Wednesday, March 25, 2015

A Need for Speed

This week's Howling Tower blog specifically for players is posted over at Kobold Press. The topic is playing fast. I support it.

"Take time to deliberate, but when the time for action comes, stop thinking and go in.”

―NapolĂ©on Bonaparte

A combat turn in most RPGs represents 5 to 10 seconds. If you spend much more time than that deciding what to do on your turn, you’re wasting time.

That doesn’t mean your turn can’t take more than 10 seconds. It means you should answer the basic question, “what am I going to do this turn?,” in 10 seconds or less. Figuring out specifically how your character performs the chosen action within the allowances and restrictions of the rules can take substantially longer than that, especially if a fancy maneuver, an unusual weapon, or a complex magic spell is involved. But the basic question—”What am I going to do this turn?”—should be made quickly.


Read the rest at KoboldPress.com.

Steve

Wednesday, March 18, 2015

It's All About Teamwork

I've been so busy, I almost missed the latest posting of the second installment of my blogs for players over at KoboldPress.com. But you shouldn't!

A group of RPG characters is like a U. S. Army Green Beret team or a Navy SEAL team. Every member of the squad has a specialty, and for the group to succeed, everyone needs to be on the job. That means cooperating with teammates and sticking to the plan when the world, in the guise of the GM, throws its full weight against the heroes and tries to cast them down in defeat.

The story (the adventure) has a villain, and he wants to win. His goal is not to provide the heroes with a heady challenge that fills their lives with excitement before they inevitably triumph over the villain’s ambition. That outcome is the exact opposite of the villain’s goal (unless your GM adheres to the idea that villains should have fatal personality flaws like those outlined in this i09 article on the 12 biggest blunders evil wizards make. A worthy villain will do everything in his power to prevent that outcome.

This doesn’t mean the GM is out to screw the players, but it does mean the challenges characters face won’t be easy. No one should expect to be allowed to skate through “for the sake of fun.” Before it’s all done, you should expect to be in a no-holds-barred fight to the death—meaning that if you lose, you die. In a situation like that, what could possibly be your motivation for working at cross-purposes to the team?

Read the rest at KoboldPress.com.

Steve