Over the last few years I have replaced my weekend Netflix video binging with AP watching, so I am becoming very familiar with AP (“Actual Play”) tropes. While there are a few different types, such as studio shows vs remote games, the ones that totally annoy me are the viewer participation types. Some people may tell me I'm wrong, but hey: this is my March Madness, and my soapbox.
I generally avoid talking about specific game systems, but recently I started a D&D 5E game and I have some experience that can help you in building characters. In one short game, I had our monk character go up against a friendly monk NPC in a fighting match. During the fight the PC had an ability to cause disadvantage and no matter what I tried, I could barely hit the PC. This allowed the PC to overcome the superior NPC―and could allow you to do the same. First, let's do a quick review.
I had this great theme for March. An off the cuff blog. I am I would talk about sports and madness all rolled up in one but life got mad. One of my family members got real sick/injured and I have spent a lot of my free time in the hospital. The job front as you know if you hold down a part time job with near full time hours is hetict. In short March has been really well mad. We have finished the first full edit of Asteria Rising at the end of February early March I do not remember. Now it's time for some development editing.
Throughout this blog I have stressed the role of Players becoming more proactive when it comes to developing the setting of their world. One of the key ways to do this is to understand how they interact with the world. In “The Power to Name,” we talked about the power to control your own background relationships. This time we'll talk about the rest of the setting. NPCs are often played in a conflicting manner: either directly as enemies or as “Hostile Witnesses,” as many GMs tend not to want to give the milk away for free.
As I started to write section, the old Mr. Roger’s song, “Who are the People in your Neighborhood? came to mind, but in this case it was “Who are the People in the Gaming Group?” For some of us they are just acquaintances, but they are often our best friends and loved ones; and let's not forget our “frienemies”―for they too inhabit our neighborhood.
Relationships are complex and prone to change, and because of this they often play a secondary role in games. But this is a shame and not at all realistic: there are many views on relationships and thousands of books written on the subject of relationships, obviously it must be highly important.
Looking back at the previous points, we saw that celebrations are great opportunities to show off various aspects of your character. They give you a reason to live, not just to struggle and kill. We learned that the key to roleplaying a celebration is understanding the rituals of the celebration, and the various ways your character might approach these rituals. When we talked about hanging out with friends in the meta-gaming section, we observed that celebrations help bond friendships and can extend far beyond gaming. Similarly, a good celebration in-game should bond our PCs.
We are going to go uber-meta and a little personal now, and talk about celebrating with our gaming friends. Over the years I've been around many different types of groups, from childhood through college into adulthood. I was closer to some of the people in certain groups than others. Each of these groups provided me with different types of non-game relationships. When I was a teen my friends and I did most of the same things as other teens. We would go to the movies, or to each other’s birthday parties.
We have talked about creating a celebration; now it's time to think about the celebrating. I wanted to simply entitle this piece “Celebrate Good Times,” but if you think about it, not all celebrations are good times. Some are somber occasions, some are evil revelries, and some are just gatherings. Some of them get perverted over time, picking up new meanings and changing into new celebrations. Keep in mind that there are two formative aspects of celebrations in our games: Player-designed celebrations and GM-designed celebrations.