But let's be honest, sometimes you just wanna blow stuff up and fight all the enemies in widescreen sprawling combats that define your character as a complete and total ass-kicker.
Given that the emergent style in modern RPGs is a heavily character driven adventures based on flaws, goals and other quirks it amazes me that we haven't talked about how we go about aiding players and what we can do to avoid tipping into the lair of the deadly Melodrama.
These techniques are made to generate ideas outside of your normal scope and can be really good if you feel you're stuck in a rut with the same ideas surfacing all the time.
'That session was pretty surreal' is a term that gets thrown around a lot in our games.
Dystopian fiction is often seen as a reaction to current trends. So can that have meaning inside the context of RPGs?
So, what do you need to do to present an alternate historical universe? Here are some pointers for the genre.
The problem arises when we as GM's begin to think about putting out own stamp on a game.
Comedy in is perhaps the hardest genre to bring to a tabletop game.
When I look back on my RPG experience, I find that most of my favourite moments come when the heroic narrative is upended – a moment when we realised a long D&D campaign was going to end with the cost of victory being too high.
We need to talk about how cool Shakespeare was.