Tag Archives: World of Darkness

Steal My Idea: The Character/Player Knowledge Paradox (and what you do about it)

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[Image from Pixabay.com]

Game Master (GM): The flames of the torch dims. The oppressive darkness of the dungeon pushes in. The walls feel closer. The air is thick, making each breath a notable struggle. Holding your hand out before you, the only thing you see past your wrist is the light reflecting off your fingernails.

Darkness. Dungeon. Oppression. Got it. Now that everyone can basically only see the five-foot square they are in, what do you explain to the one party member who has the ability to see clearly in the dark? Continue reading

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Steal My Idea: Should the GM Pass Notes to Players?

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[Image from Pixabay.com]

This post is part of a related thread: Player Knowledge VS Character Knowledge

Game Master (GM): The flames of the torch dims. The oppressive darkness of the dungeon pushes in. The walls feel closer. The air is thick, making each breath a notable struggle. Holding your hand out before you, the only thing you see past your wrist is the light reflecting off your fingernails.

Sometimes, keeping player and character knowledge separate won’t do it for you. You may find yourself purposefully wanting to keep that information away from the other players, even if those players are proficient at separating player and character knowledge. Continue reading

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Steal My Idea: Adaptability and Dropkicking Someone Off a Horse

 

Last week, we started discussing the importance of not erecting a wall between combat and non-combat actions as well as making non-combat actions have an impact during combat. This week, more things you as a GM (and as a player) can do to be effective in combat instead of attacking.

 

 

Generating options as both the player and GM…

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Steal My Idea: Unique, Mildly Impressive Starting Abilities/Equipment for RPG Campaigns

 

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[Very stock-looking stock image courtesy of Pixabay.com]

I’ve been kicking around a campaign mechanic for a while, so I thought I’d document it and share it with you.

The idea is that each player character gets one useful item or ability that has a drawback or they can’t use it with too much frequency. Continue reading

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