[RPG] Player Mistakes 4 – Understand Your Character Better

Roughly eight years ago, I wrote about the opposite of this. While I still find that idea compelling, let’s look at this from the other side. Back then the message was not to set everything in stone, but if you have an interesting character concept, just research it. There is someone in history who’s life applies to what you are doing.

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Ideas for Using Generative Artificial Intelligence for Your RPG

First, it’s fine not to use them. I mean, I’ve done pretty well for decades without one, so how much is it going to help if I start using them now? Not much. Images would be helpful, because I can’t really draw, but I’ve always been very disappointed with the results from image generators. Video generators are worse.

The prompts used to make this video were:

  • Two geeks playing Magic the Gathering
  • Player on the right goes to the attack step.
  • A judge comes over and stops the game.
  • The judge adds counters to a card.
  • The player on the left disputes the judge’s decision and wants the head judge.

So, below I’m going to be talking about where they can actually be helpful.

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Creativity and Sources of Inspiration in RPGs (Blades in the Dark)

There’s a MtG-related Discord server, which happens to also have a channel for tabletop RPGs. It isn’t very active, but someone noted that Blades in the Dark was available in a bundle of some sort, so that sparked a little bit of discussion, as I claimed that because of how the game approaches the role of players, it’s actually easier to run than D&D, because there is not a lot of planning needed. Someone disagreed, so, as Ryan Hollinger would say, let’s talk about it. (Have I already used this somewhere? Not sure.)

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GMing Mistakes 17 – Teaching Your Players to be Murder-Hobos

Ever notice how players don’t trust anyone and just kill everyone over anything and with any excuse? Well, it might be your fault.

Now, I would like to note that this might not be only you. If players have learned from through previous games and GMs that violence is often the answer, perhaps the only answer (I’ve played under GMs, who have actually forced combat encounters, when players were actively trying to find other solutions), these players will have learned certain modes of operation, and unlearning them might be difficult. Continue reading