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The Douchey DM » Entries tagged with "game prep"

Middle School History RPG

Tweet It is a constant challenge to keep students engaged in middle school. You know the age, spring has sprung and suddenly girls no longer have cooties. In fact, they are darn attractive. Suddenly, school is the last thing on your mind when you are sitting in class. It’s Mother Nature herself that I am fighting against each day when I try to keep my 7th graders interested. What weapon can a teacher use in this battle against hormones? Dice of course! Don’t tell me you are surprised… I’ve designed a class RPG/Risk inspired simulation to bring Medieval Japan to life in my classroom. Each group of students is responsible for maintaining their feudal state, including the earning of food and money to upkeep their armies. They can declare war and battle against … Read entire article »

Filed under: General Gaming, Misc

JiB on GM’ing: Pathfinder Variant Rules, Character Advancement

Tweet Our final exploration of the variant rules for Pathfinder found in the Ultimate Combat Guide discusses character advancement, the effect of magic and magic items, and takes a look at creatures and how to convert them to use the variant rules as well. Several people have raised some very valid thoughts, questions and even concerns about the variant rules and their impact on game play. Based on the test combats that I have run it seems to me that combat in Pathfinder is a bit more dangerous for the player characters now and the game ends up being a little bit grittier. There are lots of ways to measure the effect of a rule on combat but the one I use is, “How long does a creature stay in play in … Read entire article »

Filed under: Adventure Design, Alternate Views, General Gaming

Post Gateway 2011: thoughts on my games

Tweet With Gateway 2011 behind us, I now have some breathing room to reflect on the games and the prep. I ran three games at Gateway, Ghostbusters LA vs. the Flying Spaghetti Monster; Big Red Planet Hollywood; The Tulupian Avian. I’ll detail each game separately. The Tulupian Avian System: GURPS (in the Traveller setting) Synopsis to the players: An artifact of Ancient manufacture has been discovered on Forine. The object was supposed to be bequeathed to a museum on Grote, but the chancellor of Forine has had a change of heart. The party is the crew of a merchant trader that has been hired by the local duke to take him to Forine where he will try to smooth over relations and gain possession of the artifact (with the understanding that the artifact WILL leave when the … Read entire article »

Filed under: Adventure Design, General Gaming, Reviews

Some Thoughts on Con Game Prep

Tweet I’m running three games at our next local convention, Gateway 2011. Big Red Planet Hollywood — Savage Worlds. This adventure takes place in a highly unscientific setting in “Space!” The party plays a mixed crew (1/2 American, 1/2 British) aboard the Corazon del Oro in a pre-WWII alternate history. Ghostbusters: Los Angeles — Savage Worlds. This is a sequel to a one-shot I ran a year or so ago. There’s a recording of the original session available (warning: it is unedited, very long and has many interruptions). The game takes place in modern day Southern California. The Tulupian Avian: GURPS Traveller (4th ed.). A GURPS game set in the Traveller setting. Because of scheduling, I won’t be able to playtest any of these games, so I’m relying on experience and extenders and delayers. There are … Read entire article »

Filed under: Adventure Design

Game Prep: Adventure Structure

Tweet This post is sort of a companion piece to the show in which we discuss the same subject. This is not about story element, plot hooks, etc. This is about how you structure your story, your plot elements, your clues, etc. , to create the adventure. I’ve identified five types of adventure structures. Why only five? Because most of the other ones I thought of ended up being a combination of two or more of the five. The Linear Structure This is a structure where one scene leads directly to the next. It could be a series of dungeon rooms connected with doors, a pursuit or a mystery where each scene only has clues that lead to the next scene.  This is probably the simplest of adventure structures. Retro-Linear Structure (I’m coining this phrase because I … Read entire article »

Filed under: Adventure Design