Roleplaying Tips Weekly E-Zine Issue #483
Instilling Common Sense Into Players, Part 2
Contents:
This Week's Tips Summarized
Instilling Common Sense Into Players, Part 2
Game Master Tips & Tricks
- Tracking Monster Minis
- Calendar Makers
- Dragon Jokes
- Two Movie Recommendations
- Fantasy Reading Recommendations
Basic Role-Playing Game Design Concepts
Basic Role-Playing Game Design Concepts" discusses the
intriguing characteristics of designing a decent game. Many
elements of an RPG will be discussed which include character
creation, creating your very own classes, attributes and
statistics, items, combat and leveling, and more! Ideas
expressed within this book are sure to fire sparks of
inspiration to an aspiring designer or writer!
Basic Role-Playing Game Design Concepts at Lulu
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A Brief Word From Johnn
The plain text archives are great for mobile
Did you know all the back issues are available in plain text
format online?
RPT reader Jeremy also let me know the issues in this format
make it easy to browse with a BlackBerry.
Roleplaying Tips Back Issues
Campaign Mastery 1 year old
I completely forgot to mention that Campaign Mastery turned
1 way back in December. (It's a good thing I don't remember
my wife's birthday four months late.)
This is the blog of Roleplaying Tips, and has over 100
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and myself.
You can catch links to recent articles at the end of this
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Have a game-full week!
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Johnn Four,
johnn@roleplayingtips.com
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Reader Tip Request: One-on-One Games
Reader Tip Request: One-On-One Games
My next campaign will be D20 Star Wars (Saga Edition), set
about 3,000 years before the Battle of Yavin. Before the
campaign starts, I want to run prologues with each character
as one-on-one adventures, lasting for about 1-2 hours.
Having never run a prologue for more than about 10 minutes,
or any other kind of solo adventure, I'm not too sure where
to start. I have gathered background information and
character questionnaires from each player, which gives me
the starting blocks for the material, but I'm not too sure
how to write the adventures themselves.
One thought is to run the adventures like the old Steve
Jackson and Ian Livingstone 'Fighting Fantasy' books, which
would probably work well given I don't actually want to roll
any dice.
Any tips you or your readers have would be greatly
appreciated.
Thanks,
James S.
Send your tips and advice to johnn@roleplayingtips.com
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GM Mastery: Inns, Taverns, and Restaurants
The ultimate guide to designing where PCs recover, eat and
find adventure.
This ebook shows you step-by-step how to design, map, and GM
fresh encounters for RPG's most popular locales.
Includes design tutorials, campaign integration advice, and
NPC advice. Plus, several generators and tables:
GM Mastery: Inns, Taverns, and Restaurants at RPG Now
Return to Contents
Instilling Common Sense Into Players, Part 2
Instilling Common Sense Into Players, Part 2
I posted a request from a GM who needed help putting the
fear of death and consequences into his players. Last week,
you heard from several readers with advice and suggestions.
This week, we wrap up on this topic with the remaining half
of responses received. Thanks again to everyone who wrote
in.
Original request and Part 1
Revenge of the Dead PCs
From Charles D. Shell
Okay, mrmike, I think I see your problem.
First, you suggested this was your first attempt to 'teach
them a lesson'. Well, they were probably still operating
under their old assumptions: they can handle whatever you
throw at them. If you want to suggest to them that these
opponents are something different, here are a couple of
suggestions:
- Have them make knowledge or intelligence checks to
recognize how powerful these jokers are. This is kind of
metagaming, but it might serve your purpose. Roleplaying-
wise, it's a bit weak, but sometimes the crunchy bits work.
GURPS has an advantage called Common Sense. It means that
anytime a player is about to do something the GM feels is
stupid, he looks at the player and says: "Are you sure you
want to do that?"
- Before they actually encounter these badasses, show said
foes turning somebody or something they know is really
powerful into mincemeat. It's a kind of "show me, don't tell
me" axiom, as from writing. I'd think twice about tackling a
group I saw dismember a powerful dragon.
