying games, or at least try it out. Some people might say "well, if I want to play an RPG I can just play it on my computer, X-Box or Playstation.", which I suppose is true. Believe me, I enjoy playing video- and computer games as well, but there is still something special about playing tabletop RPGs because it allows you to tap into your own creativity in a way that a videogame doesn't.
Let me explain: When you are playing a video game or a computer game, you see the world on the screen before you, you mash a few buttons and the monster is dead, you select one of a few options for conversation, etc, etc.
When you are playing a tabletop RPG, you are part of the story. You decide what your character says in a conversation. You decide on your character's personality and manners, and sometimes the backstory you write for your character can help influence parts of the world as well, depending on the DM (Dungeon Master) or GM (Game Master) - the person running the game session that the players' characters are in. You get to use your own creativity to paint a picture in your mind of what the world around your character looks like.
And if you are the GM / DM / whatever-it-is-called-in-your-prefered-gamesystem (I'll just stick to GM from now on in this post, for simplicity's sake), you get to use your creativity to create the world, and to describe it to your players as you guide them on their adventures.
I should probably point out that if you as a GM is willing to do it, allowing your players to take part in creating the world they are in, through their characters' backstories for example, can be really rewarding, both for you and your players. Though for first-time players it might be easier if the GM creates the world him- or herself.
Playing tabletop RPGs are a fun way to do something creative together with your friends, or even your kids. It doesn't have to be about slaying demons or dragons. There are plenty of roleplaying games out there that are aimed at kids - for example: "The Princess Kingdom", "No Thank You, Evil!" or the swedish RPG "Tassar & Morrhår" - and even if you don't use one of those, you as the GM decide what happens in the world, and can homebrew the rules of whichever system you want to use to fit younger players. Never feel tied down by a specific setting or system. Instead I would encourage you to adapt the world you create to the players you have availiable and what kind of game you all like to play together.
Remember, playing a tabletop RPG should be a fun experience that you share with your friends or family members. All ages can join in, and enjoy it. :) It is a fun, social experience which, at least in my experience, can serve up dramatic moments, tense moments, and laughter, all in one game session.
Playing tabletop roleplaying games helps you train your creative thinking, thinking on your feet, imagination, problem solving, storytelling ability, team-play, improvisational skills, and many other skills. It can even help people combat their shyness. They get go play a character, which effectively acts as a mask, which allows them to feel less vulnerable when they face various social situations in the game. They are also surrounded by friends and/or family around the same table, so they also have that comfort while they play and deal with the social situations in-game.
I am not saying there is anything wrong with being shy. I have been shy on occasion as well. But tabletop roleplaying can offer some help if you want to try and get a bit less shy in social situations.
If no one in the group has played a game before, discuss what kind of game you would all like to play for your first try, and then do some research into what games exist in that genre. It does help, of course, if at least one member of the group is a bit more experienced - preferably taking on the role of the GM. But if not, then keep it simple for the first attempt. Just make a short, simple adventure for the players to go on, and then build from there.
I might return to this subject at some point in a later post, but for now I think this will do.
Now, I know that tabletop roleplaying has had a major upswing in popularity recently, and I think that is great! Especially for one such as myself who remember playing tabletop RPGs 'back in the day' (read: mainly 90's). As a Swede it is also good seeing some of the old Swedish games coming back with new editions, such as 'Kult: Divinity lost' (Helmgast), 'Mutant Chronicles' (currently published by UK-based Modiphius), Eon (Helmgast), Mutant Year Zero (Fria Ligan / Free League Publishing), etc.
Now, I figured I would take this opportunity to discuss a bit about WHY I think everyone should play tabletop roleplaying games, or at least try it out. Some people might say "well, if I want to play an RPG I can just play it on my computer, X-Box or Playstation.", which I suppose is true. Believe me, I enjoy playing video- and computer games as well, but there is still something special about playing tabletop RPGs because it allows you to tap into your own creativity in a way that a videogame doesn't.
Let me explain: When you are playing a video game or a computer game, you see the world on the screen before you, you mash a few buttons and the monster is dead, you select one of a few options for conversation, etc, etc.
When you are playing a tabletop RPG, you are part of the story. You decide what your character says in a conversation. You decide on your character's personality and manners, and sometimes the backstory you write for your character can help influence parts of the world as well, depending on the DM (Dungeon Master) or GM (Game Master) - the person running the game session that the players' characters are in. You get to use your own creativity to paint a picture in your mind of what the world around your character looks like.
And if you are the GM / DM / whatever-it-is-called-in-your-prefered-gamesystem (I'll just stick to GM from now on in this post, for simplicity's sake), you get to use your creativity to create the world, and to describe it to your players as you guide them on their adventures.
I should probably point out that if you as a GM is willing to do it, allowing your players to take part in creating the world they are in, through their characters' backstories for example, can be really rewarding, both for you and your players. Though for first-time players it might be easier if the GM creates the world him- or herself.
Playing tabletop RPGs are a fun way to do something creative together with your friends, or even your kids. It doesn't have to be about slaying demons or dragons. There are plenty of roleplaying games out there that are aimed at kids - for example: "The Princess Kingdom", "No Thank You, Evil!" or the swedish RPG "Tassar & Morrhår" - and even if you don't use one of those, you as the GM decide what happens in the world, and can homebrew the rules of whichever system you want to use to fit younger players. Never feel tied down by a specific setting or system. Instead I would encourage you to adapt the world you create to the players you have availiable and what kind of game you all like to play together.
Remember, playing a tabletop RPG should be a fun experience that you share with your friends or family members. All ages can join in, and enjoy it. :) It is a fun, social experience which, at least in my experience, can serve up dramatic moments, tense moments, and laughter, all in one game session.
Playing tabletop roleplaying games helps you train your creative thinking, thinking on your feet, imagination, problem solving, storytelling ability, team-play, improvisational skills, and many other skills. It can even help people combat their shyness. They get go play a character, which effectively acts as a mask, which allows them to feel less vulnerable when they face various social situations in the game. They are also surrounded by friends and/or family around the same table, so they also have that comfort while they play and deal with the social situations in-game.
I am not saying there is anything wrong with being shy. I have been shy on occasion as well. But tabletop roleplaying can offer some help if you want to try and get a bit less shy in social situations.
If no one in the group has played a game before, discuss what kind of game you would all like to play for your first try, and then do some research into what games exist in that genre. It does help, of course, if at least one member of the group is a bit more experienced - preferably taking on the role of the GM. But if not, then keep it simple for the first attempt. Just make a short, simple adventure for the players to go on, and then build from there.
I might return to this subject at some point in a later post, but for now I think this will do.
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