You can Play Any Time, Anywhere

Hello to you all! Last time I talked about settings we looked at defining the group’s approach to gaming, whether it’s a GM’d approach or a collaborative approach. We followed this up by looking at the three primary approaches to setting: adventure, investigation, and exploration. Today, we will cover many of the basic genres of gaming. Looking at the different genres, you should be aware how they interact with the previously-defined aspects of settings.
Adventure: These are action-based settings:

Immersion: Is this blog getting deep enough for you?

Is this blog getting deep enough for you? Let’s go deeper. Let’s talk about Immersion. Yes, that hippie word for roleplaying. Some people think it’s annoying, others are scarred by it, while still others see it as the goal of their gaming experience. While roleplaying is important, it’s linked to the mechanics of the game, so it’s a hard topic to discuss in general terms. Later we can talk about group tactics and other roleplaying aspects of gaming, but before we get down to business: Why are we talking about this stuff?

The Mechanics of Creating Gaming Groups

Everyone up for a short post? Here goes.
Finding Your Group
Over the last year I’ve been stuck in Northern Houston, without access to a ride. I don’t have a gaming group here, and the other players I know all have family responsibilities or live in isolated areas that prevent them from forming a regular group. Of course once you’ve been bitten by the gaming bug, it’s hard to avoid thinking about gaming. Have you ever been in this position yourself? Are you in this position now? What is one to do?

Class or Career: Who you are or what you want to

Hello fellow players. A month ago [LINK] we talked about the difference between random stat generation and point-buy systems. Tonight I hope to shed some light on the next major issue of character creation: choosing a class or creating a career. Class-based systems are linked to traditional wargaming. Career systems were designed as a way of addressing some of the issues inherent in class-based systems. Just as I did last month, I will look at both approaches and discuss how they affect us as players.

Class-Based Systems

Playing Into Type

Welcome back! A few weeks ago, we examined a basic aspect of character generation. At the end of the article, we touched briefly on how knowing your play style helps you pick a game that suits you best. Today, we will use Robin D. Laws’ “Player Types” to discuss how people play, hopefully giving insight into your style. Remember these are just Laws’ approach, modified by me to talk to you, the player. The types can blend and your mileage may vary.

A Party of Adventurers is a Troupe of Investigators Exploring

Howdy, Adventurers. I started this blog because statements like “I believe a good game depends on the GM” seemed so wrong to me. Just do the math. A typical game table has 5 people around the table; 4 are players, the other is the GM. If four-fifths of the table are doing nothing, the GM just created the background, theme, mood and setting for a novel without the actions of characters. What is the responsibility of the players to the setting?

Let’s start from the top. What do the players do? With such a fundamental question, it’s best to start with some basic definitions.