And if they keep getting rejected by NPCs, it’s essentially a case of “You need experience to work, but you can’t work because you have no experience.”
It’s roleplaying game week on this blog, and so I am here with a simple guide on a topic helpful to most game masters: Planning adventures for roleplaying games. Or, in tabletop gamer terms, a campaign!
Kind of like the campaigns from Warcraft and StarCraft, only interactive and with crazy characters who never do what you want and hurtle headlong into disaster as you silently urge them to make the sensible choice.
No wait, EXACTLY like the campaigns from Warcraft and StarCraft.
And unlike Pokemon, they get to SWITCH their moves at the start of each day.
Don your pointy hats and ostentatious robes, get your character sheets and start picking out your most useful and overpowered spells, folks! This post has arrived, neither early nor late, but precisely when I meant to show it!
Masters of magic. Sorcerers supreme. Wizards of Waverly Palace…! …Oh, sorcerers are actually a different thing? Oh, OK then. So yeah, what ARE wizards?
“You know what? I abandon my holy order and defect to the enemy.”
Yep, it’s that time of the month where I talk about tabletop gaming! …Yes, it’s now a thing. I even announced it and everything!
Every game needs a player. And players need a goal. So the campaign is set, the story begins, and the actors in this production gather. Their myriad paths will cross and converge in an entire adventure, but there is a great obstacle in their way.
Are they spellslingers? Hack-and-slashers? Do they have a giant robot at their command?
The adventurers go in to meet with the enemy. Based on intel, it’s apparently a lich at the head of a small army of hobgoblins. He’s a sorcerer, but he apparently has a high level cleric under him as well. And as initiative is rolled, the question is: