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<?xml version="1.0" encoding="UTF-8"?> <rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"> <channel> <title><![CDATA[ Quantum Ogre]]></title> <link>https://quantumogre.blot.im</link> <atom:link href="https://quantumogre.blot.im/feed.rss" rel="self" type="application/rss+xml"/> <description><![CDATA[ The feed of updates to Quantum Ogre ]]></description> <item> <title><![CDATA[ How I Like My Games ]]></title> <link>https://quantumogre.blot.im/how-i-like-my-games</link> <!-- Use the following in future to prevent new RSS-post notifications when the permalink for a post changes: <guid isPermaLink="false">entry_76124920fab448faa8fcc3f7521b25bc</guid> --> <guid>https://quantumogre.blot.im/how-i-like-my-games</guid> <pubDate>Thu, 12 Jan 2023 14:49:01 +0100</pubDate> <dc:creator><![CDATA[ ]]></dc:creator> <description><![CDATA[ <p>Hey all, I made this blog to have a little corner of the internet to drop the ideas and thoughts that I have no other place for. Most of these will be tabletop <span class="small-caps">RPG</span> related, but some might not. </p> <p>Like with a new notebook, it鈥檚 a good idea to get rid of the dreaded blank first page by just putting something on there, whatever it is. So, I guess I鈥檒l start with something short that has been sitting in my notes for a while now; an attempt to put into words how I like to run my games. This is not very complete or revolutionary, but I think it provides some context for the posts I鈥檒l write here later. </p> <p><img src="https://cdn.blot.im/blog_f52828cc98474bfbbdcd06f9c84b8bbb/_image_cache/700a149e-6d25-41ab-a0c7-fac8997f54f1.png" id="center" width="50%"></p> <p><strong>Don鈥檛 roll for looking.</strong> For GMs: if characters would easily see it, describe it to them. If it is harder to find, let them find it when they take actions that would uncover it. For players: be descriptive. Don鈥檛 say you want to investigate, but instead describe what you are looking for or how you are searching.</p> <p><strong>Telegraph danger.</strong> This does not mean players should know exactly what鈥檚 coming, but GMs should strive to give players enough information for them to make an educated decision. </p> <p><strong>Mitigate risk, but don鈥檛 completely avoid it.</strong> For player characters, the underworld is a dangerous place, so being prepared and stacking the cards in your favor is what will keep you alive, but not everything can be planned for, and the biggest rewards are often those others did not dare to go after.</p> <p><strong>Light is a precious commodity in the dark.</strong> The underworld is dangerous enough when you can see what is around. If your light dies, the chances of you following it increase dramatically. So don鈥檛 linger, or make sure to stock up on light sources to allow yourself more time to be indecisive.</p> <p><strong>Die rolls are there to remove ambiguity.</strong> Don鈥檛 roll for actions of which the outcome is obvious.</p> <p><strong>Die rolls are there to fill in the blanks and make the world feel alive.</strong> Random encounters or events are rolled to make the world come alive outside of the player鈥檚 actions and to generate opportunities for interaction.</p> <p><strong>The world is a dangerous playground, not a predetermined story.</strong> The <span class="small-caps">GM</span> prepares the world as a playground and fills it with dangers and opportunities for the players to explore. It is up to the players to set their own goals while running around this playground. Players deciding they want to play with the seesaw and first having to fight the goblins guarding it is what will create the story, regardless of if they fail or succeed.</p> <p><img src="https://cdn.blot.im/blog_f52828cc98474bfbbdcd06f9c84b8bbb/_image_cache/b3fe4782-b748-4dd3-b6c0-3e517add1d9d.png" id="center" width="20%"></p> ]]></description> </item> </channel> </rss>