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Tuesday Tip of the Week

If you're going to run off the top of your head, make sure you're ready for anything. We've discovered, with our group at least, you don't need to have a lot prepared for the game, because we can derail anything you'd have planned for us. But, if your going to come to the table expecting to be crafty enough to just run scenarios and events off the top of your head, you had better be prapred for everything that comes your way. The worst thing you can do is fumble and backpedal in your words trying to not have the adventure spiral out of your control. And if you're not crafty enough, that is exactly what will happen.

So, while a good exercise to just try running things on the fly, beware things do not get out of your control.

Tuesday Tip of the Week

Todays tip is not a tip, it a question I'm asking to the everyone. Has anyone run an evil campaign, and what tips can you give me if I should decide to do so? I've been toying with the idea of running an evil campaign in a fantasy setting, but if you listen to our podcast at all, you know I can't take this group in to an evil campaign without some preparation. I don't want them to be just evil and on their own, that would be horrible; So I was considering having them work for someone powerful.

Has anyone else done this? What are some of the obstacles you encountered while running?

Tuesday Tip of the Week

Today's Tip-Be Flexible. Hardly seems noteworthy of mentioning when you're running a role-playing game; it should be a given that situations shouldn't have a fixed outcome. But I've run in to the problem before. Had a GM that would set a problem/situation before the group and then stand back and listen to us wrack our brains and debate the possible solutions. When we finally decided on a course of action they'd tell us that it wasn't going to work for whatever reason, so then we'd go to our second choice. Nope. Third choice? No dice. Something rediculous? Nada. Whether it was their intention to shoot down all our initial idea just to force us to think longer, and waste more game time trying to figure out the one, and apparently, only solution they had in mind I'll never know. The game play suffered however, because it felt like we were rats and there was only one solution to whatever maze of logic the GM had decided on (or come up with on the fly).

The whole point of running a role-playing game is you get to choose your own destiny. Games on rails aren't fun; they're great for beginners, but as you become a more experienced player, they lose their luster quick. Rather than shoot down player ideas to a situation, let them live by their decisions. It makes for a lot of fun.

Tuesday Tip of the Week

Todays Tip: Go Epic! If your a GM, you have to at least once in your career run a high powered epic campaign. Let the players start the characters high level and maybe even start with some magical equipment. You need to be ready for it though, you need to understand the badder they are the badder you need to be. These aren't characters they're going to slowly build to; they're going to start badd-ass and only go up from there. What's the advantage? Epic fun. Epic quest include things likle destroying artifacts, fighting against mass armies of giant, fierce monsters. The moto for the campaign should be go big, or go home. If you can keep control of the power in the game, they are tons of fun. So take some time to do the prep work and let your players go epic sometime soon!

Tuesday Tip of the Week

For this weeks tip I'm going to sujest using a die rolling area or box for your games. I think we have all been a part of games where a player or players haven't exactly been truthful with their rolls. Having a box, like our Arena of Fate, or a special matt or something can help eliminate those kinds of issues. It keep everyone at the table honest and, as we know, when people aren't fudging their rolls it makes play a lot more fun.

Tuesday Tip of the Week

If you have never run a game, give it a try sometime. It will help you expand yourself and your ability to role-play. Running a game allows you the freedom to stretch yourself out in to different roles by playing the various NPC. It also gives you a chance to craft a story that you'd find interesting. The change of pace can be daunting and a hard act to keep up, but with propper preperation, you'll hopefully be ready for whatever your players decide to throw your way.

Tuesday Tip of the Week

Todays Tip: Get in to character! When you're playing a character in a role-playing game, one of the easiest things to do is to forget that the character is not you. It's someone else entirely; they can have differrent drives and motivations, things that make them happy or angry. It gives you a chance to be someone else for a little while. Give that character their own personality, maybe even try speaking in an accent to really feel what that character is like. And, if you play in several different games, or rotate as we do, try and make sure that each of the characters you play are different from each other. It's impossible to remove who you are in reality, totally, from the characters you play, but its fun to try and stretch your imagination to the mindset of the character and the setting and react as they would. Changing the way you'd normally react to things can makes for some fun and exciting role-play moments; if you always play the same way and do the same things, you become predictable. You don't want to be predictable, because, it's just as important to keep the GM on their toes is it is for them to keep you on yours.

The Tuesday Tip of the Week

This weeks tip is simple: Remember to take a break for your long term campaign. Long term campaigns can be a lot of fun because, in a good one, there's pleanty of character developement and level advancement and you really get to get in to your character. All those are pluses, but the downside of the equation is that after a while, even with a great story, people can just start to get burned out on the game system. How do you fix that? Switch to a new GM and play a shorter game, taking only a few weeks, and recharge your batteries; or take a couple weeks off and play board or card games. We have taken time off and done some LAN games over the network at each other's houses which proved to be fun. There are lots of options so take advantage of them; a change of place could be just what the doctor ordered.

If you have a great role-playing tip to share e-mail us at GameKnightsPodcast@gmail.com

Tuesday Tip of the Week

Be sure to inject some humor in your campaigns. If you've listened to our podcast, you know all too well, that we don't take ourselves too seriously. Our GM's usually are sure to put that one situation in there to try and throw us off and make us laugh or shake or head at what we have to deal with. Try running a humorous campaign sometime, an entire ongoing, absurd, series of adventures. It's a nice refreshing twist from having to save the seriousness of having to save the world all the time. Give it a go sometime.

If you have a good role-playing tip or idea, share it with us at GameKnightsPodcast@gmail.com and maybe I'll use it for the Tuesday Tip of the Week, and give you the credit to boot.

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Tuesday Tip of the Week

Todays tip? Make danger a real part of your GM aresnal. I may have touched on this before, maybe not, but it's important for that players to understand their characters do not play your game with a safety net. What is the good of having deadly monsters, evil bad guys, doomsday devices and the almighty trap, if you're never going to have the schnutz to actually pull the trigger when a characters blunders in to a mortal situation? I know no one wants their character to go out "like a bitch" but it has to happen if the situation demands it. Use things like critical hit charts and fumble charts to add a little extra peril to the situation. These things make the players think and learn, most of the time, and the players need to understand that their characters are always "safe". And unfortunately, not every character can go out in a blaze of glory, sometimes that poison trap on the door, or that goblin with the lucky critical hit gets to actualy kill you.

Now an important note, there is such a thing as overkill. You do not want to become a GM serial killer, murdering player characters by the handful every week. Death should always be a present looming possibility, but not a weekly certainty. You don't want to turn your players off on the idea of playing with you because your games have turned in to dealy gauntlets. Be fair and use your best judgement; there's times to pull a punch and times to let them land with full force. You may have to feel things out and experiment a little, but once you figure it out you'll find that having that real bit of danger makes your games that much more fun!