Burn Everything Gaming

RPGs and more


2 Comments

Fate Stunt Making for Players

I do not know of any other RPG that says “Make Your Own Powers” besides Fate (Editors note: One of the best ways to get information on the Internet is to say something doesn’t exist, or can’t be done. We look forward to hearing how that previous statement is wrong). Maybe I’m too sheltered, but it really seems like a lot of power to give to players not only when they are building characters but also throughout the campaign as they are leveling up. With great power comes great responsibility. And lots of fun!

For this post, we are going to look at making stunts from a player’s point of view. While all of these tips will be useful to GMs as well, they have a whole other set of things to consider when building stunts. Players are usually just concerned about one thing: their character. So with that in mind, here are some ideas to help you get started.

#1 Consult the Rules

Continue reading

Advertisements


Leave a comment

Pitching Games: Narrowing down to the good stuff

After the emotions of ending a campaign wind down, a new excitement starts to bubble up in all of us. The great question that has an endless array of possible wonderful answers: What are we going to play next?

For some groups, the answer is decided before you even get to this point. You are dedicated to a single system, or someone bought a new system that everyone is excited about, or the next GM has been trying to get the party killed for weeks so that they can start the game they want to run.

Why Pitch More Than One?

Continue reading


2 Comments

Game Masters’ Roundtable of Doom #6

So this week we have been invited to participate in a Roundtable of Doom topic with other bloggers and give our 2 credits’ worth on the big question of how tough challenges should be. Other participants will be linked at the bottom of the article. This weeks question:

Many of us probably remember the AD&D days when the DM could roll a black dragon on the random encounter table and end a low-level party’s career. The 3rd and 4th editions of the game led some newer players to believe that every encounter should be defeatable and appropriate to their level and capabilities. However, 5th edition has moved away from this structure.

We see this mirrored in other games as well. At one end of the spectrum is the style and belief that the PCs should be able to overcome any challenge that comes their way, that challenges should be “appropriate”. On the other end of the spectrum is the style and belief that the world should be realistic, that every fight shouldn’t be able to be won, and that one of the requisite skills of the game is knowing when to fight and when to run.

Where do you, as a GM, fall on this spectrum, and why? Should the PCs always be able to win?

Continue reading


Leave a comment

Creative Challenges 3

I am not sure if anyone besides me ever does these, but they have been a lot of fun for me to write and to try out. The theme for these challenges: skirting failure. We are looking at ways that games often fail and daring ourselves to get close without actually falling over the edge.

Just like last time, these challenges are targeted at FATE gamers. You should be able to adapt them to other games, but it will take a little effort. Granted, these may be risky enough that you don’t even want to.

Challenge 1: Kill a Player Character

Continue reading


Leave a comment

Predicting Unpredictable Players

Today’s article is geared more towards GMs, but I hope dedicated players will be able to pull some things about it. After all, this is about you from the GM’s perspective.

Players are unpredictable.

If your world is at all rocked by that statement, then bless your heart. The rest of us probably learned this the first time we ran a game. Maybe at first we thought it was our fault; that he hadn’t prepared enough for the adventure. Eventually, if a GM sticks with it, then she will come to the inevitable conclusion that no matter how much she prepares, she will never be able to predict her players’ actions.

Continue reading


1 Comment

World Building for a Fan Fate Game

FATE Core is often used to play games based on preexisting worlds established in anime, book, movies, or television series. Sometimes we as gamers make the mistake that this means we don’t have to establish our game world because a rich one already exists.

Now I am not saying that traditional methods of creating the gaming world as you go, or just having the GM create the world for that matter, are always bad ideas. And perhaps the task sounds too daunting, and you would much rather delve into a dungeon right away then figure out how many air nomads are married in the Eastern Air Temple or which type of starships are available in a certain sector of space.

Continue reading


Leave a comment

The Impossible Juggling Act

I once ran a FATE game where I decided to take inspiration from a YouTube series that made fun of roleplaying games. I put a lady of the lake in the game that was going to give the heroes a chance to prove they were the chosen ones and take an amazing weapon to be used for their own. Of course the catch was that this lady just wanted to mess with adventurers and gave them random bits of junk that she promised was the magic sword she was to grant the chosen ones.

Then the guy in the group that is usually very quiet and constantly giving up treasure to other members of the group that want it more spent every fate point he had to be accepted for the task. Apparently he is a HUGE fan of Arthurian lore, and he so badly wanted to be the one to wield my game’s equivalent of Excalibur.

Continue reading


Leave a comment

Creative Challenges 2

Time for another batch of random Creative Challenges. The first time I did this, the challenges were meant for players and GMs of Fate to try and push themselves to try new things with the mechanics. This time, I am going to push for story challenges. Hopefully these will push you to be more creative and inventive with your characters and the story they are playing out.

Just like last time, these challenges are targeted at FATE gamers, but since they are more story-themed they may be easier to adapt to other games.

Continue reading


Leave a comment

Solo Player Games

Tabletop roleplaying games were one of the first cooperative games published. I suppose I am using that term ‘cooperative’ a bit loosely all things considered, but the point is that our hobby has for most of its existence been geared towards positive social interaction, rather than social competition as most tabletop games have been until recent years. When you play an rpg competitively, it tends to stand out that this is not what the games were meant to achieve.

Even more difficult than a game where everyone is a backstabbing rogue, however, is the solo campaign. Here you want a player character to work with others towards a common goal, but there actually are not any ‘others’ to speak of playing with you. It is just one player and one GM.

Continue reading


Leave a comment

Custom Mystery Setting

So today I thought I’d try something different. I’ve been working on a mystery one-shot (which can be found here) set in the early 60’s where the player characters have to solve the murder of a Private Investigator that was employing them. And since I think best by typing out my thoughts, I figured I might as well post about it.

Why Make A New System For A One-Shot Game?

Continue reading