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Name: REX Comments: Hey guys, I know you generally cover role-playing when you do the gamer forge but I am looking for something different. I want a table top game that is fun but is not role-playing. I am wanting to take a break but still maintain our gaming nights. Any suggestions? Gamer Forger Response: When it comes to taking a break, DCR recommends: 1. Get outside. Try lawn darts. Throw the frisbee around. Go see a movie. Any movie. But get away from the table or basement. Breathe some fresh air. 2. For some good OTHER games, some good solid choices are Settlers of Cattan, Killer Bunnies and the Quest for the Magic Carrot, Poo*, or Red Dragon Inn. All of which accommodate more than four players, so everyone can get involved. That being part two of this point, INCLUDE EVERYONE. 3. Drinking games should only be played if all involved consent. Meaning: "If one person doesn't drink, pretty much no one does." The whole point of this is friends getting together for a few hours and having fun. Its just no good when one person gets excluded. *Yes, this is the real name to a real game. See also, Nuts. Guy Named Joe believes Nuts is the funniest game, followed by Killer Bunnies.
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Name: Alison Comments: Okay I am in some serious trouble here. I recently decided to try and play a mage in my gaming group and up till now I have only ever played rogues or fighters. I really feel like I am way over my head. I forget half the spells I have memorized for the day and I really feel like I am dragging my team down. Please help me!! Gamer Forge Response: When playing as a wizard (or any kind of mage), DCR says: 1. Index cards, plastic card sleeves, binders, and dry erase markers are your new best friends. Many gaming websites have specialty cards that can be printed for free, and include all the info you will need to keep things organized. Its important to have the info separated and itemized, so it can be easily read at a moment's notice. Include things like relevant key abilities and material components, along with the number of die used to calculate area of effect, damage, and duration. Keeping them in card sleeves or a card binder makes them even more organized and when used, the dry erase markers can be used to simply cross them off your list for the day or encounter, and then easily wiped clean when refreshed. 2. Play multiple roles. Contemporary RPG books define mages as a "controller". Don't be fooled. You can do more than this. Sure, fireball hurts multiple enemies simultaneously, but what about using it to create water by melting all the ice in ice troll's cavern? Every new area you walk into, think of how each of your spells can be used on the surroundings. Slow down your enemies so the heavy hitters can do their job or make it easier for the thief to sneak in or out of something. Shoehorning your mage with a role like "controller" is just plain silly. 3. Knowledge is your best defense. Your are, in theory, a smart character. Play that way. Know when running is better than standing and fighting. You are squishy like a soft nougat. You wear little to no armor. You aren't supposed to enter the fray. No one would hold it against you for keeping your distance. "He who fights and runs away, can live to run away another day." Gamer Forger Listener Email:
Name: The Chaos Lord Comments: Okay first off let me say that you guys are great and I have greatly enjoyed your show. Second did you know that last weeks show is nothing but dead air after your intro and then every now and then you hear sound drops. I am not sure if the file is corrupt or something was wrong with your systems? Hopefully its fixed this week because I have a question for the Gamer Forge. My question is simple and yet not so simple. I am running a campaign which has brought my players, which about 12th level, to fortunetly, or unfortunetly however you see it. The group has entered the plane of shadow and must fight through the shadow plane and come against some demon for the final fight. Help me out here. How can I run the showdow plane well and what kind of demon is worthy of a boss fight? Gamer Forge Response: When it comes to walking the Plane of Shadow, DCR says: 1. The biggest threat is corruption. Heroes are in an unfamiliar area, let alone an unfamiliar plane of existence. The whole point of the Plane of Shadow is that it is a twisted version of their home plane. Buildings and castles that are normally kept pristine and majestic are crumbled and weathered. Staying there for prolonged periods can corrupt the player characters. Try telling them things that aren't true to throw them off-balance. The paladin's coin purse is missing, and there happens to be a thief in the group. Uh-oh. Also, bear in mind that food sources are scarce, as all the food on that plane is tainted and inedible. They will need to find some way to feed themselves. Even better, magics should also start to be a little less effective, as they too, are subject to the corruption of another plane. Being in a constant environment of darkness takes it toll on even the strongest wills. Think solitary confinement in prison. 2. Normal rules don't apply. By it's nature, the Plane of Shadow is different than the Prime Material Plane. Who knows, when the heroes walk into a cavern, they may just start floating to the ceiling? Its dark all the time and light sources don't work the same way that they are used to. Creatures and even sentient beings don't have to follow the same rules like gravity, inertia, or even time. 3. The best boss fight here: Shadow versions of the heroes. Yep. Give them the same powers, hit points, strengths and weaknesses as the heroes. Since normal rules don't apply, let the shadow heroes know the darker secrets of the normal heroes and coax them into fighting on shadow terms. If at all possible, try to get the heroes to fight the shadow versions one-on-one. They will have to best their own inner demons to come out of this fight in one piece. DCR Listener Email:
