Player Driven Roleplaying

Traditionally, game sessions are run by a game master who keeps the story moving and sets up the challenges and rewards. Certainly, this is not the only way to run a roleplaying game, but it is the most common way. It is also the way things are expected to be done according to how the Crimson Exodus roleplaying game is written. However, a lot of importance is placed on the players having the final say over their direction and goals. The player characters, and by extension their allies, friends and family, are entirely the domain of the players and they decide how, or if, they want to tackle each . . . → Read More: Player Driven Roleplaying

VT Tips

In my previous post I talked about VTs. Having used them with several different groups in the last few years, both as game master and player, I have learned a few things about the pitfalls and strengths of VTs. In this post I want to share some of that experience.

Distractions kill your games. Watching youtube, chatting online, having the TV on in the background and so on will all zap the focus of the participants and pretty soon you will have a group of zombies with response time lag and diminished involvement. Distracted players will react – often with a delay – but will rarely contribute and this . . . → Read More: VT Tips

Virtual Tabeltops

As many of you will already know virtual tabletops, or VTs to those in the know, are software programs that allow you and your group to play over the Internet. There is a wide choice. Some, like Fantasy Grounds II, are of very high quality and require you to buy a license. Others are open source like Map Tool. Different VTs have different focus and so may be suitable for different games. For example, Battlegrounds focuses on maps and combat with miniatures. Some VTs are rule agnostic, while others, such as FGII, allow users to write their own rules . . . → Read More: Virtual Tabeltops