Either of these might work, but if not, slaughter away.
Enough dead characters and people will usually learn. And if
you're worried about consequences of character death, you
can always have an experience penalty for any new characters
introduced or something similar.
A more sadistic approach would be to have dead characters
show up as particularly lethal undead in the future, or have
them form an undead adventurer group to torment them.
It's About Players Knowing You As A DM
From Rafe
D&D is a tough system for instilling common sense into
players. The DMG sets out what the party should face per
encounter, per level, per number in the party. If you follow
those guidelines all the time, you'll have a group of
players that expects to face few issues.
That said, the 4e DMG says to vary the degree of difficulty,
and you should. However, the first thing I would do is say,
"Okay, guys. I am letting you know up front that not
everything that comes your way will be easy to defeat. You
may actually need to turn tail, or use terrain to your
advantage, etc."
"It won't all be level 5 critters for a level 5 party.
Sometimes it will be level 3 critters, and other times level
7. My descriptions are designed to give you an inkling as to
which one of those scenarios a given encounter might be. If
you decide to take on an extremely difficult fight willy-
nilly, expect to pay for it."
There's no issue, in my opinion, in talking about this at
the gaming table as a metagame discussion. After all, it's
not about the characters being fearless; it's about the
players knowing you as a DM.
If they typically have a pretty easy ride, they'll expect
that. If you suddenly throw something tough at them (despite
a great description) before you've spoken to them about
deciding to change things up, they'll probably still think
you've planned the encounter for their level.
Shake things up in terms of varying degrees of difficulty,
but let them know you'll be doing that!
Give Players A Decision To Make
From Riina Stewart
Hi Johnn,
I've had a couple thoughts about mrmike65's request. First
of all, I'm sure many people will write in and suggest that
killing a PC or two should drive the point home. And if
you're running a Gamist style campaign, old school
hack'n'slash style, this is probably the right advice.
But since mrmike65 seems to have leanings towards a more
collaborative style of play, I have a few tips from a story-
and character-driven perspective.
I don't kill PCs in my games at all any more, and only
occasionally have trouble with PCs abusing this and acting
invincible for no good reason (I also play games like
Nobilis, where characters really are invulnerable sometimes,
but that's another can of worms).
Demonstrate With NPCs
There are plenty of ways of demonstrating the danger ahead
of time. You can kill allied NPCs, or you can set things up
with clever tricks, like introducing an NPC party that has a
brief rivalry with the PCs, and beat them soundly at a
friendly competition. Finding them dead further down the
track tends to send a pretty clear message - these guys are
better than you, and they're dead - caution is warranted.
Break And Discuss
Sometimes all the setup in the world has no effect. The best
thing to do is talk to your players out of game about what
they want, and why they're doing what they're doing. You can
do this in general terms after a session, or address it as
it comes up. I think the latter can be powerful, and can
avoid awkward conversations.
For example, in a recent session of a game I play in, one of
the PCs had a cocked and loaded gun to his head, and decided
to move and jump the guy holding it. The guy was facing him,
the PC was kneeling, the barrel was touching his head, and
his character was a normal human.
The GM let it happen, and my suspension of disbelief ended
up on the floor in pieces (where the guy's brain should have
been). The GM was none too happy about it afterwards either,
but hadn't wanted to kill the character, and couldn't see an
alternative.
I think he should have stopped play briefly and said to the
player, "If you do this your character's brains will get
blown out. There are ways this can be cool - this is a game
world where alternatives of yourself from another dimension,
or clones, are possible - but this version of you will be
dead. Is this what you want?"
If the player had really wanted to play his double or clone
or something, he could have gone ahead with it, and died
then and there. If he had wanted to keep his current PC
(which I suspect is what he wanted) he could have kept still
and not jumped the NPC who had him dead to rights.
When players pull this stunt, they force the GM to make a
decision. Kill the PC and ruin all the plots you had planned
for them, and probably ruin the player's day as well. Or let
them get away with it, ruin the game's suspension of
disbelief, and encourage further liberties in future play.