Name: The Rick-Mietser Comments: Hey guys I am having trouble coming up with a story for my gaming group. And since I see you have the gang from Writing Snippets with you maybe they coudl help me out. I am wanting to run a game with political intrigue, a kidnapped princess, a stolen magical broach, and tyrant king. But I am not really sure where to begin let alone how to tie it all together? Help! Your friend and listener, The Rick-Miester! DCR Gamer Forger Response: To get that magic mix of intrigue, princess, tyrant king, and a fashion accessory, DCR and Writing Snippets say: 1. Consider the possibilities if the princess wasn't really kidnapped. Maybe she left of her own volition. Maybe she was supposed to be kidnapped but escaped at the last moment. Maybe the characters thwart the kidnapping without realizing the big picture. Intrigue! 2. Maybe the magic brooch isn't magic at all, but has a significance altogether powerful. Maybe it's a symbol of the rightful ruler and the princess is stealing it from the tyrant king. Or... 3. The king just has the reputation of being a tyrant and the princess is actually selfish and wants to rule herself. Intrigue! 4. Show the scope of the machinations. Don't include the king and princess directly, but use their servants and handmaidens and guards. These are powerful people and likely will use pawns to make their political maneuvers for them. Especially those hapless players characters. Intrigue! 5. The brooch is EVIL. The king isn't evil, but the brooch has a will of it's own and making him do terrible things. This makes for a litany of, you guessed it...Intrigue! 6. This is important: Bank on your players wanting to get the brooch for themselves. You are drawing attention to it, thus it will become the object of their desires. Plan elements of your story around this. DCR Listener Email:
Name: Barton Comments: best way to run a futuristic game? DCR Gamer Forge Response: To build a wicked-smooth future game, DCR and Writing Snippets say: 1. Infrastructure. Is the government still standing? What does it look like? Has a new one taken its place? Are the players going to be outsiders looking in, or vice versa? Figure out a time period where this will be taking place in relation to the present. 2. There is a schism between people, but how did that happen? Future/dystopian stories often explore themes dealing with the human spirit or the human condition. Think of a very broad theme to help set the tone throughout. Common themes include justifying survival, willingness to tell the truth, capitalism vs. socialism, and forsaking personal love. Have events of this nature be heavy and give players some time to cope with the consequences. These are great role-play opportunities. 3. Opposition. Create conflict before the game even starts. One group of people have evolved into nature revering elves, while another group has evolved into intelligent cannibals, while another has secluded themselves and devoted themselves to the preservation of technology. Now the players have to pick a side and fight for it. To go the extra mile, some good source material to check out: 1. Read "The Hunger Games" novels 2. Play Fallout 3 on the Xbox 360 or PS3 3. Watch The Terminator, Akira or Logan's Run movies 4. The Rifts Earth, Eclipse Phase, and Post-Apocalypse Hero 5th edition are all great sources and systems with which to play off of. Special thanks to the crew of Writing Snippets to help level up your next game. Name: Lewis
Email: Iwilllistentotheshow Comments: Guys, I have a group that is wanting to do a sea campaign and I am honestly not sure how to do it or if I want to even try. I can't imagine how exciting a sea campaign would be. What's your thoughts? Gamer Forge Response: To get a good seafaring (yarrgh!) game, we say: 1. Get to the good parts. Real life on a sailing vessel is boring! Just ask Flagoon. Skip all the mundane tasks of ship upkeep and swabbing decks and repairing sails. Yawn fest. Get to the part where the crew has to stay alive during a typhoon or repel the invading pirates or resist the call of the Sirens. Now that's entertainment! 2. Authenticity. Not to be confused with the boring parts. Let players name key crew members and come up with duty rosters. So when it comes time to get to battle stations, they can yell for a specific person to man the cannons and for another specific person to batten down the hatches. Give them the sense of a real ship. Also, give them a little personal space on a cramped ship. Maybe some personal quarters to call their own, complete with all the decor and personal effects they've collected along the way. This will help them feel invested and "bought in" to the story. 3. Catchphrases*. Its corny, but giving each player some phrase that gives a little snippet of their character away. Just a simple one sentence phrase that sets a starting point for development. "I can see myself on that ship" or "I hope they've got rum on board" are some examples. Give some bonus experience or create a situational bonus for using these phrases in context. *Special thanks to Paul Genesse for helping create a better seafaring game. This would not be possible without him. Name: Randy the Bad Ass Gnome
