How to Terrify Your Players(And make them love it)

Since the dawn of time, humans have been attracted in some way to that which terrifies them. Why do we seek out such a primeval feeling? Perhaps it is for the simple novelty of it, the adrenaline and blood pumping, or perhaps it is a trial, of which we willingly undergo, in hopes that it will better increase our understanding of the dark and dangerous world in which we inhabit. Whatever the reason: dread, suspense and mystery can add an element to your game that your players will never forget!

Tabletop games may seem the least likely place for an adrenaline packed heart racing journey into the lands of terror. But, with the right preparation by the game master and commitment by the players, it will be an experience your players won’t soon forget!

 

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To help make up for the upcoming terrifying imagery, here is a neutral, non scary clown.

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It’s All Fun & Games: The History of, and Moral Quandary Presented by, Playing RPGs

Who doesn’t enjoy a good game from time to time? It is a fulfilling social experience, a way to exercise wit and critical thinking, and can be both challenging and competitive. There is an opportunity for discussion, even discourse, a time set aside for relaxing in a comfortable environment, and the stakes are at best minimal. It can be a way to learn, a way to improve ourselves, a way to entertain guests, a way to match wits, and even a medium by which stories can be crafted and told.

For many of us we would include RPGs in this category without hesitation. However, as it were, there is a stigma, particularly in Western culture, against Fantasy and Science-Fiction type RPGs. We hear this most frequently in the form of attacks on Dungeons & Dragons by groups of well meaning but misguided individuals. The concerned groups usual cast damning remarks at RPG Players for dabbling in the occult, black arts, witchcraft, or even lambast accusations of courting demon kind. On a lesser gravity, we also see individuals who have become wary of joining RPGs to a point they simply falter or hesitate. They hear the mention of Magics and otherworldly Realms and choose to remain cautious. Some have heard the advocacy groups attack RPGs so forcefully, it makes them wonder, maybe there really could be something to be wary of, couldn’t there?

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In this article, we hope to first go over the history of RPGs and their development. In so doing we can come to a better understanding of where these games originate, where these controversies first arise, the forms they take, and how best to address them. Then, following this we will look at the common objections against RPGs more closely, and how we may give reasonable answers to those who have questions about the genre. Lastly, our hope is to increase an understanding in the gaming community of what RPGs are, and to further our collective understanding as a society of what elements, if any, we need be wary of when playing RPGs.

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Beginners Guide to Role Playing Games

Roleplaying Games, in many regards, are like some more illicit experiences. If you really want to get into the good stuff, you have to know someone.

Fortunately, we live in a golden age for nerds and geeks alike, and never has it been easier or more accessible to dive headlong into a roleplaying system of your choice. In this article, we’ll go over a brief comparison of some current and popular systems, and what you need to dive into the experience.

GETTING STARTED

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First, there are some groundwork basics that you’ll need. Regardless of the system you choose to explore, you will need a stock of very basic supplies. Several of these are likely already available to you or can be easily acquired.

1) Role Call!

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The first one may be obvious, but it takes some consideration. You will need a group of players! Ideally, your group should consist of a minimum of four and a maximum of seven individuals. It is possible to run a solid RPG with smaller or larger groups, though you should aim for the Golden Number of Five participants.

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After Action Report : Introduction to Armada

A Long Time Ago, In A Galaxy Far, Far Away… Also, a Few Days Ago, In a Basement Not Too Far Away…

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Star Wars! The Sci-Fi Epic of a generation, a universe that has captured the minds of Gamers for generations. Whether or not we all agree with the direction the franchise has taken with the departure of Lucas form a leading role, a truly great addition has been the series of Fantasy Flight Games set in the Star Wars Universe!

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After Action Report: To Storm A Fortress of Gondor

I’ve always felt that a frontal assault on a fortresss citadel would be devastating. Much to my satisfaction, I was not disappointed.

Originally posted by maudit

In a recent round of the Games Workshop title, The Lord of the Rings Miniatures Game, a 1350 Point force of Uruk-Hai and Goblins was pitched against a 750 Point mixed force of Gondorian Foot, Elvish Archers and Dwarven Elites, all defending a long Citadel Fortress Wall with Towers.

It should be noted that this was our first experiment in storming a fortress, and many lessons were learned on both sides. We must note that in the design of this rule set, it is very possible for the Forces of Good to field Heroes that are nigh unstoppable. To this end, there is a footnote in the rules that stipulates a Point Handicap for the Forces of Evil when the Forces of Good choose to field experienced Heroes.

Unfortunately, despite nearly two to one in Points Differential, the Fortress proved to be an unaccounted factor all it’s own. In fairness, though the Point Variance was inadequate for this scenario, much of the disastrous assault can be fairly attributed to a lack of experience and poor choice of tactics.

The battle began with a Goblin force slamming into the Fortress Gate with Siege Ballista support, while the Uruk-Hai contingent swept right to attempt a breach with a Siege Tower and Siege Ladders.

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