Push Decisions Back To The Players
Not a fun decision. I see nothing wrong with pushing that
decision back on the player - it's their character - so they
can choose how it plays out, as long as you make it clear
that getting away with it is not on the table.
The best thing of all is that this is usually fun - players
like making these decisions.
Players often don't think about things from a GM's point of
view. They're too busy playing out their fantasy, and they
can get carried away with it and forget about the effect
their actions have on the game as a whole.
I think it's entirely OK to occasionally pull them up and
throw them a GM style decision, especially where their
character is on the line. Collaborative gaming is a two way
street - players need to collaborate with the GM as well for
it to work.
Set Expectations And Meet Them
From Heath Dobson
The key is to state up-front that this is a deadly campaign
- then stick to it. Sure, they won't believe it the first
time, but when they do something dangerous, and you actually
kill off the character, they will learn the lesson.
I always tell my players, "I do not save PCs from stupid
player actions," and "Not every encounter is meant to be
defeated - sometimes, the best thing to do is run away, or
negotiate, or even (gasp!) surrender." What fun is a game if
there are no consequences for failing?
The biggest issue with this, though, is the lack of penalty
for death. So, I make a replacement character (as opposed to
a player joining the game for the first time) start out one
level lower than the lowest in the party - and that includes
magic items.
Players suddenly feel less effective, which can be dismaying
to players used to being the leader/risk taker in the party
(I still make sure there are chances for them to shine,
though - I want annoyance, not giving up in frustration).
Once they realize brute strength is not always the way to
go, players get into the planning and strategy side of
things, as well as recon and social solutions to problems.
Attack Possessions
From dm
Killing player characters just to make them more cautious
seems to be a little heavy handed. The solution I use is to
destroy their beloved possessions. Not afraid of dragon
breath? Have that +20 Holy Shield blow its resistance check
and melt to slag. Or maybe the fire just leaves a permanent
scar and reduces their Charisma by two points.
Killing someone who can just roll up a new (cooler)
character doesn't have the same effect as forcing them to
live with the consequences of their actions.
Another tactic I use is to have an annoyingly suicidal
character knocked out for an hour or so. They miss all the
fighting and looting, and I enforce a "no suggestions from
unconscious characters" rule. Kind of like a "timeout" for a
six year old. A couple encounters like that and the super
aggressive fighter in our group started waiting for backup.
Use Situations That Demonstrate The Need For Caution
From Derek Rawlings
Good question. Here are some answers:
Use Flavour Text
"The pincer digs deep into the paladin's leg, splitting his
plate armour like it was Saran Wrap. It heaves him up like a
rag doll and he awkwardly lands, blood spewing from his
fresh wound."
"Your sword rakes across its carapace, making a nails-on-a-
chalkboard squeal, but it keeps advancing on you like it
didn't even notice."
Remind the players that "it isn't even bloodied yet" and
make the monster's actions sound casual, like it isn't even
breaking a sweat. At the key moment, when the players are
down and bloody and out, give them a very clear way out.
Corpses
Place previous adventurer corpses at the foot of the
dangerous area to discourage entry. Make it clear that the
corpses belong to experienced adventurers. Similarly, plant
rumours in town about how other (clearly more experienced)
adventurers have not returned from there.
Players are wont to ignore these warnings, so place a "scout
party" at the front entrance that threatens them
considerably.
Red Shirt
My favourite. Send an NPC with the party who shouldn't be a
slouch, and then kill them off in the ensuing combat with
one punch, preferably with lots of gore. This warns them
that the monster in question is one bad mutha.
And His Friends....
Place a challenging encounter against one bad guy in a
dangerous zone. It doesn't have to even be a solo monster,
just one that is well above the PCs' level that uses up a
decent amount of their resources.
After this encounter is done, have four more of them show
up. The PCs, with knowledge of how tough the first one is,
ought to think twice before engaging the new threat.
