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You are here: Home / Archives for Drew Latham

Moving on: A Word about Character Deaths

February 6, 2017 By Drew Latham Leave a Comment

Death in tabletop games is a funny thing. It holds a different weight for each gaming group, depending on how the group handles the rules of the game they’re playing. For some groups death is just a speed bump in the campaign, for others it’s a huge deal to grief over. If your group is less punishing, then a death in the party can be fixed by a simple ritual. If yours is a little less forgiving, then the death of a character means they won’t be coming back to that table ever again.

If you find yourself at a more relaxed table, then death may not be a big deal to you. At least not to your real self. But consider what sort of toll that takes on your character. Your character has suffered enough pain to kill him, had his soul dragged out, and stuffed back into his body shortly after. Trauma like that is sure to affect your character somehow. This can lead to some very interesting character growth. How that growth plays out is up to you, but if it’s played out well then death can end up breathing new life into your character.

Maybe your group is a little more brutal, treating death as a finality. This gives more weight to a character’s death, since it means that character will no longer be part of the story. Although something is being taken away with this play style, it leaves room for something new to add to the game. Unless the situation is rushed, your party will most likely want to grief for your fallen comrade. This could lead to an entire game based off the deceased’s funeral. Something like that is very character driven and offers a unique opportunity to explore everyone’s character.

No matter how your group  handles death, death is a very important story telling tool. It paves the road to a more interesting story, but only if you’re willing to drive it. Of course death should be avoided at all costs. To do this, be sure to keep those dice rolling high!

Up to Snuff: Challenging Your Players

January 25, 2017 By Drew Latham Leave a Comment

Games are designed as a way to relieve stress. They’re a distraction from the tougher parts of our lives that we use to have fun. Why is it then that a lot of us players crave games that are difficult? For many of us, the challenge is seen as something to be overcome to prove how good we are at a game. So it stands to reason that the higher the hurdle, the better the feeling that comes with beating it. However some games have missed the mark and set the challenge too high. This just leaves the player with frustration. So how can we find the right height hurdle for your players to jump? Let’s take a look.

The first step in setting the highest possible challenge for your party is evaluating your party’s capabilities. If your players are particularly smart, they may be able to fight their way through encounters that are several challenge ratings higher than their own level. Judging this uses the slow and steady technique, requiring tweaks over the course of some games. If your players do particularly well (not due to lucky rolls) then you can bump up the challenge by a few levels at a time. If they are starting to have a little difficulty, then you can bump up the difficulty one notch. Continue in this fashion and soon enough you’ll have a finely tuned game that your players will get a thrill out of.

The second way of evaluating your party requires knowledge of the game system you’re playing, but if done right it can lead to interesting games right off the bat. You need extensive knowledge of both the monsters and your players’ characters for this. You’ll be looking at the party as a whole and determining a few things. By looking at their abilities you can determine the total amount of damage they can put out in a fight, as well as their DPR (damage per round). This will give you a good idea of how long the fight can last until your party runs out of steam. Next, you want to account for everyone’s health and healing capabilities. This tells you how much damage your monsters need to do to kill the party. Once you have these numbers, you need to put them together and match them to a monster group that suits your story needs. You can make minor adjustments and then boom! You have a killing machine that should last against your party and push them to the brink of annihilation.

No matter what route you take, just remember that a challenge is only fun if it’s not overcome by frustration. If you can find that nice balance, then you can create lots of memories. Last stands, fights won by crits alone, and off the wall ways of killing monsters are but a few of the side effects of a challenging game. So both for your sake and theirs, keep those dice rolling high!

Avoiding Complete Obliteration: How to Avoid a Total Party Kill

January 23, 2017 By Drew Latham Leave a Comment

Imagine yourself in combat. Your party members lay around you, dead or dying, leaving you to face a dragon all by yourself. You charge headlong into battle, only to be smited down shortly. With no members left alive, that results in what is called a total party kill, or TPK for short. A TPK usually means something went very wrong. Poor planning on the GM’s part, poor play choices, or even poor rolls can all lead to a total party kill. This leads to everyone making a new character at least, since there’s no one to revive to party. If it was a particularly bad loss, it could even lead to a new campaign. You don’t want either of these, so how do you avoid a total party kill? [Read more…]

Real Life Adventures: Griffcon 40

October 13, 2016 By Drew Latham Leave a Comment

As much as I relish the adventures of role playing games, I don’t often get involved in many real life adventures. So I was excited to hear that one of my favorite gaming shops, The Griffon, was hosting a convention. This wasn’t the first convention I’ve attended, nor will it be the last, but it was my first gaming convention. It was a fairly new experience for me, and it made for a good adventure. Gather ’round and let me tell you about it. [Read more…]

Character Quirks: a Dash of Flavor

October 3, 2016 By Drew Latham Leave a Comment

A nervous tick, an irrational fear of small animals, a one of a kind weapon. Even if it’s small, one quirk is all it takes to make a character memorable. So what makes a character quirk memorable? It has to be interesting, and it has to fit well with the character’s theme. A poorly thought out quirk will make the character a chore to play, but a well done quirk will make your character fun to play no matter what. Let’s dive in and look at character quirks; what they are and how to make them memorable. [Read more…]

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