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Name: Lord Abernathy Comments: Gentlemen, I want to say thank you for doing the Gamer Forge segment and helping us gamers. My question is simple and yet complex. I am running a Star Wars Campaign and I am struggling with balancing the system. Everyone wants to play a sith or a jedi. How can I run a fun game but limit their access to these character types because they really unbalance things. Your continued listener, Lord Abernathy Gamer Forge Response: When in Star Wars, you play, recommend, DCR does: 1. Take a hard line. We know this contradicts one of our Ten Commandments, but it's just a lot easier. It's either Jedi or Sith. The two of them just aren't going to co-mingle for any extended period of time. UNLESS, your little Dark Lord in Training Wheels can keep up a good front. But don't blame us when the gig is up and your group explodes into one giant internal conflict. But that does give some interesting plot devices. Regardless, we think its better not to open this can of worms if it can be helped. 2. Its all about the E-R-A. Not a "g" funk era with a gangsta twist. This is era in the SW timeline. Knights of the Old Republic, Mandalorian Wars, and Darth Bane eras are all kosher to have multiple Sith Lords running around, canon-wise. Rise of the Empire and New Jedi Order, not so much. Also, if you play in the Rise of the Empire time frame, remember that your Jedi players have to keep a good cover and lay low! Or they will have a heap of trouble coming in the form the Empire and some of their Star Destroyer buddies. 3. Blending in. If your players are deadlocked and cannot reach a unanimous decision about either Jedi or Sith, then one side (Sith) will have to go incognito. Meet with those players on the Dark Side before a game session and be very clear what the consequences are if they are found out by their Jedi compatriots. Which absolutely meets the criteria for another of our Ten Commandments, "Thou Shalt Respect the Consequences of Thine Own Actions." So if they want to increase their longevity, remind them of the risks. Same goes for the Good Ol' Jedi. The temptation of the Dark Side will be magnified due to the closeness of characters, who by all accounts, should be actively trying to corrupt them. *To go the extra mile, A Guy Named Joe recommends watching Sherlock Holmes or Oceans 11. Get some good ideas about how to overlap conflicting interests and place key story elements in a way to have seemingly innocent moments more relevant to your story. Also, both movies kinda rule your face.
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Name: The Wizard Comments: Okay I am creating my campaign and I am wondering what do you think is more fearful and a better big boss villain. a) Dragon b) Demon c) Evil Wizard d) Demi God e) Magical creature And why? Gamer Forge and the Playing group know as "The Corner" Response: The wizard wrote in a great question however you don't need a big dragon or a demon to terrorize the group. Sometimes the best villains are meager mortals you have grand designs of their own. Here are a few ideas for your villain creation. When it comes to a hive of scum and villainy, DCR says; 1. Personal attacks. Have it get real personal. Maybe your villain captured and tortured one of the heroes and left them with a hand full of broken fingers. Damage something they truly value, like reputations or family. Most importantly, SHOW IT HAPPENING! Go into detail. This shows just how personal it is. 2. Attack sideways. Make your heroes do something other than blunt force smashing and straightforward assaults. They'll have to re-think their strategies. Incite a civil war in the streets of their hometown. Send in a sleeper agent at the start of the game. But make like you're playing nice to them. Its part of the illusion; you're playing dirtier than you've ever played before. 3. Terror! Do something horrific, but only do it once. A cannibal only needs to be seen feeding once to have the reputation of a cannibal. Maybe the evil lord has a human shield of no less than 5 innocent children at all times. You only got to see that once to get the hint about the guy/girl. One time is all you need to establish just how low this being is willing to stoop to win/stay alive. This brings us back to making a villain they will want to defeat. DCR Gamer Forge Listener Email:
Name: Shadowhawk Comments: You guys have covered just about everything its seems with the Gamer Forge. Hopefully you haven't covered my question. 1. How can I go from running games out of pre-written modules and to something of my own creation. 2. What is a good balance in world creation? 3. Is there anything as too much roleplaying? 4. And finally what is a good style to write for my adventures? Shadowhawk Gamer Forge and the Playing group know as "The Corner" Response: Even though Shadowhawk asked several great questions we could only select one of these and we went with the first one. When going from the box to a free-form jazz odyssey (Jazz Hands!), DCR says; 1. Hook! It's all about the initial buy-in. Give a reason to jump away from the module when it is time to jump away from the module. No need to rush. Once you got everyone sold on your hook, you can drop the box and move into your own efforts. 2. Bait! Entice the adventurers with something they want anyway. Think back to an early conflict where someone escaped and comes back for revenge. Take juicy tidbits from character backstory and throw them something they would want to chase. Remember, GMs/referees/DMs/storytellers/watchers/mediators, you are entertaining your players. That leaves us with... 3. Pay attention! Read your players. Know what they will do next. At least have a good idea of what they will do next. Look for seemingly harmless incidents that the players wouldn't think about later. Sometimes, the best encounters don't involve a big, bad monster, but when something bites the adventurers on the ass down the road. |
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August 2013
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