Altered Victory
In this case, the monsters have a motivation that isn't just
killing the party; they may be content to chase off the
intruding adventurers, or just may be passing by, and don't
want to be inconvenienced. Perhaps they need to take
prisoners as offerings to their dark gods or somesuch.
Because the consequences are not fatal, it allows a DM to
really let loose, and when the PCs do vanquish an enemy they
previously thought unbeatable, it is definitely satisfying
for them.
Deus ex Machina
Just as doom is ready to descend on the party, from a group
of enemies that is too powerful to defeat, fate intervenes.
Another monster, bigger and more powerful, enters the fray
and the PCs are such small potatoes this new monster could
care less about them.
The PCs must use the opportunity to escape. This is also the
category for environmental changes at the exact right time
(avalanche separates PC from bad guys, earthquake, etc.) or
the bad guy realizes he has something far more important to
do than just beat up the chump PCs.
Have A GM-To-Player Chat
From Nigel Ray
How to instill common sense in players? I just tell them
what I want, out of character.
In the situation as described, I would say, "Just to be
clear, guys, you don't stand a chance here, even with an
ambush. Does suicide advance your characters' story arcs?"
I have found that being upfront with my players is very
helpful in keeping us all on the same page, instead of
guessing what other people are trying to do.
Run Non-Balanced Encounters
From Norman Harman
The major problem is a certain popular RPG has promoted
balanced encounters that are level appropriate. Players have
been instilled with a sense that every encounter is
beatable, and that they should endeavor to beat every
encounter.
Some things to consider:
- Create obvious combat encounters that have non-combat
solutions players are aware of, and bad consequences if they
choose to go with violence.
- Stop rewarding XP for combat and start rewarding it for
avoiding combat.
- Provide encounters that are trivial or no challenge, so
players begin to understand not every encounter is perfectly
balanced for them; some encounters aren't worth the game
time dealing with them.
- Crush the party with an overwhelming encounter. There are
several ways to handle their defeat. Have it be a dream
sequence they wake up from when last character dies. Have a
third party resurrect them. Have the enemy capture them.
- Soon after their crushing defeat, have the party encounter
those same foes. Be sure to provide a way for characters to
avoid the encounter.
- Flat out tell them, "If you don't flee now, some or all of
your characters will die."
Allow PCs Deaths
From Kayet Lavate
I recently played in a Troll Lords game. One of my issues
with the GM was that he stated he would never kill a player
character. That took a lot of the challenge out of the game.
I was playing a low-level wizard, with low hit points, low
armor class, and a limited number of spells. Death should
have been a constant threat as we stumbled through the
wildlands west of the northern Misty Mountains.
Instead, I knew that as long as I stood fast and supported
the fighters, I could not be killed.
As a DM, I run a fairly loose campaign. I don't lead the
players by the nose with strict plots and geas-level
impediments. My party knows that if they decide to head in
the opposite direction of all my careful plans, I'll switch
gears and build something more to their liking in the
direction they head.
They also know that if they decide to attack an adult dragon
at low level, they will probably be rolling up new
characters. Every time they enter combat, they steel
themselves for the possibility that their characters will
die. Every time they enter a ruin, a wilderness area, or the
subterranean realm, they understand that the rest of the
party might be carrying their bodies out, if possible.
Usually it doesn't happen. Sometimes it does. Then more
role-playing occurs as the survivors try to determine
(without the input of the dead character's player) what to
do with the body.
Do they save the money to resurrect? Do they hold a funeral?
What rites does the character's culture use? Do they take
the character's gear?
But the players keep coming back, because they enjoy the
game. They know I am not out to kill them. Roleplaying is
supposed to be about telling a story, not a competition
between the players and the GM.
Too often GMs and players both lose sight of this. My
players know they can devise their plans within my hearing,
and the enemy will not act on he knowledge that I possess as
the GM.
Return to Contents
Game Master Tips & Tricks
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Tracking Monster Minis
1a. Tracking Monster Minis
From Kristine C.
