Whether you’re creating a hero or villain, prince or pauper, enemy or friend, we’ve all had difficulties. Both DM’s and players alike have hit that creative wall. This will be a quick guide to help you stencil out your character idea.
As a DM do you find yourself without much time to plan out the details of each quest? On the other hand do you feel like your players are running the show and you want more control? This post is for you, as I discuss two different styles of storytelling, and a couple of games that exemplify these styles.
Just because you have a game that runs for awhile does not necessarily mean it’s a campaign. It needs some glue. In this post I’ll talk about some of my past campaigns as well as some examples from movies and books.
In April, we posted several things the House of Wolves expansion for Bungie's 'Destiny' needed to do in order to expand upon a great framework of a game that still hasn't hit its potential. Ten days after launch, we check back in.
Your party has defeated the dragon terrorizing the local population, rescued the noble from the bandit lair and stopped the nuke from hitting the orbital space station. But, how does it all tie together? Where do you go from here? Well my friend, it sounds like you have an adventure on your hands.
Quest writing is a lot like writing short stories. It also has an antagonist (NPC’s) and protagonists (PC’s). The best part is that if you know how it starts, where you want it to end, and your players will help you write the middle part.
Technology stuff, Game reviews, poorly photoshopped images and offbeat humor from the geeks who run spokesman.com and spend too much time on Imgur/Reddit.
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