PC Death, so this is what it feels like.

At the last meeting of the gaming group I play in something happened that I didn’t plan on, Devlin my PC, the duskblade everyone at the table had come to count on for the big hits when they were needed (have to love that channel ability) was killed.

I was given fair warning by the GM, in fact he even suggested that I might want to back off and if it had been another character I may have but Devlin saw combat as the ultimate test of his abilities and would not back down. Standing there with just a handful of hit points left knowing that the next hit would most likely kill him, he hung in there and was rewarded with a glorious, in combat and in character death.

Sitting at the table I was filled with mixed feelings. One part of me was clinical and was already at work on the next character I would bring to the table, after all “it’s just 32 points to a new character,” but another part of me was a bit saddened by the character death.

We all know this is a game but until that moment I didn’t realize the investment we make as players in the experience everyone at the table has. When you sit behind the GM screen you know what you’re responsible for and yes you feel a bit of pain when your favorite villain is defeated and possibly killed but you’re expecting that. As a player you’re not expecting to have your PC die, you’re thinking about the next battle, what you’re going to do with all that treasure, what the next level in abilities will bring – not what your next character will be.

So what did I take away from this? A sense that I need as a GM to respect my players’ characters a bit more. Am I going to change how I run things? No, but when a PC death happens I’ll find a way to mark the occasion and not just let it become another evening in “Scot’s campaign of PC death.”

May your dice roll well.

Roleplaying Tips E-zine Issue #357 is now Online

Issue #357 of Role-playing Tips Weekly is available online - 9 Spheres Of Influence
My Broad RPG Planning Checklist

In the latest issue posted to the site Johnn goes over his 9 Spheres of Influence which forms a type of checklist that he uses when he’s planning. It’s his ‘top down’ approach to his RPG endeavors including everything from the campaign level right down to the encounter.

There’s a lot to be said about this approach, in fact I find that some of his thought process and ideas mirror my own. I hope you find some good information in there as well.

Enjoy!

Contents:
–> A Brief Word From Johnn

–> This Week’s Tips:
0. The 9 Spheres Of Influence
1. GM Preferences
2. Player Preferences
3. Game System
4. Game World
5. Campaign
6. Character Preferences
7. Adventure
8. Session
9. Encounter

–> Readers’ Tips Of The Week:
1. Running An Adventure In A Laser Game/Paintball Range
2. Parents: Finding Time To Prep And Game
3. Remember To Take In-Game Notes Of Loose Threads

You can read it online here.

If you don’t already subscribe I would recommend it, you can do that here.

May your dice roll well.

Official D&D Game FAQ Updated

Wizards have updated the FAQ for D&D and for those that are using the Tome of Battle or Dungeonscape you may want to grab a copy.

There are three class updates, The Crusader and Swordsage from Tome of Battle and the Factotum from Dungeonscape. In addition there are some updates related to Maneuvers and Stances and a clarification as to what happens to a summoned monster when the caster dies.

You can grab a copy of it here.

May your dice roll well.

Use Index Cards for Reminders

How many times did you forget to add in a temporary modifier? How about that feat which gives you a bonus to hit or a modifier to your armor class? Or that bonus you get from something that another member of your party did (e.g. the bless spell)?

To keep from missing out on these create a reminder card for each. Take an index card and write down what the skill/feat/spell is along with the highlights and then you can place the card in front of you while playing.

For example, I’m currently playing in a 3.5 D&D game running a Duskblade and one of the spells he has at his disposal is, magic weapon. The card created would have Magic Weapon across the top and would state the +1 enchantment bonus granted on attack and damage rolls along with the duration, 1 minute/level.

When the spell is cast during the game the card can then be placed in front of me as a reminder that I need to add that additional bonus.

This works for the GM as well. Be sure to create cards for the same types of items your players will along with reminders for spell like powers of the various creatures the party will encounter and the secondary effects of spells, traps and poisons.

May your dice roll well.

Available Online - Roleplaying Tips E-zine Issue #356

In case you missed it over the weekend issue #356 of Role-playing Tips Weekly is now available online - Inspiration For Your Games: Superstition Contest Entries

Johnn shares with us a large number of the superstitions that were entered into the contest he recently ran. There’s quite a list and you should be able to plug any number of them into your campaign setting regardless of genre.

There’s also a superstition generator and a couple of tips on using lore and rituals as well.

Be sure to check out the reader tip about scenario planning as well. The emphasis is not on the location but on the event something I’ve been trying to do for quite a while.

Enjoy!

Contents:

–> A Brief Word From Johnn

–> This Week’s Tips:
1. List Of Quick Superstitions
2. Superstition Generator
3. The Value Of Lore
4. Adventurer Rituals

–> Readers’ Tips Of The Week:
1. Chaotic Good Game Room
2. Resume Mid-Combat With Digital Pics
3. Scenario Writing - Plan Events Not Locations
4. Flowchart Your Adventures

You can read it online here.

If you don’t already subscribe I would recommend it, you can do that here.

May your dice roll well.

Next Page »