In the last article, we talked about the idea of villainy and how it comes in lots of different forms. We gave a few examples, but I want to outline some of those types more precisely in the following few articles.
Tag: Game Master Advice
We’ve never really talked about NPCs. They’re a valuable resource, and there’s a lot written about them by a lot of other people, so I’ve never really approached it before out of fear of repeating what others have looked into.
You have, against all odds, dragged the story to its natural conclusion. Got the players together and kept them hooked. It wasn’t all easy, and you might have even made a few missteps. But you did it. You delivered a satisfying conclusion with a cathartic payoff. Now it’s all over. The game is done. And you already miss it.
Year Zero World Building creates campaign settings using Free League’s RPGs, many of which use the Year Zero system (Year Zero Engine OGL). This month continues exploring Middle-earth, this time going beneath the waves using The One Ring Second Edition (which doesn’t use the Year Zero system).
Immersion is something I see GMs talk around a lot. How ‘into’ the game their players are, how much they do or don’t like the ‘roleplay’ side of things. How to create an experience that really hits players in the emotional place rather than just be a beer and pretzel style monster stomp.
Even if you didn’t run the campaign, you could use these chapters to set up your own version of the Empire, perhaps one torn apart by civil war. This setup could support a unique Warhammer campaign all you own with a post-apocalyptic feel.
How indie games improved my (gaming) life