I think everybody's thinking about roles in some way or another when they come to the table. But how we think about roles is going to be as important as what we think about them. Today I want to start by talking about how I encourage people to think about them and why I do that, and over the next few weeks I'll talk about how roles work in some other games, and whether they work well or not. 4th Edition D&D focuses on roles, and I'm definitely going to talk about that next week, once we get through what roles mean.
Showing posts with label At My Table. Show all posts
Showing posts with label At My Table. Show all posts
Wednesday, October 26, 2011
At My Table: We Think About Roles
Monday, October 17, 2011
At My Table: Conversation Café
At my table, instead of characters meeting in a bar, we use Conversation Café. It's a method of discussion which encourages deeper character descriptions and leads to each of the players having a better understanding not just of the other characters and their place in the party dynamic, but often their own as well. It's been effective with new players and experienced ones, and serves as a kind of round robin fireside chat.
Monday, August 29, 2011
At My Table: We Vote on House Rules
At my table, we vote on the house rules (which can be found here, on our as yet sparse wiki)
I run two 3.5 edition D&D games, and I've been running one for about eight years now. The players and characters fluctuate, but I try my best to keep them going. I decided I wanted to use some house rules about two or three years ago, after learning more about how the mechanics fit together on various gaming forums, especially the Wizards Forums, Brilliant Gameologists, and the Gaming Den. Before that I was a little naive. I actually banned monks for being overpowered. It's okay. I got better.
I had experience with house rules in the past as a player, and they often went unannounced, were executive decisions by the GM, or took the form of extensive "Patch kits", sometimes in excess of thirty pages. So when I thought about making some, I resolved to try not to do any of that. I wanted them to be light (less than two pages); general, rather than tweaks to specific classes or abilities; and community supported. My general policy is that things aren't a problem until they're a problem, which saves me a lot of time not putting out fires that haven't been lit yet. And realistically, if I couldn't present a clear enough case for why these house rules would make the game more fun, then we didn't need them. While doing that, I learned a lot about the benefits of establishing them democratically, and about a few of the challenges involved.
I run two 3.5 edition D&D games, and I've been running one for about eight years now. The players and characters fluctuate, but I try my best to keep them going. I decided I wanted to use some house rules about two or three years ago, after learning more about how the mechanics fit together on various gaming forums, especially the Wizards Forums, Brilliant Gameologists, and the Gaming Den. Before that I was a little naive. I actually banned monks for being overpowered. It's okay. I got better.
I had experience with house rules in the past as a player, and they often went unannounced, were executive decisions by the GM, or took the form of extensive "Patch kits", sometimes in excess of thirty pages. So when I thought about making some, I resolved to try not to do any of that. I wanted them to be light (less than two pages); general, rather than tweaks to specific classes or abilities; and community supported. My general policy is that things aren't a problem until they're a problem, which saves me a lot of time not putting out fires that haven't been lit yet. And realistically, if I couldn't present a clear enough case for why these house rules would make the game more fun, then we didn't need them. While doing that, I learned a lot about the benefits of establishing them democratically, and about a few of the challenges involved.
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