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The Douchey DM » Entries tagged with "rpg"

Creating a Scene in an RPG

Tweet Scenes are the building blocks of an adventure. They are those moments when the player characters interact with the setting, be it NPCs, searching a site for clues, etc. Organizing your adventure in scenes is, to my mind, the most flexible way to craft an adventure, but there are several questions the GM must ask himself in order to keep that flexibility and have a satisfying session. What Is the Purpose of the Scene? First and foremost, you need to know what your’e trying to accomplish with the scene. Does the scene exist to: Bring about combat or possibly bring it about? Provide the PCs with information? Allow the PCs to gather information? Give time to develop the PCs? Make time for PC-to-PC interaction? Introduce or develop an NPC? Introduce a MacGuffin? There are countess other possible reasons, I just listed … Read entire article »

Filed under: Adventure Design, Advice

What RPGs are NOT

What RPGs are NOT

Tweet We have a tendency in this hobby to borrow a lot of terms from other creative endeavors. We borrow terms from creative writing, film, television,¬†The problem is, sometimes we start equating our hobby with those other creative outlets from which we borrowed the terms, when ofttimes our hobby is very different. RPGs are not Novels I’ve talked a lot about GMs who mistake table-top RPGs for novel writing, with GMs constantly trying to manipulate the game to … Read entire article »

Filed under: Alternate Views, General Gaming, Opinion

Traveller 5 First Impressions

Traveller 5 First Impressions

Tweet I have a lot of great things to say about Traveller in general. It was the second role-playing game I ever played (the first being DnD). It was a trail-blazing game in many ways. It boasted an innovative character creation system, which providing players with a randomly generated character history of sorts. The game mechanics were fairly simple (for games from that era), and the eventual¬†setting was rich in history and adventure possibilities. In fact, from … Read entire article »

Filed under: Reviews

Review: Drinking Quest RPG

Tweet I take my gaming and my drinking very seriously. You have to when you’re on a podcast with the tagline, “Pursuing the RPG Hobby with Reckless Abandon… and beer.” Perhaps because of this, I was recently sent a review copy of Drinking Quest, an RPG card game designed to be played while drinking. In fact, the mechanics require you to be drinking. BEST CONCEPT EVER. Drinking Quest is a very simple RPG by design, after all, they are expecting you to play while inebriated. The game is designed for two to four players. Everyone starts by choosing one of the four pre-generated character cards. These are all about equal power-wise, and have funny names and powers. I was a little disappointed that only one of the four characters is a very female … Read entire article »

Filed under: Reviews

Empowering Players

Tweet We all have seen players completely take their GM by surprise. Usually, the GM has planned one or two specific ways for the players to handle a challenge… and the players try something completely different. This creates a crossroad for the game. Is the GM willing to consider alternative solutions to the problem? The answer should be “yes.” I’m not saying that the GM should always give in to what the players want, but they SHOULD be open to considering logical solutions other than the ones they planned. When the players’ options are allowed, the game changes from the general mice in a maze scenario to a game where players are empowered. The players can stop looking for the “right answer” and really approach the problem from their character’s point of view. … Read entire article »

Filed under: Adventure Design, Advice, General Gaming, Table Politics