The eternal conundrum. A few obvious answers: Continue reading
Huh, I wrote a thing for this but I seem to have lost it. So, super quick catch-up answer instead (which will, I’m sure, be a nice change for any readers who follow me): how can players make a world seem real?
Help create it. Continue reading
After focusing on NPCs I helped create on Day Four, I’m going to change to NPCs created by other GMs on Day Five. I have a tendency to adopt NPCs. I think lots of gamers do, but my drive to acquire new friends in games is so strong that in one game, I rolled a natural 20 on a Diplomacy check (which I was also very good at) and the GM agreed to let me convert an apprentice Necromancer who’d just attacked us over to the side of right, even though it threw him completely for a loop. Smart GMs I’ve had use this to their advantage. Continue reading
I’m going to go with NPCs I’ve created (or that I’ve had a hand in creating as part of an ST team) here for simplicity. It’s hard for me to see which NPCs are cool from tabletop or live games I run because I already care about them, so I have no idea which ones the players like best. Continue reading
After yesterday’s declaration of love for 99% of RPGs, this is a huge contrast. These are the RPGs that have stuck around when the going got tough or newer, shinier things came along. Games I’ll probably always return to. There are so, so many more than these, but these are just a few that have earned a place in my heart. Continue reading
A super vague answer is: a spark of inspiration that means I feel I need to play this RPG right now. A more specific answer: it might be artwork or layout that evokes a powerful feel (D&D 5e, Dead of Night), flavour or thematics that drag me in (Monsterhearts, Annalise, Heroine, Unhallowed Metropolis, most Chronicles of Darkness games) or really beautiful/elegant/innovative mechanics that affect how players and GMs shape a narrative (Monsterhearts, Masks, Cortex). Continue reading