

And then there were none characters series#
Just a quick reminder that this series of lessons is for Game Masters running games and resolving Encounters. Game Masters Resolve Adventure Designers Create And they’re usually at their worst when they go undetected. They’re bad things or happenings that make like difficult.

The point is, traps and hazards are what you think they are. If you’ve got something your gut tells you is a trap but that doesn’t quite fit that definition, it ain’t the trap that’s missing something, it’s the definition. Some traps and hazards cause harm or deplete resources whereas others create obstacles and still others incite undesirable consequences. Traps are usually - but not always - crafted by sentient beings whereas hazards usually - not always - comprise natural conditions, forces, and events. This lesson’s about managing the actions when the characters encounter harmful but inanimate elements of the game world. And while I’m going to spew out a pedantical definition, know that True Game Masters don’t spend a lot of time arguing about what lands within and without the fuzzy lines around conceptual, game-design definitions. There’s a time for pedantical clarity and there’s a time to trust you to know shit when you see it.
And then there were none characters how to#
I’ve been making a point of being pedantically, definitionally clear since How to Run Encounters… NOT! - and I know you all love pedantically clear definitions - but I don’t think that’s always the best approach. And that’s true even when there ain’t a ticking time bomb about to blow. Both in-game time and real-life playtime are resources. Even if there ain’t a mechanical system in place for handling them. Favors owed and reputation and glory and honor are resources. Yes, empty space in a backpack is a resource. And since we’re talking about things that deplete resources today, it’s kind of important to know what that means.Īnything you’ve got and can expend, use up, or lose is a resource. Because many of you acted like certain things that absolutely, definitely are resources don’t count or don’t have value. I also discovered some of you have no idea what constitutes a resource.

And all I managed to do was confuse two-thirds of you and destroy what tiny shred of patience I had left for your nonsense. I recently made the mistake - twice - of trying to discuss - and compliment - the attrition-based mechanical design in fantasy adventure roleplaying games like Dungeons & Dragons. And when they don’t What Are Traps and Hazards? Today’s lesson: how do True Game Masters handle the game when the players’ characters blunder into traps and hazards. I wasn’t kidding last time that’s what I’m calling you now. So, open up the hangar cause here comes the spoon-feeding airplane… Blundering Into Trouble And, as with the combat crap, I’ve already told you how to do it. It’s about managing the action when the players’ characters Encounter traps and hazards. If you’ve been paying attention, today’s lesson’s gonna be a lot easier than the last two. Right?īecause Encounters don’t come in kinds, right? I’m still teaching you how True Game Masters resolve various kinds of in-game conflicts that arise from Encounters. Use the course index to catch up.Įnough frigging combat already, am I right? Two long-ass lessons with four lessons’ worth of information are too damned much. If you’ve not been following the series from the start, now’s not the time to jump in.

This here’s another lesson in my ongoing True Game Mastery course.
