We discuss how gamers grow and change over time, including what motivates them. We cover our own experiences, and how coming from traditional versus indie role-playing games changes the course of players’ evolution (but often not where they end up, given enough time).
We bring Blake back in for a discussion of character death in (more traditional) role-playing games. What does it add? What design considerations have to be given? What GM/player considerations have to be given?
We also talk about playing characters who are much dumber (or smarter) than you.
Topics covered include:
Lots of traditional games, including various editions of D&D
As Dave and Yanni prepare to go off to Indy for GenCon, we’re tossing out a relatively short round-table with three of our hosts. In this episode, we talk about D&D Next, then about skill and magic systems in role-playing games in general. We come to the following conclusions:
We like skill systems that let heroic characters do stuff
We like magic systems that are open-ended, not ones that make you pick from pre-generated lists of spells
“It turns out bludgeoning weapons also draw blood.”
This is another potpourri discussion. We start with hacking the 4th Edition D&D item system (which is definitely in need of hacking). We discuss how weapon proficiencies in D&D have evolved over time (and where the odd AD&D proficiencies came from). Then we talk about how to make story and encounters more interesting in D&D and other combat-heavy traditional games – or not. That kicks off talk about grind in games.