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25 Apr 2018

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.

18 Apr 2018

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. D&D 5E is designed to be a simplified game, and the main mechanic it introduced to do this was advantages and disadvantages, which are meant to reduce the number of die modifiers. The latter is a positive modifier while the former is negative. One obtains these modifiers through skills, abilities, feats, situations, inspiration and DM fiat. The mechanics themselves are simple: both advantages and disadvantages grant you a second roll.

11 Apr 2018

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. Speaking of we got our first work, it's all over the front page so you know all about it right?
One thing I learned this past 6 months is a labor intensive job means low energy for writing. My next works have to be on the small side if I want to complete anything. Some general ideas have crossed my mind.

28 Feb 2018

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. When they are allies, as we talked about in “The Power to Name,” some GMs tend to make them targets. That's because the targeting of love ones often makes for great motivation. In the movie “Taken,” for a famous example, the sentence “Whoever you are, I will find you and I will kill you” was designed to show just how motivated Liam Neeson’s character was to save his daughter.

23 Feb 2018

Now out our first full ebook An anthology of our Blog the Other Side of Table along with 5 bonus blogs you can only get in the book.

DrivethruFiction
http://www.drivethrurpg.com/product/234852/The-Other-Side-of-the-Table?s...

21 Feb 2018

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.

The good news is that most of these relationships are positive and as we stated in previous blogs, we often spend time with each other outside of game nights, truly celebrating our relationships. This is a great thing. If we can transfer this feeling of camaraderie to our characters, we can show growth within our in-game relationships as well. Going to the bars or sharing other non-adventure activities will make these relationships deeper, and will open more roleplaying opportunities during adventure time.

14 Feb 2018

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.

7 Feb 2018

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. Keeping these ideas in mind we can develop all manner of celebrations for our games.

Let's finish this talk about celebrations by applying them to setting development. I'll begin with a little background.

31 Jan 2018

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. I can't say much for doing anything too outlandish, as we were military brats and were raised to behave ourselves, but our times outside the game were just as important in forming our relationships as the games themselves.

24 Jan 2018

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. Roleplaying a celebration, therefore―like all playing in an RPG―is a compromise between Players' stories and GMs' stories. The first thing you want to understand is whose celebration you're celebrating. If you want to celebrate your character's background, in most games you'll need to talk to the GM in advance and get the details sorted out. Once that's done the story is handed over to the GM, who must be trusted with your creation.

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