While this is a new addition to my small but growing list of online role-playing resources the guides have been posted for a while.
Uncle Figgy has been gaming since 1982 and in 1998 put his first guide online, Uncle Figgy’s Guide to Good GameMastering. I’ve read it and it contains some really good thoughts and things that I believe every GM can take back to the table.
He’s since added a guide for good role-playing, one for good fantasy and one for non-gamers. The last one is important because there are still some out there who feel that role-playing games in general are not good for children or even adults so Uncle Figgy wrote a guide on that topic and does a good job of it.
I want to echo something that he mentions in his note to parents, get involved. I’m not suggesting that you sit and game with your kids (but you’re more than welcome to) but you do need to know what’s going on. Have the kids play out in the open and observe. Ask them questions about the game after they’re finished for the night and look over the books and other items they wish to purchase. Explain to your child why you are doing it and keep the communication lines open, everyone will make out better in the long run.
While I don’t have a pre-teen or teenager in my household I am the father of three children and they have grown up around this hobby and while they do not play yet I suspect they will at some point. I consider myself lucky as my regular gaming group enjoys the kids as much as the kids enjoy having them at the house - right up until bedtime.
You can read Uncle Figgy’s guides at Uncle Figgy’s Guides
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Issue #306 of the Role-playing Tips E-zine is now online - Changing the Rules is now online contains:
CONTENTS:
–> A Brief Word From Isaac
–> This Week’s Tips:
1. Consensus - Establish The Need
2. Do Some Homework
3. Work Out The Basics
4. Analyze Their Impact
5. Write Up The New Rules
6. Play Them
7. Never Be Afraid To Tweak The Rules
–> Readers’ Tips Of The Week:
1. D&D: Knowledge Checks
From: Dwig
2. Virtual Tabletop Tips
From: Arthur St. Onge
3. Not Every Game Is For Everyone
From: Tommi Brander
4. Flour Trap - Redoux
From: Shane O’Donnell
5. Modified Timer Experiment
From: HL
6. Getting The Derailed Campaign Back On Track
From: David Newland
You can read it online here.
If you don’t already subscribe I would recommend it, you can do that here.
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This week’s entry in our role-playing encounter idea collection is the ‘Know-it-all’. Almost everyone has met this type of individual, no matter what the question they have an answer for it along with a (usually lengthy) explantion of why their answer is correct. They also have a gift for coming up with a story to go along with any occasion and love to give advice.
The know-it-all is typically found in the local bar or ale house and could provide comic relief if your campaign is more doom and gloom, or a source of information - whether it’s accurate or not is up to you as the GM and I would recommend that it is correct once in a while.
Some ideas on how to use this individual:
- Have him walk by the party as they are discussing the latest bit of news or information they uncovered and have him interrupt stating that he knows something about it. He then proceeds in a voice much louder than the party would like to convey that information. (Those know-it-alls sure do like the attention.)
- When the party enters the bar the know-it-all is just finishing up his latest story and they recognize a name or place from it.
- When asked by the local authorities the know-it-all responds, “of course I know them we . . .” and watch the players’ faces as the know-it-all spins a tale of their great adventure and the fortune found, of which his share was lost in a crooked card game.
Do you have any ideas on how to use the know-it-all? I’d love to hear them so please feel free to post away!
Be sure to check out these additional encounter ideas
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