“Character” Creation: More than Mechanics

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Feb 112012
 

Introduction

This is the first in a series of articles about “Character” Creation?  What do I mean by that?  (Especially the part with “Character” inside quotation marks.)  I mean, all the parts that are not covered in the basic mechanics of a particular RPG’s character creation system.  I mean the creation and development “universal” aspects of an RPG character – personality, attitude, behavior, motivation, psychology, etc.  I mean those parts that are at the heart of the “Role-Playing” experience (as opposed to the “roll-playing” experience). Continue reading »

Pathfinder Character Creation Walk Through

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Jan 262012
 

We have gone ahead an made a character with the tools in the Pathfinder Beginner Box.  Just to show you how easy the process is. Ryan has chosen to make a cleric.  Well sort of, he rolled a die to determine class and race.  Here are the Results Ryan has come up with.

 

 

 

There you have it Pathfinder Character creation is as easy as A,B,C.  Hopefully in the near future we get you some more Pathfinder content.

 

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The GM and His Show

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Dec 132011
 

Being a game master, or a GM, is in many ways like being a director of a motion picture.  Both the GM and the director are responsible for the well being of their show.  Not only must both maintain the integrity of what is unfolding before the cast, but both also moderate the flow of information. Continue reading »

Roleplaying Etiquette for the Players

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Nov 212011
 

It has been a long time since I have role played.  I am getting ready to start a campaign in a system yet to be determined .  I am leaning towards Rifts or Ninjas and Superspies.  I haven’t played Rifts since 1998 and I am longing for a session.

Enough about what game system we will play.  The thought of playing has reminded me that sometimes things that shouldn’t need to be said must be said.   Huh?  hat in the world am I talking about?  Well, you’re a player what do you think?

Have you ever been sitting around a game table and caught a wiff of something that just doesn’t belong at the game table?  Have you ever been frustrated out of your mind because another just won’t stop talking?  Have you ever not wanted to play your character because one character in the part just makes you feel inferior?  If so you just might want to read this article.

Continue reading »

Oct 052011
 

Introduction

Last week I provided an overview of depression. This week I shall take a look at its connection with gaming. I’ve been gaming for fourteen years, and have had the opportunity to meet a lot of wonderful people – folks that I gladly call “friend.” And there is one thing that I have noticed about the gamer population compared to the general population. I believe that the rate of depression in gamers is higher than that of the general population.

Gamers & Depression

Why is that? Are depressed people drawn to gaming? Or does gaming make one more depressed? Or is it simply a coincidence, or faulty observation on my part?

We can eliminate that last question based on the proven fact that I am always right. (Which, by the way, is another source of my depression. It is an incredible burden to be right all the time 😀 .)

The second question seems counter-intuitive: How can something “fun,” like playing games, make you feel depressed? Sure, many of the games we play are competitive, and no one likes to lose; losing can put one in quite a funk. But at the same time we recognize that “it’s just a game,” so the prospect and experience of losing are not that emotionally traumatic. Furthermore, many games, especially RPG’s are cooperative, allowing everybody to “win.”

Therefore I’m brought back to the first question: Are depressed people drawn to gaming? I think that there is some solid evidence to indicate this probability.

First, depression makes it difficult to socialize with other people, but gaming provides a “bridge” to social interaction. It’s easier to address another person through the medium of a game, with its rules and structure, compared to trying to strike up a conversation with someone at “regular” party.

Second, it gives the depressed person something to do. Lack of activity and motivation are the most difficult parts of depression to deal with. Gaming, at the very least, is an activity to focus on and participate in. Thus gaming is the vehicle by which one can combat that lack of motivation and activity.

I’m sure there are other reasons (which a qualified sociologist or psychologist could explain) why gamers seem to have a higher rate of depression than the general population, but these two stand out strongest to me. Continue reading »

Sep 282011
 

Introduction

Well that sounds like a fun topic!  I understand that most folks are uncomfortable discussing depression, it can be, well, depressing.  So why bring it up at all?  And what is depression’s relationship to gaming?  First of all, I have depression.  Second, I am a gamer and there is a clear correlation between my gaming and my particular level of depression.  Third, knowing the symptoms of depression – both personally and professionally – and being familiar with many gamers, I have observed that many gamers may suffer from depression as well; perhaps at a higher percentage than the general population.

