Blog Archives

Daring Adventures: NPCs

Non-player characters are often handled as just a flip side of the player characters by most systems. I tend to think that for a truly amazing, cinematic feel, the threats have to be broken down into categories. You have faceless Minions, competent Cohorts, and Enemies. The way this engine handles minions is similar to a few existing games, but I think I have a solution that allows for granularity in minion quality without needing a large statblock. Cohorts are given stat blocks like PCs, but they aren’t as powerful, nor as hardy. Enemies are like PCs in every way, and archenemies are just a little bit better.

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Daring Adventures: Character Soveriengty

I have seen plenty of role-playing sessions where characters are seduced, intimidated, or charmed into doing all manner of things they don’t want to do by single die rolls at a table. Most players of interaction specialists will claim that this is good because it provides exact, concrete results for the benefits of them using meta resources (experience or character build choices) to select these powers and abilities rather than combat related ones. Still, every player hates being told, “Hey, the warlock charmed you. You don’t suspect anything is wrong and will do even unreasonable requests if asked by him. In fact, he’s asking you to give him the key to the nobleman’s daughter’s private wing….” Read the rest of this entry

Daring Adventures: Combat

Often I see one of two things out of gamers at a table. If combat offers lots of crunch, some players will get into it. The more ostentatious or outlandish their exploits can be, the more they desire to play the game. While I’ve seen others have their eyes glaze over as soon as the GM says roll for initiative. I tried melding elements together to get the best out of both worlds. I wanted people who dislike combat in role-playing games to feel like it is simple enough that they can have their character do what they desire without having to memorize a codex of options, and that it doesn’t take forever to resolve their actions so that they can move on to something more interesting to them while still feeling like they are contributing to the group’s goals. Yet, I still wanted those same options people have come to expect in rpgs, such as repeating fire being useful in general, or ambidexterity or dual wielding being awesome. Read the rest of this entry