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Keepers of Balance, The Grim Vow

I have been playing quite a bit of Diablo 3. The class that I am playing the most is the Monk class. Monks have been a very decisive class in D&D/Pathfinder. When anyone plays a monk, they want to play a Shaolin or wire-fu monk. But with some re-flavoring you can make a monk that better fits the medieval fantasy view that fits most settings. The purpose of making these factions for Gm’s as a source of NPC’s and new backgrounds for players to pull inspiration from. Factions I tend to create are left purposely open to work with any setting and allow the dm or player to embellish with their own flavor or taste Read More…

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Building a Reason To Adventure

The five strangers meet in a tavern. They realize they all have skills that can be useful and decide to work together. They hear a rumor of trouble nearby and they go kick monster butt. They discover a sinister plot and chase after a mcguffin for twenty levels. The entire time, they work well together and are friends despite the gross differences within the party. 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…

Character is Plot and Story is King

Your personal story, the plot of your life, is driven by your decisions. Your decisions are driven by your past experiences and personal history. At the end of your life, you or the people you love will sit around and tell only the most memorable, interesting, and powerful stories of your life, and the kings of those stories will become the true inheritance to the generations that follow you.

The way you roleplay your character, and the decisions you make playing them, is going to be influenced by three things. The first is your own personal life experience, which for most players is the largest influence. The next one is the character stats, which some min-maxers use to decide most of their actions, but not necessarily most of their roleplaying. The last, and possibly the most overlooked is the character’s personal experience and past. In my opinion, this can be the most important factor in deciding if a character will be memorable or not. The reason has much to do with what I talked about earlier. The character’s plot is driven by decisions, the decisions are driven by experience, and at the end of your year long game only the most memorable, the kings of the story, will be remembered. Read More…

Party Pranks and Teasing

From Paizo.com

You know the snake will end up in someone’s hair.

Before I start, I want to make it clear that I don’t condone anyone causing harm to fellow party members. Neither do I encourage people to create and nurture negative feelings within a party.

Pranks are a fun way to spice up party interaction. Under the right circumstances, you can stop a game for a short break so everyone can stop laughing. Do it wrong, and you can break up a group. So when and how can you pull these off right? Read More…