What Is “Depression”?

So, just what is depression?  It is more than just temporary sadness.  In fact, sometimes it is not even expressed or felt as “sadness.”  The biggest expression is a feeling of “lack” – a lack of ambition, lack of desire, lack of appetite, lack of worth, lack of hope, lack of focus, lack of energy.  We are all too aware of the tragic consequences of prolonged, untreated depression.

How do you know the difference between normal sadness and clinical depression?  The key is the prolonged nature of depression.  Sadness comes and goes, caused by particular events – from a tear-jerker movie to the loss of a loved one.  Depression is always there – sometimes less pronounced, sometimes more so.

What Causes Depression?

What causes depression?  The most recent research reveals a strong genetic, biological component.  Social influences and particular experiences can exacerbate the underlying tendencies towards negative thoughts and feelings.

Is It Just Weakness?

Isn’t depression just laziness or being weak?  No.  Is someone with heart disease, cerebral palsy, allergies, acid reflux, or fibromyalgia lazy or weak?  No.  Can a person with acid reflux simply “will himself” to not feel pain when he eats jalapeño peppers?  Can a person with heart disease simply “will” her heart to beat properly?  So can we expect someone with depression to simply “will himself” to feel better, to be motivated, to love life?  No.

How Do You Fix It?

So what do you do about it?  Like so many diseases and disorders, depression is treatable though not curable.  Like so many diseases and disorders, treating depression requires a combination of medication and therapy – cognitive, emotional and physical.

To Be Continued . . .

So what does all of this have to do with gaming?  I will explore just that in the next part.  Depression is a part of my life, and so is gaming.  And I believe that gaming can both help, and hinder, one’s experience with depression.  Furthermore, I believe that depression is not a death-sentence.  Sure, sometimes it sucks; but there is hope, even fun.  Join me next time and I promise fun will be had.

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Ethics in RPG’s, part 3: Palladium/Rifts

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Sep 212011
 

Introduction: The System

Compared to D&D’s alignment system, the one employed in all Palladium products is seemingly simpler.  It is a single-axis, or linear, alignment system.  So it intertwines both legality and morality into a single spectrum.  From “Good” to “Evil” it reads as follows:

The Good: Principled & Scrupulous;

The Selfish: Unprincipled & Anarchist;

The Evil: Aberrant, Miscreant, & Diabolic.

The Alignments

For those unfamiliar with the system I will try to offer some analogies for each alignment.

Principled: Correlates quite closely to “Lawful-Good” or at least “Neutral-Good” in D&D.  This is the alignment for the goody-two-shoes type.  Honesty, integrity, fairness and justice are held high, as well as respect for authority and a desire to work within the system – be it legal, civil, religious, etc.  Examples include: a Paladin (D&D), Superman (comics), and Obi-Wan Kenobi (prequel trilogy).

Scrupulous: Is your “Neutral-Good” to “Chaotic-Good” alignment.  This character puts “life and freedom above all else.”  Very often a Scrupulous character will live by a moral code, but not as rigidly as the Principled character.  The biggest distinction is in the Scrupulous character’s willingness to work outside the law.  Examples include: Knight (D&D), Spider-Man (comics), Luke Skywalker.

The Palladium systems defines the Selfish category by stating, “Selfish characters (Unprincipled and Anarchist) are not necessarily evil, but they have their own best interests at heart and their opinions in mind above all others.  These are the mercenaries, rogues, vigilantes and anti-heroes of the world.”

Unprincipled: Politically, an Unprincipled character would likely be a Libertarian (which makes the label “Unprincipled” a misnomer).  They are sometimes schemers, but good at heart.  This is closest to “Chaotic-Good” to “Chaotic-Neutral”.  The first distinction being that while a Principled character will work within the law (only going around it when necessary), the Unprincipled character has an inherent distrust and disdain for all forms of authority and institutions, seeing them as intrinsically corrupt.  They can be a team player, but it will always be on their own terms.  Examples include: Rogue or Bard (D&D), Wolverine (comics), Han Solo.

