Continuing from part 1, I delve into the players' task of crafting their characters who are consistent with the Secondary worlds/settings of their games.
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I peruse the topic of player free will in RPGs.
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I examine the issue of GMs sometimes transcending cause/effect (mechanics or sometimes purely logic) in the game (aka, ‘fudging’). What motivates it? Numerous things, but while I believe their intentions are generally good (“help the players’ enjoyment”), it’s at best a Pyrrhic victory, one which can not only destroy your sessions going forward, but retroactively as well.
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After a conversation on Che Webster's, Role Play Rescue podcast last week, I wanted to share some follow-up thoughts on worlds.One of the vital elements of enjoyment we get from RPGs is the ability for players to explore the Secondary Worlds. This requires GMs to craft rich, detailed worlds, and to avoid cookie-cutter, generic backdrops. But this exploration also requires that the players be on the same page of the world. The need to understand the substance of the world, to be in tune with the zeitgeist of that setting, not wandering around as intrusive aliens. The recent episode of Role Play Rescue:https://shows.acast.com/roleplayrescue/episodes/primaeval-fantasy-with-daniel-jones
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Today I share a conversation with Tablerunner (‘Crispy’) abouthow his RPG appetites changed through the years into a strong desire for the group to feel immersed into their characters & worlds. Chris then shares the changes he’s made in gaming methods to strengthen that role playing goal.
Please visit Chris’ channel at https://www.youtube.com/@Tablerunner
Thanks for listening.
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Continuing from part 1, I explain that identifying the Eudaimonia of RPGs is what allows us to begin the actual journey of movingtowards that ideal state of the game, but this requires employing the notion of ‘Arete’- excellence.
We must employ a host of tools to bring about the changes inour games. Only through this process will be actually transform our Role Paying Games into something that we earnestly want.
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I muse about how we can discern the Eudaimonia – optimal flourishing – of our RPGs. What can RPGs do that no other similar activity can do? Is there something unique about the activity? I believe so, and I believe that once we discern it, we can maximize this strength to create fantastic experiences in gaming.
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-This is part 2 of my interview with Che Webster, the creator of the Roleplay Rescue (RPR) podcast & blog.
-In part 2, he discusses the problem of gamers not getting on the same page about what they want (& don't want) in their RPG sessions, what his own gaming goals/appetites are, & his future goals with his RPR website & podcast.
-The RPR website: https://anchor.fm/rpgrescue // https://roleplayrescue.com
-Che's Twitter account: @ubiquitousrat
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-Special introduction by Tesla, my cat!
-Today I talk with Che Webster, the creator of the Roleplay Rescue (RPR) podcast & blog. Che talks about many topics, & so I split this interview into 2 parts.
-In part 1, he muses on the motivation behind RPR, encouraging gamers to return to the hobby, the psychological difference between online vs in-person gaming, and teaching RPGs to the kids at his school.
-The RPR website: https://anchor.fm/rpgrescue // https://roleplayrescue.com
-Che's Twitter account: @ubiquitousrat
-Part 2 to follow soon.
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Here I have a casual conversation with 2 old friends, Eric & his son, Jordan, who has been gaming since he was in utero. We talk about their gaming preferences, D&D 3.5, & Jordan’s own game-in-development, “Ultra-Real”.
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Another fun group-conversation with John & Nate, and another old friend, Eric. (Bonus-amounts of banter!)
Our main topic: PC Fear, fury, and self-control. My desire in RPGs is to escape a miniature wargaming mindset, to encourage the feeling that the characters are people, not 2-D caricatures. In this case we address the question of PC fear, rage, or even laziness overwhelming their cold, rational sides.
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Episode 18.
A short essay about the role of realism in RPGs, focusing on the clarification of terms, the belief-generating power of realism, and the dangers of "detailism".
All Tolkien quotes are from, "On Fairy Stories".
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This was a tangent from another conversation, which I decided to edit into a stand-alone episode. We discuss the problems with gamers in our groups who have conflicting appetites & expectations, the importance of doing what you can to get on the same page before you ever try gaming together, and of breaking up if you are gaming with people who have conflicting gaming goals.
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Continuing our conversation about magic in Primæval Fantasy, discussing the tools we've used through the years to keep casters in harmony with the kind of Fantasy setting we want.
"Less is more!"
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Part I: My friend & co-magic-system designer, Drew, talk about our decades of work on this magic system, discussing the task of allowing players to possess magic while preserving the kind of Fantasy world we want, where magic remains special, mysterious, & restrained.
Part II to follow.
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This is part 2 with my friends John & Nate on RPG styles.
Here we delve specifically into the nuances of difference with Cause/Effect on the PCs as opposed to all others in the world.
1) What do we allow the PCs to do (more than NPCs) just because they are PCs.
2) To what degree do we “protect” the PCs just because they are PCs.
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Here I am chatting with RPG friends, Nate and John, about gaming preferences & styles. Here is part one. Part 2 to follow soon.
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Episode 12: Menion (https://twitter.com/OldShabbyGamer) & I decided to have a casual convo about RPG stuff, and to split it between our podcasts. Here is part one. Part 2 will appear on his site: https://anchor.fm/menion
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Episode 11 -
Meandering Musings: Making Magic Magical -
Changing methods & mechanics for all supernatural elements in our Fantasy RPGs can strengthen the feeling of awe, wonder and fear.
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Meandering Musings:
Here I discuss the power of the "Unity of Perspective" between the players & their characters, and how severely restricting information from the players deepens the mystery they want. This even includes extending the Fog of War into some game mechanics, especially the supernatural.
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Episode 9 - My first "Meandering Musing" episode.
Here I walk-talk about PC willpower, vigilance, & courage.
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Ep 8 -- Part Three of the "Getting on the Same Page" series.
Here I discuss how which RPG system (mechanics) you use steers the feeling of your game in one direction or another.
As with each part of this series, I encourage gamers to ask, "What experiences do we really want?" and then to pursue that goal using every tool at our disposal. In this instance, it may lead us to change RPG systems.
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Remembering my experience running the antagonist in someone's campaign.
Loads of fun, & it shines light on your GMing style. Maybe you're not as neutral as you thought you were.
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Here I discuss the "RPG Chimera" - The blend of tabletop miniature wargaming and Make Believe, and I muse about what exact mixtures different people actually want. We are not confined to use either a 50/50 hybrid split, nor to stick with whichever variation of the chimera we inherited.
We can transform our chimeras by altering our gaming methods.
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My quest is to create the strongest iteration of a deeply premodern, mystical otherworld, and eschew (what i call) the modernic Fantasy subgenres.
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Here I ruminate on the quasi-historical options we have as backdrops for our Fantasy settings.
Many seem to default to (some variation on) the High-Late Middle Ages, but we have many earlier stages we can use as well, and these can bring specific advantages for Fantasy campaigns.
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Part One of 'Getting on the Same Page' with your groups (and yourself).
This explores the most important element of Fantasy RPGing: What precise Fantasy Subgenre do you want when you play?
Take the time to find it, & then discuss it with your groups.
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I explore incorporating legitimate Cause & Effecting GMing into campaigns.
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A short description of RPGs for those who are brand new to them.
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