In today’s entertainment world, it seems we are flooded with a plethora of shows that seem to just run into each other via plots or ideas. These shows tend to be very unsuccessful and usually end within the pilot or the first or second season if they’re lucky. But then, there are those shows that seem to triumph over the rest, the ones that stick out, the ones you might have thought you would hate but would come to love. Situation Comedies or “Sitcoms” go best with this pattern, in a way, roleplaying games can follow suit, since there are games like the baccarat online which is really popular these days. How does it relate? How do you make roleplaying games like sitcoms? Well there’s only one way to find out. Read More
Creating a believable villain can be difficult. A villain needs a sensible cause (click here for an article about that), and they need to be credible (click here for tips about that too). You might find you need a bit of inspiration for creating a good villain, so here’s a list of 12 villains Read More
On this blog we’ve posted many articles about creating characters, but over time they’ve been pushed back in the archive, so here’s some handy links to ones that you might be interested in reading if you’re creating a new character, or to show to one of your newer members who’s struggling creating a new character. Read More
This post was written by Alexander Williams (@squidlord).
An Exchange of Tweets
Last week this question was floated on Twitter.
David Onion Ball (@ongoingworlds)
If you allow characters in your RP to cast magic, do you always make sure there’s a penalty for using it? – Mar 18
To put it mildly, “a conversation ensued.” You can go to the linked Twitter procession if you want to read it in full, but the core conflict is that David espouses a position in which the actions of a character have a “price,” and I believe if you charge a character – or their player – for engaging with the story, you get what you reward: less engagement with the story.
I think that’s bad. Your opinion may differ. Read More