Are you looking to run better games in the New Year? Do you need ten New Years Resolutions to fail at in 2017? Then look no further. I have ten resolutions I guarantee are unlike any others you’ve seen from OTHER crappy gaming blogs.
The hardest thing any GM has to do is come up with stuff on the fly. Especially when that stuff needs mechanical rules behind it. Fortunately, you have this Marvelous Mechanical Miscellany for Ad Hoc Adjudication and Improvisational Invention.
This week, I ponder the question of when it’s okay to take control of a character away from a player thanks to a question from a reader with a really dumb name.
What do you do when your players force you to turn a nameless, faceless nobody into an actual NPC? What do you do when they don’t even start with a nameless, faceless nobody? How do you make NPCs out of nothing?
Everyone knows that the easiest way to start an adventure is to just have some damned NPC show up and tell the PCs what to do and how to do it. After all, that’s what MMORPGS do and it works for them. So why not do the same in D&D? Because Quest Givers can be so much more than expository text. Don’t waste that potential.
It’s time for yet another Ask Angry blitz! And the first two questions I answer are a little bit of site news. And then I answer real questions. Yay!
Tagalongs: NPCs that join the party. They are often derided, frequently misunderstood, and rarely used well. Because people are dumba$&es. Which is sad because Tagalongs are a GREAT Tool for your GMing Toolbox!
Building compelling NPCs is a tricky, tricky business. And it’s made even trickier by the fact that people don’t even REALLY understand what NPCs are. That’s a shame, because good NPCs are literally the key to emotional investment in games.