Tabletop Role-playing – The Adventure Begins

 

I would apologize for my long absence from this blog. But the truth is, it was a calculated marketing move. You see, now my multitudes of fans are clamoring for my wisdom in my long absence, lost and confused without the soothing power of my words. I know. It was rough. But now I’m back, and I haven’t tired of talking about myself yet. So here we go.

I’ve recently become involved with a group of friends who enjoy role-playing games. Actually, my girlfriend is one of the players. (A word of advice to the fellas out there: if you find a hot girl who’s willing to role play without the reward of sex that most women would expect upon hearing that phrase, then you stay with her. Also, you steal her lunch money, because she’s a major nerd.) So we’ve been playing a pretty fun quest so far, and there has been talks of yours truly writing a module for the next campaign. And I thought, what an excellent idea for a series of blog posts.

So that’s what this is. The first installment in a series that will go on till the ends of time. Or for a couple of weeks. You’ll get to follow me in my process of being a story GM (that’s game master for you normies). We’ll work on constructing the world in which the campaign will take place. We’ll create interesting antagonists, a number of routs for our players to follow, unique NPC’s, and probably some giant spiders, because everyone hates giant spiders.

So what’s first?

Well, much of writing a tabletop RPG is just a visit with our old friend worldbuilding. The players are the characters, and they drive the story, so you needn’t write a protagonist’s personality into the tale. You also need flexibility, because nobody likes a GM who refuses to let the players have their way. That’s part of the appeal of tabletop gaming. There’s no graphics or exciting visuals, but there are virtually no limitations in terms of where the tale can lead. The GMs of the campaign I’m currently playing meet between play sessions to talk about where the story will go next, because sometimes the players want to read the mysterious note and follow your intriguing quest, and sometimes they just want to burn it without opening it and start a barfight that culminates in the destruction of the entire city. It’s your job as GM to adapt to their desires, while still imposing some sense of direction.

And it’s important to have a background for all of these shenanigans. That’s where the worldbuilding comes in. You need a well fleshed-out world in which to run the campaign. You need religions, politics, cities, towns, dungeons, and loads of sweet, sexy maps.

So that’s what we’ll be doing in a couple of days. We’ll begin designing our starting point, explaining the world, and I’ll talk a little about the place of RPGs in the realm of fantasy fiction.

Until next time, intrepid readers!

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