Last time we talked about new RPGs and how to get players to try them. But how do you even begin to work out what you want to play?
Genre Police: That Difficult Second Album
You delivered a satisfying conclusion with a cathartic payoff. Now it’s all over. The game is done. And you already miss it.
Genre Police: Tangled Up In Blue
You have, let’s say, a character who has a romantic subplot. While it’s come up in play, both the player and the GM want to flesh this out. But you can’t really dedicate the time to one player’s date night.
Genre Police: Deep Think
Roleplaying can be a really emotive, cathartic and challenging experience if you want it to be.
Genre Police: World Wide Woleplay
Last article, we looked at a model of a shared roleplaying world. I talked about each of the seven groups I had playing campaigns that affected that shared, or ‘living’ world and examined the way I had chosen to weave the groups into each other.
Genre Police: Life Map
This is an example of a living world. Which is the model presented above. A game world that is affected by several play groups and the knock-on effect of actions in one game, change those in others.
Genre Police: Parallel Play
Sometimes, roleplaying games can become very focused on the heroes.
Genre Police: Zero To Hero
What’s session zero? The GM gathers a group and informs them about the game; you discuss expectations and characters. Where did it come from?
Genre Police: Strange Brew
We’ve finally got to the point of my articles about universal terminology in the RPG community, where we need to talk about the term ‘homebrew’.
Genre Police: Too Cool For School
Ok, this is maybe the most frustrating thing I have encountered as a player.