Here's a tip for tracking large groups of monsters that's
simple and cheap. Rather then use miniatures for weaker
monsters I use dice. I own several sets of small d6's in
different colors. I can have six orc raiders as blue dice
while the 4 orc archers as red.
Each die has a separate number. Thus orc raider #1 is the
blue d6 with a 1 showing. This method of course only works
up to six units of one type and has its flaws, but it has
helped simplify things for me a great deal.
The other potential problem is this method is easy for PCs
to figure out, and thus any colored dice that are out of the
ordinary they will assume to be bosses or the NPC that needs
to be taken out first.
I avoid this by sometimes hiding NPCs among other units,
e.g., the orc chieftain might be blue #5 in a group of 5 orc
raiders.
I love using the d6 method for Savage Worlds' games. I track
non-Wild Cards as 6's and then drop them to 1's if they're
shaken. For Wild Cards, I track their wounds (with 6 again
being healthy) as they get hurt. This eliminates the need to
track damage on a separate piece of paper. It's all there on
the game mat!
1b. Tracking Monster Minis Revisited
From Ben S.
Hello again Johnn,
In RPT #481 someone asked about alternate ways to mark
identical monsters.
I have a few methods:
- Use printed tokens with numbers on them. The D&D Starter
set contains many of these made of cardboard which are quite
handy.
You can also make them by scanning in the monster manual
illustration onto your computer, and then cropping the head
or resizing the image and crop however much you want (you
will want just under a 1" x 1" square or circle, but a
square works best for facings).
Then, put a number in one of the corners (with a solid glow
in a contrasting colour to make it stand out, if the
program you are using allows this).
- If you happen to have any transfers from Warhammer models
(Space Marine Tactical Squads work great) you can cut them
out and stick them to the base, so the miniatures have
numbers.
- In a variation of the above, you can paint the base a
normal colour like dungeon floor, wood or grass, but paint
the edge of the base a different colour to mark different
models. This will make the model still look nice, but will
make it distinct.
Return to Contents
2. Calendar Maker
2a. Calendar Maker
From Chad Samuels
I know this is boring, but I just make my calendar on my
word processor to create a table.
Calendars are more interesting when the days of the week do
not have the same date each month.
To make your calendar-building less time-intensive, make
sure that the number of days in a year is divisible by the
number of days in a week. This is because you will not have
to change your calendar from year to year, so each day will
always fall on the same day of the week each year. All you
will have to do is print out another calendar.
Here's an example:
How To Make A Calendar [RTF]
2b. Calendar Maker
From JB
There was a comment from Erik in a recent issue about a
calendar generator, and it got me thinking this is something
I would find useful as well.
So I have whipped one up. It is only basic at the moment, and I
would love to get some feedback:
http://www.eightcharacters.com.au/calendar/
At the moment you can specify the length of your week, month
(in weeks) and year (in months) all creating a uniform
calendar.
Return to Contents
3. Dragon Jokes
From Eric FitzMedrud via the GMMastery Yahoo! Group
What does a dragon do when he has bad servants? He fires
them.
What do you feed a dragon? Anything he wants.
Why couldn't the kingdom weigh the dragon? He was on a whole
different scale.
How did the dragon become the most powerful in world? He
clawed his way to the top.
What did the dragon say after eating the enemy dragon's
clutch? You have to break a few eggs to make an omelet.
What did the mother dragon say to the shy dragon egg? Get
out of your shell, make some friends.
What did the egg say to the mother dragon when she sat too
heavily upon it? You crack me up. Mama replied: The yolk's
on you.
What weighs 500 pounds, has a +5 bonus, is adamantine, and
requires a 24 strength to wield? Dragon toenail clippers.
Why did the dragon have bad teeth? She kept eating the
dental hygienists.
What is the best way to sneak into a dragon's lair? Don't.
What did the human wear to the dragon ball? Asbestos.
What is dark, wet, acidic, and digesting us? I don't know
either; I must have blanked out after the dragon saw us.
What do dragons shoot? Dra-guns.
