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RPGaDay 25&26

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 ....some kind of viral infection has taken me down over the last couple of days, so this should have been posted 2 days ago. Sorry 25. Familiarity One of the things I love about being familiar with a bunch of different games is being able to bring across fun game mechanics from one system and use them to tailor the session experience in another. I also love it when different players in a group are familiar with different elements of play, and various members of the group can become the default experts for specific subsystems. This was really apparent in the old LARP campaigns I was a part of (and often ran). There was simply too mush happening for one person to handle, so sub-GMs became necessary, each being familiar with the stuff they knew best... one handled the gods, one handled trade, one handled the town guard, etc... I've seen a few smaller scale tabletop games split GM duties in similar ways, but I haven't necessarily experienced this done successfully in a more intima...

RPGaDay 23&24

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  23. Fortune Chance, randomness, the whims of things outside our control. One of the key elements in many TTRPGs is the way it brings random fortune into the game. There was a lot of talk about "fortune at the end" or "fortune in the middle" back at The Forge, I even remember some folks proposing an idea of "fortune at the beginning", but what does this all mean. Like a lot of my posts, I'm going to paraphrase based on memory as I describe this, and probably modify the original intentions to mesh with my current thoughts about game sessions.  "Fortune at the end" reflects a system where players state their intentions for the upcoming events, perhaps focusing on their characters actions or some other element of the narrative, then they declare everything that will modify the potential outcome in some way. Beneficial factors, problematic ones, positive outcomes, negative results, then the cards are drawn, dice are rolled, tea-leaves are read, ...

RPGaDay 21&22

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  21.Charity A loose definition here might be "giving to those in need", and in a TTRPG context it often means sharing the load of the storytelling, or sharing the limelight with someone who might not have been getting their share. I always try to offer these chances to less active players whether I'm the GM or a player. Similarly, where possible, I'll try to set up scenes and actions that not only give other players the opportunity to influence the session, but offer the ability to highlight aspects of their characters that may not have been revealed yet. I want to help facilitate their escapism, to make the game memorable and fun.  TTRPGs are not a zero-sum game. If every individual member of the group is having fun, then the group's overall fun increases too. I always want players to come back. 22. Grit The amount of grit in a TTRPG can really influence whether or not certain players will respond to the themes within. Gritty TTRPGs often focus on survival again...

RPGaDay 19&20

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(Let's hope we don't get jumbled up again... I must have been tired that day)   19. Desire Desires, goals, motives, needs, things that people want are one of their key defining factors... however, a lot of games ignore this vital part of character development. Perhaps it's left as an element of the fruitful void, which is that part of the game that rules circles around but which is ever addressed in the rules so the players can work it out for themselves at the table. As a bare minimum I give every named NPC a desire, when they need a bit more rounding out, I give them a positive desire (something they are trying to achieve) and a negative desire (something they are trying to avoid). Then I give them a strength and a weakness... most NPCs don't need more than this, but if they become key parts of the story, I might work them up with a full character sheet. At the basic level, the desires of NPCs pull on their narrative, and their web of needs impacts on the player chara...

RPGaDay 17&18 (almost back on track)

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After the stuff up a few days ago, I'm in the second day of re-aligning the RPGaDay posts. So that means we're getting back to where we should be... (but running a day late) 17. Endurance (which was actually the prompt from day 15) Endurance reminds me of an idea we had for conventions in the 1990s. Australian Freeforms have been mentioned a few times here on the blog. They're basically a style of gaming for 15+ players, sometimes reaching a hundred or more, with various roaming GMs and a co-ordinating GM. They're a very immersive style of play, and can e hard for tabletop gamers to grok. Typically the games start slow with everyone having their own agendas, but one-by-one those agendas become entangled and each players motives start pulling on groups of players, and decisions have to be made.  At those conventions in the 90s we would often hire a venue for an entire long weekend (Sat-Sun-Mon). Registration for games would occur on the Friday evening, sometimes with pr...

RPGaDay 15&16 (sort of...)

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OK, so somehow I used the wrong prompts on the last post. I ended up using the prompts for days 16 (Composure) and 17 (Intensity), instead of the ones for 13 and 14. Today I'll go back to those last ones and play catch up. So that brings us to... 15 (for which I'm using the prompt from day 13) . Strain I could tie this back to DURF and its encumbrance system, and that was actually the first way I thought of taking this particular prompt, however I'm going to go in a different direction to link things with my three-way tension and vector theory models of TTRPGs. For this purpose I'll go with the definition of strain as a physical, mental, or emotional pressure. From an engineering perspective, strain is the result of stress, and this basically applies to narrative as well. It is under moments of strain that new properties are revealed in a material, and it's similar to the prompt pair I mentioned in the last post . Strain opposes stress, up to a point. Once stress ex...

RPGaDay 2026 13&14

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Almost halfway through the month, and most of my posts that have been due every second day have generally been on time. Let's keep going...   13. Composure The state of being calm, self-contained and in control of your feelings, especially during stressful, difficult or unexpected situations . I like maintaining a facade of composure when running games, I also like seeing the breaking point when composure starts to crumble in the situations where the players find their characters. When the players and characters find themselves at the point where they can't maintain composure, we start to see their true motives and agendas revealed. When the GM starts to lose composure, the game has a tendency to lose focus (which can make for positive or negative experiences, depending on numerous other factors). When characters too composed, we see the way they want to present themselves to the world, and when they aren't composed at all they don't have a chance to control their own n...