Today, I’ll be outlining a setting; it’ll necessarily rough, but it covers what I’ll be working on during the next month for preparation as well as being the setting that I’ll be writing a story for in November. I refer to it as either the chthonic world or as the Aragarthan Nations setting for reasons that should become clear quickly.
Today I’m going to talk about the two things my Patreon is about – the creation of fiction and the creation of game material. Specifically, I’m going to talk about the twin events of November – National Novel Writing Month and National Game Design Month. This comes up now, rather than in November, because October is usually the ‘prep month’ for these events.
Today, I’ll be talking about some thoughts I had while on my short hiatus this last week; my wife and I went to the Sequoia Forest in California and passed some things that made me intensely aware of how the world changes whether or not you’re around to interact with the change. Incorporating this into your games may be something to consider, for the sense of realism and immersion it can bring.
Today, I’m going to talk about the ‘holy tetrad’ of RPGs and why it can be helpful to break out of those expectations. Whether a tabletop RPG or a video game, almost everyone knows the classic party build – a tank (the warrior types), a healer (clerics and their ilk), and damage-dealers in the form of mages, warriors built to hit hard and often, and rogues knifing things in the back.
Today I’m going to go over the basic format of creating an ongoing campaign for novice GMs. This is in the same vein as converting material into adventures for the Cypher System – if you’re reasonably experienced as a GM, you won’t need this.
Today, for a friend, I’ll be talking about how to take things you have – books, video games, or whatever else you might have on hand – and turn them into playable material with the Cypher System. It’s relatively simple, but I’ll be operating on the idea of the person doing the converting being a novice to GMing.
Today, I’ll be talking about the very small number of tabletop games I know of that don’t rely on dice for a resolution mechanic. Some are straight up storytelling games that rely on the GM’s decision-making capacity, such as Amber Diceless, while others – which I sadly know less about – use alternative methods, such as the card-drawing system of the “Age of Mortals” version of Dragonlance.