Hello, thank you for hosting our project in your video! A very good topic to include us too! We have group backgrounds for these matters in our book too. Not a %100 fit, but the starting point is the same.
The Phase Trio from Fate, the system behind Dresden Files, is the best funny little hat to put on D&D that I know of. Practically instant party cohesion, lightning in a bottle for having a group that hangs together narratively.
Wow, I’ve heard about hillfolk from 3 or so sources but this is the first time it’s really made sense. Definitely going to delve a little deeper. Thank you JA
Wow, this is the best GMing advice video I've come across in years. Actual actionable steps to make roleplaying easier, I am looking forward to trying this out in my next game. Thanks!
The variety of actionable advice that you pack into short videos always impresses me. I get tirned of by a lot of creators who are trying to 'sell' a particular style of play, while giving shade to other ones. I organize tables that want compelling relationships, and the RP usually has higher stakes than the combat. Thats not for everyone, but since i have that choice established already, ways to make that paet of the game MORE compelling are so helpful and inspiring.
The trick (with any of the three techniques) is that it's a procedure. You just walk through the steps. And each step is pretty simple and straightforward. Results may vary, but literally anybody can do it.
This is the most useful advice you have put out so far and your channel offers the best information on roleplaying games on the internet. I don't think this is advanced, this is the heart of roleplaying games.
Solid ideas, but for me those lack still something. For me the starting point is always theme, and from that players can create their inner polarity or by having a stance on the theme find another character who serves as their foil. This also helps not just looking backward in the background o the character, but having something the players can actively frame the scenes in the game themselves.
Just wanted to echo those below in how great this video is. I have watched a bunch of your stuff, but this may be the most powerful tool you've produced a video on as well as being slickly edited and scripted. I was turned onto your blog, by a DM called Dragna Carta and he is right uphold you and Sly Flourish as the shining examples of gamemaster concepts. a couple questions, after coming back to Dm after a long time ive been able to get a group together but at cracter creation i felt it was important to get some backstory, which was sometimes quite minimal in its creation. Mostly just learning the mechanics of the game was enough to swamp them. Do you think some of the "drama map" can be bolted on after the fact through communication with the players and some deciphering of their goals as you see them. If you have bolted this on after the fact before (perhaps your TTRPG groups are more experienced than mine) have many pit falls arisen from this?
What I would do (and this is purely hypothetical; I haven't actually done it) is to let the players know what the full process will be, but then only do one step at a time. So do character creation at Session 0. Then Session 1, define roles. Then at the beginning of Session 2, do the relationship map. And so forth. Knowing the overall structure will let the players aim towards that in play, while spacing it out will help to avoid overwhelming them.
@@TheAlexandrian very much appreciated sir. We are well past session 1 and 2 but I think the slow introduction you speak of might be one that can work well. I wonder how much this type of front loaded work is beneficial in more unstable groups (attendance wise.)
Greetings from a new Game Master hailing from Panama. I was introduced to your channel through an erstwhile U.S. marine, currently employed at the embassy, who conducted a seminar on mastering game mechanics, free of charge. Key concepts such as node-based design and the '3 Clues Rule' have significantly transformed my approach to campaign planning and preparation. I can vouch for the profound impact of your well-articulated wisdom, both on your website and RU-vid channel, on those of us new to this hobby. Your guidance has made the journey into game mastery not only smoother but also far more enjoyable.
The trick is to lock the door, swallow the key, and don't let them leave until they've written down one tangible goal for their PC. You can build up from there! ;)
Maybe hold auditions for slots in your play group? GamesMaster: So what would you bring to this play group? PowerGamer17: Well, I love to min-max my stats and constantly be the centre of attention. Also, it's VERY important that I win. GM: Great, thanks for your candid response! Don't call us, we'll call you. PG17: Great! I'll start fudging the numbers right away!
Um, yeah, no. I don't want to play a character that needs love/respect/whatever from another player character. I'm here to save the kingdom/solve the mystery/build my criminal empire/etc
So i've been an on/off gm for a while and i read your blog for years, whenever i had time to kill, some of the best advice out there, but always had a lil trouble cause my ADHD having ass gets anxious when a page has too much text and have to re-read constantly. A few days ago not only do i find out you're still around but now you're making stuff in a way that i can take in easily! I'm so very grateful for all your advice and explanations, along with the confidence that my awkward teenager self needed, and it's great to see You still helping people out. Thank you
Your videos so chock full of actual DM advice. WoTC, if they were really concerned with putting out the best product should have thrown a ton of cash your way to write the new DMG.
Some of these good ideas were an essential part of character creation in Star Wars d6 RPG. What you added makes them even better (and you presented them well).
I'm curious if folks actually enjoy this level of interdependence between characters... Peace and Love to those who do, but to me this just doesn't sound fun as a player.
Many, many people enjoy roleplaying meaningful relationships. As I mention in the video, there are many different ways to frame a campaign. But everything from Princess Bride to Mission Impossible to Hamlet to Lord of the Rings shows the power of characters with strong, preexisting relationships.
@@TheAlexandrian as i said, peace and love to those who enjoy that style of game, and as an English teacher I certainly appreciate the narrative (literary) examples. That said, I think I just prefer a focus on "the quest" (plot) rather than character relationships. Perhaps I'm the odd-duck in this regard. To each their own, and happy gaming to all.
Thank you! Im putting together a set of Dread characters for an opportunistic oneshot (for when we dont get enough players for our monthly game) and the idea of conflicting virtues is very inspirational. The first word in Heroic Tragedy is "Heroic" after all! Self plug : StoryCAD, which is opensource freeware, is designed for plotting fiction... but the Character nodes have hundreds of interpersonal conflict and motivation prompts that could come in handy. Second self plug : My antagonist roster on itch ("Flock of CROs") is populated entirely with characters made by drawing two to four cards from a deck of FunEmployment cards. That game is a barely tapped wealth of semi Gonzo inspiration.