Archive | May 2012

How the Game Master Can Split a Party

The top reason why I have heard parties should not split isn’t that doing so is deadly, but that it splits focus and detracts from the team working element of the game. In my previous post on splitting the party I covered what players need to do to safely split the party. In this post, the focus is on how a GM can split the party and still keep everyone’s focus and continue that feeling of teamwork. I will also talk a bit about setting up situations that require splitting, role playing and splitting, and how to salvage a bad split. Read More…

Whats on Sojourn Press This Week! 5/28-6/2

Hope everyone is having a fun on memorial day in the states.  The guys at Sojourn Press are getting ready for some sweet summer gaming.   Caleb’s theme this week is all how to split the party without killing the party. This week Keith will be posting about a Faction for you to use in your games “The Grim Vow”

Keep on rolling!

Why Players Should Split the Party

Everyone says it at least a few times during a campaign. “Don’t split the party.” And why not? Because if someone is in trouble, and the party can’t save them, they will probably die a horrible death. There are other reasons of course. If the party is split, half of the group sits around and just listens and the GM needs to keep track of pace and events. However, splitting the party has benefits both in the game world and at the table. The drawbacks can be handled pretty easily, but that is mostly the GM’s job and future post. Read More…

Using Music at the Game Table

Music is a very important force in my life.

I have been playing guitar for about 12 years. I have been playing in various metal and punk bands for most of it as well.  Being a musician, I have a strong appreciation for a wide variety of music. Now that I’m done humbly bragging about me being awesome, I shall tell you what this has to do with RPG’s.  Music can invoke feelings, emotions (not EMO), and moods (well, those are all the same thing, huh). Read More…

The Survival Game

How do you challenge players, teach them how to play better, fill your desire to kill them all, and have everyone loving the game when the night is over? The survival game. The purpose is not to survive to the end, but survive the longest. Every PC is going to die in this game. It is just a matter of time and overwhelming odds. At the same time, the GM is allowed to really let loose, to throw everything at the players, and even experiment with new ideas. This is also not a long and involved game, as everyone should be dead after a few hours. Read More…

Your Voice Vs. Character Voice

Words have power. In the table top role playing games, the spoken word is the main medium. We often ignore this fact, thinking that what we say and how we say it doesn’t matter. In reality, what we say and how we say it can change the game in drastic ways. It can mean the difference between a good game and a great game. It can change the expected encounter into something no one saw coming. Spontaneous or planned, what you say is going to be the deciding factor of how a game goes. Sure, the dice decide if our actions succeed, but our words are going to decide what those actions are and how we deal with the results. Read More…

Adding RPG Components to Other Games

Recently on my trip to Fear the Con Five I got the opportunity to play a wide variety of role-playing game. One of the games that was heavily featured was called Dread. Dread is a system that substitutes traditional dice mechanics for a Jenga Tower. Players make actions and the GM determines the difficulty of the action for player and has them make 1 or more pulls depending on the difficulty. What this does is it separates the normal chance mechanics of dice to building up a feeling of tension. The system was originality created to be used for horror games, but Dread has been modified for different themes. Lucid is a dread variant used for the setting of the movie Inception. Created by my good friend and fellow Kicked in the Dice Bags host Chad. These mechanics from board games had me wondering, what other board games could I base an RPG around.

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