Evaluating an adventure is difficult, since the experience is so intrinsically tied to a single group. Still, if we’re to have universally shared experiences, we need to find a vocabulary and methodology for discussion the merits and faults of an adventure. The conversation, started in the comments yesterday, continues with this post.
If you could have us write any post, what would it be? For me, I’ve got an idea brewing that I haven’t even talked over with my compatriots. I want to do a series on modern magic. I want to create trappings for the various powers to fit with a modern theme, as well as special magic items that only have a place on today’s world. It’s an interesting exercise in creativity, but it doesn’t have any application in any of our current projects.
Each week we answer a question from our loyal audience. Our question for this week is:
Dear Apathy,
My game sucks. I’ve got all this really awesome stuff, and my NPC’s rock, but none of my players seem to care. I’ve already had to evict one player from my game for lack of attention, and I have to shout at my players to pay attention at least twice a session. What can I do to make them more interested in my story?
A lot of the problems in a game are caused by players who aren’t committed to the game, don’t play in a cooperative manner, or are being dicks in one way or another. By following the advice contained within, you can be a better player at the table.
Many of the paper cuts we collected revolved around not having something you need when you need it. Maybe it’s pencils. Maybe it’s a new character sheet for a NPC created on the spot. Or maybe you simply have a new player over and don’t have dice for them. Fortunately, the solution to all of these problems is the same: proper preparation.
To be perfectly honest with you, I collect gaming crap. I try out lots of little tools to try and make the experience better, but in the end I just have a bunch of clutter. And so, I’ve been doing a lot of thinking about a more elegant solution for my gaming needs. I don’t have all the answers, but I’ve finally settled on the three ring binder as the centerpiece.
Each week we answer a question from our loyal audience. Our question for this week is:
Dear Apathy,
I love the group I play in, but one of my fellow player’s can’t go five minutes without interrupting the game with irrelevant conversation. Short of duct tape and a sock, what can I do to get him to stop derailing us?
The majority of environmental paper cuts fall into three categories: space, comfort, and distractions. You’re looking for an isolated environment, with room for all your supplies, and comfortable chairs and lighting. Essentially, you’re looking for a conference room.
Each week we answer a question from our loyal audience. Our question for this week is:
Dear Apathy,
My Game Master only runs the game every other week at best. We enjoy the game, but we regularly forget details that turn out to be important later. How can I better remember important details, and what advice can I give my GM so that his stuff is more memorable?
We spend a lot of time on this site trying to solve the big problems with gaming, such as dealing with players and writing encounters. But there are smaller things, too. Let’s call them paper cuts. Paper cuts are things that, individually, don’t have a huge effect on the game, but collectively they do diminish the experience. These are things like dice that roll off the table, cramped table space, or the inability to consistently remember an NPC’s accent.