Posts belonging to Category Player Advice

Things You Might Want to Know When Being the Bait

Some problems can be solved just by kicking down the door and wreaking havoc, but not always. When the enemy is still faceless and their whereabouts unknown, or when going directly after them would only lead to more trouble, sometimes it’s best to be the trap, letting the enemy come to you. But being the [...]

Silent Characters

Sometimes you have characters of few words; you know the type, the ones who will nod or shake their heads or occasionally toss out a few word insults. And then there are the ones who don’t talk. At all. No, not even then. They’re mysterious, and they’re definitely a challenge to write or play; there’s [...]

Reprise: Keeping Angst in Check

Originally posted on September 9, 2008. Have you ever gotten tired of a character, PC, NPC or just plain fictional, who invited himself to a pity party and never left? So have I.
No beloved peasant villages were harmed in the making of this post.
If you’ve been running games for a while, you’ve probably seen one [...]

Growth and Revelation

In the comments to yesterday’s riff on why I don’t tend to start with my characters pre-heroed, UZ pointed out that there are two things that can both mean character development. It’s a topic I couldn’t resist poking a bit.
I’m going to start by assigning names to them so that we can keep the silly [...]

Things You Might Want To Know When Mediating a Feud

Two sides, both alike in… something, anyway… is an automatic recipe for drama: just ask Shakespeare! Between the inconveniences they cause and the general waste of life and potential they represent, blood feuds are a prime “problem” in a setting for protagonists to find themselves fixing. But there’s a lot to take into account when [...]

Things You Might Want to Know When Mounting a Rescue Mission

When I presented Things You Might Want to Know When Planning a Heist, Michael pointed out that most of what goes into a successful heist plot can also go into a successful hostage rescue mission plan. It’s true, but on the other hand, not all that’s required for a rescue plan is really covered by [...]

Deceptive Reactions

For the immersion/performance-oriented GM, one of the most common challenges is making sure that whatever character is onstage is coming across right: particularly vital when playing those characters who are known for intangible, shown-only traits, and even more so for the most dangerous of opponents. They run a bit, watch the feedback, compensate for player [...]

Culture Acclimation: Five Ways to Not Give Offense

It’s good to know what we need to know before we turn our characters loose on a new culture, and how to find it out, but sometimes knowledge just isn’t enough to keep our character’s feet safely out of their mouths. Instead, we need to figure out where the cultural traps are, and how to [...]

Ways to Learn a World

I talk a lot about characters fitting into their worlds, but I know it’s not always easy. Most of the time, there really isn’t time—or in some cases, there isn’t much motivation, or enough information—for a player to really understand the world that she’s just started playing in, or even the specific combination of culture [...]

Things You Might Want To Know When Dropping Into a Culture

One of the side effects of dealing with worlds not our own is that we’re likely to be dealing with cultures not our own as well (and if we aren’t, why in blazes not?). From a player standpoint, or from the standpoint of a writer trying to deal with a culture not her own, this [...]