Comments: Hey guys I have a bit of a sticky situation that maybe you can help me out with. I have set up this epic campaign where my players are searching the land for this Bad Ass Dragon. I have been delaying and dragging the campaign on because I want the final battle against the dragon to be epic and well...BAD ASSED!! So my question is how can I make the dragon just that? I know Dragons have tons of attacks and abilities. What is the best way to run this Bad Assed Mother %*)^$#!! Gamer Forger Response: 1. Use everything! This dragon is the lord of his/her domain, and his/her domain is everything he/she lays eyes on. Think big. That mountainside? Dragon's. Razor-sharp rocks in the valley? Dragon's. Small army of willing servants? Dragon's. It has more at its disposal than just a few claw attacks and a breath weapon. This is your big boss fight, so make it big and boss. 2. Raise the stakes. Everything has culminated to this. Every relationship the heroes have built is at risk. Every loved one, every piece of merchandise, every joke, every grain of wheat in the field is up for grabs. Give players notice to bring their best equipment and to play for keeps, because you sure as hell are. "This dragon wants to end the heroes" is the atmosphere you're looking for. 3. Whatever happens, IT IS FINAL! No second chances here, kids. If the dragon eats you, you are eaten. If you get to find out what the dragon had for dinner last night, then you'd better grab an umbrella, because that thing is hurling on you, whether you want it or not. If the heroes defeat the dragon, then its party time. But if they don't, well...there's always a new campaign that can be formed from the mythos of the heroes missing the big one. Name: Raz the Terror
Email: Mykingdom Comments: So what is your guys thoughts on running a reverse D&D game where instead of playing the characters you play the monsters that live in the dungeon and your home is always plagued with heroes that wont leave you alone? Gamer Forge Response: To reverse roles and play as the monsters, we say: 1. Keep it light and short. This is comedy gold, just waiting to be mined. But it also will not last. This is your filler game in between campaign acts. Its just too good to make it long. By their nature, these monsters are there to be killed by heroes. 2. Tie it back into the big picture. Build a little context. Later down the road, your heroes from the campaign are traveling through this dungeon, or forest or whatever, and they come across a tribe of kobolds or troglidytes or hobgoblins that share something eerily familiar...Hilarity ensues. 3. As with all good adventures, give a reason. Why does this tribe worship the glowing stone? Why pay tithing to the bad ass dragon if its never around? Why pray to the stars? Why watch re-runs of House? So players can feel connected, even just a little. Then let them go and watch your players make the jokes and make like dumb monsters for a while. The jokes will write themselves. Remember, these concepts can be applied to any and every setting, so don't be afraid to use these the next time your group buys a submarine or a starship. Name: The person who will remain namel
Email: nameless Comments: Hey guys I am part of a gaming group that is driving me batty! We start at 5:00pm on Thursdays and honestly don't get started still 6:00pm for who knows why? Then the GM normally gets into an arguement that sidtracks the game and out of the 6 hours we are there we maybe get 1 or 2 hours of actual game play due to smoke breaks, bathroom breaks, dinner, and the never ending arguements. Help me! I am going insane and we have been a gaming group since Junior High and I would really hate to leave and find a new group. But honestly I can't stand the fighting that goes on. I wish they would just leave that at home!! But unfortunetly it bleeds into the game and gaming experience. I need your advise. Thank you The nameless one. Gamer Forge Response: In regards to reaching the boiling point and getting ready to leave your gaming group, first try to lead by example. When others are drawing tangents and fan-boy arguing, be polite and remind them of the real reason they're attending the game session. "Excuse me, gang. We're getting off topic. Can we please get back to the game?" or "Guys/Gals, please, we can discuss this after the game. Can we continue the story?" Yeah, it may seem daunting to work up the nerve to leave your gaming group. But remember: It is your time. Get the most of it. Gaming is a pastime, by its very nature. You have every reason and right to leave a group if you aren't having fun. Yes, they are (ideally) your friends. There's no reason why you shouldn't be friends afterwards. A little politeness goes a long way. They deserve it just as much as you do. You're adults and young adults. Act like it. In a nutshell, it is your choice to leave or stay. Don't feel pressured one way or another. Make the choice and stick by it. Name: Stanley the Tree Rider
Comments: What do you guys suggest for putting cursed items in your game? Gamer Forge Response: In regards to cursing your items...err, I mean using cursed items for your game, the big question is, "How much is too much?" We answered: "No more than one." At least have it do no more than one thing. A bag of devouring is ONLY a bag that devours whatever passes through its mouth. Don't make it end the world or shoot lasers from its newly-formed eyes. However, that one thing can cause additional complications. The bag may decide that it likes your character and try to eat other hands that try to remove it from his/her belt. On your back? It may just try to eat your head and take over your body. Whatever you decide, it just needs to make sense and have an explanation. Also, cursed items make great adventure hooks. Taking a cursed ring across a valley of darkness through a horde of orcs and into a volcano, all while avoiding the lord of all evil? Sounds pretty exciting to me! |
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