![]() When I game, I want to feel like I’m in a movie or a novel. The best game, I say, isn’t a competition. I don’t like games that feel like a grudge match between the Storyteller and the players, each trying to outlast the other and bend the rules to get ahead. I don’t want to play in a game where the evening’s progress is counted by the number of rooms we cleared. I’m not interested in rolling hit after hit in an endless series of battles. I’m not a fan of the classic dungeon crawl. If I had started gaming with just about anyone else, I doubt I would have stuck with it. The characters changed a lot and the books bear only a few similarities to his game, but it was the exciting, cinematic experience that he created which got me going. Back when I was in college, he ran a sci-fi game that prompted me to create the entire Reforged series. It was Aron’s storytelling that first inspired me to write. More by Aron & Erica My Guide to RPG Storytelling cover Title page Forward, by Erica Lindquist These books and their author are not associated with any specific role-playing game company or system.įind more of my books at CONTENTS Cameron McClain, Erica Lindquist, Amber Presley, Jason Coleman and Lacey Waymire The second half of this book details what went right, what went wrong, how I kept the game moving and my friends entertained.įrom the dream that inspired me to the dice hitting the table, this is how I run an RPG. This is an up-close, behind the scenes look at how I make a game. I'll start with the seed of a story idea, go through world-building and character creation, then expanding that basic plot out into scenes, combats and crises. But now it's time to put those tools to the test – making an actual RPG campaign. I've written two other books (so far) on my tricks and tools for running table-top role-playing games. The second half covers using voices, mannerisms, and archetypes to create NPCs, including some of the most memorable NPCs from my own games and what made them work. This companion to My Guide to RPG Storytelling goes deeper into creating in-game crises, with lists of example scenarios and twists. Then they asked for specific examples and ideas, so I wrote another one. My players asked me how I ran my games and what made them work, so I wrote a book. This isn't a rulebook for any gaming system, but it's a how-to for my style of creating memorable NPCs, planning games, and engaging with your players. My players asked me what made my games work and this book is the result. I've been role-playing all my life and I've run a lot of well-received campaigns. ![]()
0 Comments
Leave a Reply. |