Thank you folks, I'm here all week. My father would be so
proud.
Return to Contents
4. Two Movie Recommendations
From Sean P Shannon
A couple of recent movies that were very influential in my
own campaigns:
"The Book of Eli"
Nothing portrays a 'wandering wasteland holy man' better
than The Book of Eli. I have put this movie on the
recommended viewing list for one of my players in my post-
apocalypse game.
"Percy Jackson and the Olympians: The Lightning Thief"
A perfect movie for how a super-heroes game or a low-magic
D&D campaign can be changed with a little cultural flair.
This, as well as Sky High, and a few other superhero movies,
have been the inspiration for a low-magic heroes game I plan
to run.
Return to Contents
5. Fantasy Reading Recommendations
From Patrick Irwin
[Comment from Johnn: Pat is a player in my game and an avid
reader. I asked him for some fantasy book ideas, as I had
just finished up a book and was questing for my next. His
emailed comments were great, so with his permission, I
thought I'd put them in the e-zine for your benefit too.
Thanks, Pat!]
Gardens of the Moon (The Malazan Book of the Fallen
Volume 1)
- Steven Erikson
This book is highlighted by a third-person, non-omniscient
narrator, with close perspective on between three and ten
focal characters per book. It's a tale of the men and women
of the Malazan Empire's armies, and the people of the lands
they seek to subdue, as well as the various Ascendants
(immortals, gods, demigods) engaged in a power struggle
around them.
I can't recommend this series highly enough and it literally
changed the way I looked at fantasy novels forever. It has a
lot of problems: it's long (stupidly long), it starts en
media res, and it makes no apologies for that.
It may also take you several books to feel like you have a
pretty good idea of what's going on and who's who, and there
are spots you may have to throw out what you thought you had
figured out, and start all over.
The upshot: you probably won't care about that, because
Erikson (real name Steve Rune Lundin, a Canadian who's
published some other stuff under that name) is quite simply
one of the two best authors of epic fantasy I've ever read
(in competition with the next guy down this list). He'll
make you laugh (really laugh, not chuckle) and he's made me
cry more than once (literally, not figuratively).
It's sword-and-sorcery action, a military epic, and a tale
of vast intrigue stretching thousands of years. It's sheer,
heart-breaking, breath-taking brilliance. And I have to
admit, you might hate the thing. I don't understand it, but
a lot of people do.
The series is on Book 10, with one left, and there are a
couple of tie-in novels by a guy called Ian C. Esslemont as
well, which are much shorter, but irrevocably entwined with
the larger series.
The Name of the Wind (Kingkiller Chronicles Book 1)
- Patrick Rothfuss
It's a first-person narrative, broken up with a frame
narrative told from a semi-omniscient third-person-narrated
perspective. This one is the story of Kvothe Kingkiller, a
bard, a mage, a scholar and a warrior, told from his own
perspective in an effort to set the record straight about
his life before legend and rumor have a chance to get it
wrong.
Alright, Penny Arcade's Gabe recently pitched this in a news
post after Tycho made him read it, and they both love it, so
that ought to tell you how broad the appeal of this book is.
He's tied with Erikson for my vote for best author because
he's so good. (Again, the laughing and the crying.)
This work starts off from the very beginning with Kvothe
telling of his first memories as a child, and he takes you
up through his whole life, none of which is boring. This
comes with a disclaimer; it's been two years since I picked
this up, and there's still no solid date on book two.
That being said, there was a very promising pic he threw up
on his blog of a manuscript next to his baby (almost 2/3's
the size of said baby) so that's good.
The Blade Itself (First Law Trilogy Book 1)
- Joe Abercrombie
This is a tight third-person narrative focused on a small
group of characters, rotating between each in turn as the
focus of the story, giving the reader fascinating multiple
perspectives on the same character.
This book takes all the conventions of a sword-and-sorcery,
party-of-adventurers epic tale, and twists them until they
start to splinter.
To give you an idea of what I mean, one of the characters
whose viewpoint is used for narration is a former war hero
and knight who was taken as a prisoner of war and tortured
until he was crippled.
