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Ars Arcana Blog: 2.8 - In Search of a Railroad

In Search of a Railroad (1 of 2 on Railroading) Travis Joseph Rodgers Evidently, one of the worst things that can happen in an RPG is railroading. It sounds terrible, at least, to hear from many who discuss the topic on Twitter’s #rpg or #ttrpg tags. So, consider this brief essay an exercise in conceptual analysis. I’m simply attempting to understand what railroading is, such that it is objectionable. The RPG Theory Review blog has the following to say: Railroading only takes place when player actions are prevented from having any effect on the flow of events . Stack Exchange diagnoses the central wrong of Railroading: It's generally frowned upon, because it disrupts the free-will oriented nature of roleplaying . The Angry GM agrees: Railroading used to refer to the GM forcing the players on a predetermined path through a story . Even TV Tropes.Org chimes in: In short, the GM takes any measure necessary to ensure there is only one direction the campaig...

Dungeon Chatter's Character Spark

After podcasting about the character SPARK in episdoe O is for Origins, we decided to put together a document that could be downloaded for free to demonstrate the concept. In this document, you'll find quick selection (choose) or generation (roll) tables to help you create a character concept. If you're feeling stumped or looking to play a different sort of character, give it a shot. There are literally millions of possible combinations of characteristics. This link SHOULD work... RPG Character Concept: SPARK

Ars Arcana Blog 2.5: Levelling Encounters

Ars Arcana Blog 2.5 Travis Joseph Rodgers Levelling Encounters You’re planning a scenario for a new party, but you’re not sure of their precise capabilities. You don’t want them to be able to walk through every encounter without fear, but you also don’t want them to die before they have a chance to explore the scenario you’ve plotted. You need help levelling encounters. The advice contained herein comes with a few important caveats, but if you observe the caveats, you can tailor and tweak encounters to give the precise feel and flavor you and your players are striving for. First, this approach works best with games that use levels, but it can apply well to games without levels, too. It just takes another step. Second, levels might not scale exactly similarly in different games. Still, that doesn’t mean that helpful guidelines cannot be constructed. Third, parties and players are individuals; they may have unanticipated skills, plans, and the dice may be ever in their fa...

Ars Arcana Blog: Generics and Adapting Modules

On the Value of Generics Ars Arcana 2.2 Travis Joseph Rodgers   Scenario 1: Someone has been captured. Version 1: A group of brigands are holding the Lord's child, asking for the release of one of their members. Version 2: Armed mercs stormed the local university, kidnapped a Senator's son, and are holding him as collateral, asking for the return of their seized funds. Scenario 2: Workplace Hazard The bots that patrol the nuclear facility have begun targeting workers for extermination. Victims of a recent trauma have risen from their slabs to attack the morgue workers. Adaptability The principal value of a generic approach to game design is its tremendous adaptability. By changing the setting, the technology level, and the flavor, you can very quickly adapt adventures - yes, even good ones - to different games. I here do two main things: explore why you might want to do this and then consider how you might do it. Why Adapt a Module? I sugges...