Genre Police: In Defence Of The Monster
Perhaps the most hated trope in the entirety of roleplaying is the DMPC, a character created by the DM as a party member.
Perhaps the most hated trope in the entirety of roleplaying is the DMPC, a character created by the DM as a party member.
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.
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.
Since I use some words in ways that are unique to the Sea of Stars, I figured I had best share them for people to be able to know what I was talking about. 😉
In the last years, video games have made popular the term “procedural generation” – and this is how it works at its most basic levels: a system where you have certain rules and frameworks, and a big database to draw from and fill the blanks.
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.
Varying the relationships with the place and people creates a deeper piece of game lore, especially if some players are in different groups.
Planning for a new campaign of Shadowrun . . . if my players are interested.
Professional DM Ben Jackson-Ellery walks us through how he linked seven different games into one game world, using parallel story techniques and guest appearances.
As much as a GM presents a believable world, the players’ stories quickly become the Axis Mundi around which the story revolves. This isn’t too much of a problem, but it can shatter the feeling of reality in the game when players make all the big world-changing decisions; their dramas are the core of every event.