Eventually, he was returned to his home country, and now he
works for the Inquisition as a torturer. He's totally
vicious, can barely get out of bed most mornings, and has to
eat gruel for every meal; I swear I love the evil bastard to
death. I could've read the whole thing if he was the only
focal character.
There's also a vicious northern barbarian with a reputation
for uncontrollably murderous blood-rage who's probably also
the only truly good and decent man in the entire series.
The whole trilogy is out already, as well as a standalone
that takes place after the trilogy's events. I cannot stress
enough that you should avoid reading the standalone until
you've finished the trilogy; there are a few spoilers. It's
all action-intrigue, heavy on the action, but nothing is
ever predictable. It's gritty all over the place.
Imager (The Imager Portfolio Book 1)
- L.E Modesitt Jr.
Like a journal the character was writing constantly in his
head, this is a first-person, past-tense narrative.
If you've never read Modesitt, or you've heard bad things
about him, please give this one a chance. This is a brand-
new series, with a new world and all the trappings, with
none of the baggage of a hojillion books' worth of backstory
that his other, more established series have.
It's also the single most undersold book I've ever read. The
cover blurb makes it sound like an Imager is somewhere
between an overblown artist and a mage, and the story will
be a coming-of-age tale.
In reality, Imagers are one of the more mind-blowing and
powerful conceptualizations of the mage archetype I've ever
seen, and while the tale starts off with the coming-of-age
angle, it moves into intrigue and action that would be much
more at home in one of the Bourne movies, and stays there
into the second book.
This isn't straight sword-and-sorcery; it's more like what
might have happened if Ian Fleming had decided that putting
Bond in the real world was too close to home for him, so he
wrote him in a fantasy world (that's novel-Bond, not
Hollywood-Bond).
Empire in Black and Gold (Shadows of the Apt Book 1)
- Adrian Tchaikovsky
Similar to the First Law series, this is a third-person-
narrated, rotating-perspective work.
This is more standard fare, containing well-written but not
revolutionary sword-and-sorcery - though instead of sorcery,
it's set in a world where people are divided up into
different tribes and clans based on the type of giant
insect, to which their ancestors bonded them totem-style,
thereby gaining different powers based on their ancestry.
For instance, Ants gain telepathy and the ability to live
and work in perfect unison. Wasps can fly and fire a bolt of
lightning that they refer to as a sting. Mantises are
absolutely perfect killing machines, taking it way beyond an
art.
It's not barbaric at all, instead being a little steam-punky
in flavor (some of the tribes/races have the ability to
invent technology and use it, whereas others don't), and if
it doesn't surprise at every turn, at the very least it kept
me more than adequately entertained throughout.
There are at least three books out now, and I've read and
enjoyed all of them.
Furies of Calderon (Codex Alera Book 1)
- Jim Butcher
While it has one dominating focal character, this one has a
tight third-person narrative and rotating cast of spotlight
characters who are largely the same book-to-book.
This is just solid, well-written, burn-through-in-a-day-or-
two (or a week, for normal people) sword-and-sorcery with an
epic cant.
Set in what is basically fantasy Rome at the peak of its
historical power, in a world where humans can bind "furies"
of various elements to themselves to produce what is
basically magic.
Everyone can do this, except for the main character Tavi,
who, for whatever reason (it's totally not plot-relevant) is
unable to bind or even call a fury of his own, and thus is
left to his wits and his hands when the feces collides with
the turbine.
The series chronicles Tavi growing up and becoming a badass
in his own right, and while it's epic, the stakes are always
personalized for the focal characters. You get action and
intrigue, romance (albeit light) and magic - and the
Butcher.
If you liked Dresden, you will like this; if you didn't, you
still might. If you haven't read Dresden, take a chance and
grab the first book of that (Storm Front) at the same time
you pick this one up. This series is ostensibly finished now
at five books or so; Dresden is maybe halfway done and has
many more books out.
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
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only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.
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