Anarchist: Very self-centered, indulgent and impulsive.  His motivations are entirely personal.  Again, to quote Palladium, “The Anarchist is continually teetering between good and evil, rebelling against and bending the law to fit his needs.”  Clearly “Chaotic” in regards to law, and “Neutral” in morality.  Examples include: Rogue or Bard, The Punisher (on a good day), Lando Calrisian.

Aberrant: The first of the “Evil” alignments.  Here the motivation is power.  Aberrant has a lot in common with Anarchist, the difference is in the cruelty towards one’s enemies.  Honor is important, though this is often corrupted in some way.  The other value is loyalty – at least loyalty from his underlings.  Perhaps “True Neutral” to “Lawful Evil” is the closest correlation to D&D.  But if you’d prefer examples: a Devil (D&D), Magneto (comics), Darth Vader.

Miscreant: Here, we take another step up on the selfishness and megalomania scale.  Personal pleasure, power, and wealth are the motives.  “This character is a savage misanthrope out for himself” (Palladium).  This character would fall somewhere in the “Neutral-Evil” to “Chaotic-Evil” range.  My examples would be: King Kaius I (D&D Eberron), Lex Luthor (comics), Jabba the Hutt.

Diabolic: Finally, the lowest-of-the-low.  This is as bad as it gets.  Not necessarily random and crazy (but don’t exclude that either); they are just twisted.  Any of the “Evil” alignments in D&D will work, so long as you put a “Very” in front of “Evil.”  Examples: Orcus (D&D), Dr. Doom, Darkseid (comics), Emperor Palpatine.

Continue reading »

Ethics in RPG’s: Part 2: The Ethical Theories in D&D

 Articles about better playing, D&D, Games and Education, Pathfinder, RPG's  Comments Off on Ethics in RPG’s: Part 2: The Ethical Theories in D&D
Sep 132011
 

Introduction: The System

In this second part on Ethics in RPG’s I am attempting to apply the major Ethical Theories to the alignment system of Dungeons & Dragons.  I’m using D&D 3.5 as my “base,” but this easily applies to 4th Edition, Paizo’s Pathfinder and any other similar “two axis” alignment system.

What is a “Two-Axis Alignment System”?  That’s my label for how D&D 3.5 models their alignment chart.  There are two axes: 1) Good-Evil, 2) Law-Chaos to create their well-known alignment chart.

The Purpose however, is to help the reader in creating a fuller, deeper character.  To better understand your character’s motivations creates a better role-playing experience for all.

Direct Correlations

I begin with the most natural intersections between the Ethical Theories and particular alignments.

Continue reading »

Sep 082011
 

As I taught a college level Ethics course for a local university I began to think about the interactions and relationships between the major ethical theories/viewpoints and the alignment systems of the role-playing games we all enjoy.  I like alignment systems, they help define a character.  However, these systems can be found to be lacking as is evidenced by the number of arguments generated between players and game masters concerning a character’s actions.  These debates can be great.  Anyone who knows me knows that I love a good argument.  But often such “alignment debates” degenerate into shouting matches without any resolution (other than the GM saying “do that and I’ll kill your character”).

Therefore I am sharing with you a very brief introduction to the major ethical theories.  Consider this a supplement to the alignment systems.  Once you understand the theories, I’d like you to try and see if and how they apply to your characters.  You could even reflect it on your character
sheet.  For example, in D&D it could read: “Alignment: Lawful Good (Utilitarian),” or “Alignment: Chaotic Neutral (Relativist).”

Each of the following ethical theories attempts to define that which is “good” by creating a philosophical/ethical system that can be applied to various situations.  To complicate matters further, one can mix all of this with any number of religious views.  In fact, many have grow out of, or in reaction to, a particular religious viewpoint.  Nonetheless, I hope that the following helps inform your character generation process, giving you a
deeper background, and informing your choices at the gaming table.

Continue reading »