I’ve recently discovered the writing community on twitch. They are a bunch of inspirational yet silly people. Everyone there is trying to push authors along to get their works done, and that’s super cool!
Timeless the RPG has joined in as well. Every Saturday and Sunday morning starting at 7:00am EST tune into twitch for the latest in Timeless development. You get to be a part of the writing!
While you’re there, check out many of the other talented authors:
Mundane Magic, The free companion material for Timeless the RPG, has been released on DriveThruRPG! It is now available in PDF format so grab your copy now.
This companion material expands on the list of weapons for a generic fantasy setting. It adds the common weapon and armor types as well as a list of magical items. Most importantly, all of the graphical artwork is released into the public domain and comes bundled with the PDF.
So what are you waiting for? Unleash your imagination with Timeless the RPG and try it out!
In role playing dice are used to resolve actions. Sure there are diceless RPGs but resolving success or failure is a basic tenant of all RPGs. Considering that resolution as a roll for success there are two ways to accomplish this that Role players are familiar with. First, the player rolls and then the GM narrates the results. Second, the player narrates the results and then rolls to see if it succeeded.
These two types of resolutions can be used to categorize RPGs, but there is a third. This is where the players roll and then narrate.
A player’s first experience is usually the first type type where the GM narrates. It represents the “GM is god” stereotype. Players take actions by describing a simple request and then a roll to verify if it worked. Why things succeed or fail are up to the GM who is responsible for keeping things withing the bounds of the game world and expectations of the group.
The second type in which players narrate then roll constitutes most of (more…)
RPGs are almost entirely united on a single concept. Player should play to their strengths. This means that a player with a particular skill should not just be good at a particular skill, but should want to use it as much as possible.
A very simple example is in dungeon world. A player with a high constitution score will defy danger by powering through the assault. It’s supposed to help the intended character’s story shine by nudging events towards the best way that that character would handle it.
Overall it’s a great idea. Fighters quest for the best +1 sword and wizards look for powerful magical enchantments to compliment them. Players use the incentive of being better in these areas to play in character.
There are also downsides to this. As much as I love Risus and SFX (more…)
It hasn’t been for very long in the grand scheme of things, but one of my hobbies is to read through insightful writing blogs. It’s a lot like following a tech blog, really. It’s my opportunity to find out about trends and to see the new things in the writing world… but I’m not so sure it’s all a good idea
In a nutshell, the blogs themselves are focused on fine tuning elements of writing to appeal to the right audience. That sounds great, but it’s a lot like codifying a skill. Skills are just raw talent applied to experience. Translating a skill into knowledge by writing instructions on it is strange, though. It’s very easy to write instructions but you tend to focus on those instructions yourself, which throws off the balance of skill.
Think of a great baseball swing. The way you hold the bat is a large part of having a great swing, but a heavy hitter who writes a 12 step instruction on holding the bat can lose the actual element of skill that made him a heavy hitter. The next time he swings he may try to prove that the 12 steps are so important and simply abandon the rest of what makes up his skill.
To put this much shorter and more familiar, there’s a reason we say that those who can’t do, teach. (more…)
It’s no secret. I am a role playing gamer. I traditionally shy away from board games, and focus on the blood, guts, and story to be found around the role playing table. Recently I’ve given into my “gamery” side and started playing more board games. It’s a great community of people, and so it’s been an interesting side track.
At this point I’ve played a wide variety of games. From down right awesome (King of Tokyo) to so bad that no single group of players has ever played the game to completion without giving up since its release (Battle Star Galactica the
Board Boring Game). Now that I’ve cut my teeth on the hobby, I can definitively point to the aspect of game design that makes the difference between player fun and player spite.
That element is personality! Players who have an opportunity to (more…)