When running a campaign as a GM, especially a free form campaign, it’s important to consider what the end effect of each of your actions and stories will be. One of the most common novice mistakes, including one that plagued me for years, is failing to consider the impact of even seemingly small contributions to the campaign. In a free-form campaign, this can mean that the game doesn’t gain traction and doesn’t get the full dramatic effect, but it can also have dramatic consequences for any game, including a gradual descent into meaninglessness.
Covert Ops is a rules-light game of espionage and intrigue that is a great choice for quality and value. In a day and age when basically everything has been released as a supplement, it packs a surprising amount of content, it includes not only a hundred-and-change page core rulebook but a similarly long GM’s guide, as well as a bulky portfolio of pre-made characters and a ton of additional goodies, such as printable initiative cards, to round out the deal. Continue reading “Thursday Review: Covert Ops Role Playing Game”
Continuing with Ostravia, we’ve seen some significant progress in terms of setting development, namely in that I’ve started to finally make Ostravia a tentative map. I’m not very good at cartography, so it isn’t pretty looking, but it’s sitting there and forming a basis for future progress. In short, not a lot of interest beyond a few musings; I’ve tried to have a couple proto-playtests but finals and the like have been messing with scheduling and they haven’t pulled through.
Impermanence plays a role in many of the most engaging games on the market. It adds a lot of interesting opportunities in games, but it can also frustrate and anger players who miss out on opportunities. However, sometimes it also allows players to customize their play experience and can create a more concise and meaningful narrative than having a messy jumble of content waiting to be played.
One of the challenges as a GM of a decently sized group is being able to know how everyone will act with their characters. The largest issue I’ve seen with this comes from d20 games in which there is a Lawful/Chaotic and Good/Evil scale, or with characters who are inspired by similar “I’m X and Y” archetypes, because quite frankly I’ve never seen two people with the same definition for any alignment who haven’t exchanged notes beforehand.
Game of Thrones is a traditional western RPG, in so much as such a thing can be said to exist, that actually provides a satisfying experience through the lens of a substandard execution. It is set in the same universe as the television show, books, and later strategy game that have been so dramatically successful, and in this respect it provides a pretty good game, but it fails on the things that make it up.
I have good news for Ostravia; I’ve hit the next step on the road to having Ostravia officially recognized as my honors thesis and as such need only get one more document signed to get everything official. Unfortunately, it’s also one of the busiest weeks of the year for me, so progress otherwise is pretty slow.
Artificial Intelligence in games is usually a misnomer. Rarely is it possible to create artificial intelligence that is truly capable of responding correctly to a human player; some AI may be too “smart”, acting instantaneously and without any reason to complete whatever objectives it is given, but it’s also possible to create AI that are not challenging or lack an element of life. Finally, there are concerns with the development side of AI that need to be addressed. The four primary problems with AI are the computing load, task management, player interaction, and vivacity that all need to be addressed.
One of the crucial steps to becoming a great GM is to figure out the style in which you operate. This will help you figure out the pathway to successful games that don’t burn you out and that allow you to create the best experiences for both yourself and your players. This style really boils down into three parts; your relationship with your players, your role at the table, and your way of storytelling.
Be Awesome At Freelance Game Design is written by Creighton Broadhurst at Raging Swan Press. It’s an interesting look at the art of making content for games. However, one thing to note is that it touches most heavily on three independent aspects: freelancing, the games industry, and then writing. If you’re thinking about writing your own stuff you’re not really a freelancer, but it’s also important to note that the guide is more for adventure, campaign, and setting writing than for actual game design, which, to be fair, is a topic which is colossal in scope.