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Books > Sport & Leisure > Hobbies, quizzes & games
Is your roleplaying in a rut? Flip the table and try something new! Proactive roleplaying will re-energize your players – and your game.
Most adventures in traditional TTRPGs start out the same way: Something bad happens and your players have to muster their courage to stand against it. Whether it’s rescuing the little dog that was kidnapped by the local troll, stopping an assassination attempt at the archduke’s wedding or recruiting an army to disrupt the construction of a world-ending ritual site, the party will always find a way to save the day. After all, what kind of heroes would they be if they let the dog, duke or entire population die? Saving the day is fun, but it starts to get repetitive after a while. If you’re using a “bad guys try to do stuff, good guys try to stop them” engine to drive all your sessions, you’re taking all the agency out of your players’ hands. Bad stuff happens, good people have to try to stop it, roll, rinse, repeat.
There’s a better way to play (and prep) your sessions. The Game Master’s Handbook of Proactive Roleplaying shows you how to convert your TTRPG gameplay from predictable action/reaction cliches to player-driven narratives that put all the choices (and most of the prep work) in the hands of your players. The goals are theirs. The decisions are theirs. Everything that happens in the world you’re building together occurs not because you planned it, but because the PCs are following their own paths, rather than Game Master breadcrumbs, to the scene of the next adventure.
The proactive approach ensures every battle has tension, every faction has a function and every session is high-stakes (and an absolute blast), putting the players and their characters in the driver’s seat so you can sit back and simply put giant goal- (and soul-) crushing roadblocks in their way.
You’ll also find:
- Foreword by Ginny Di with an afterword by Jeff Ashworth
- Writer’s block-breaking charts
- Case studies from decades of sessions
- Templates for goal-driven NPCs and factions
- A modular adventure setting and much more!
The Game Master's Handbook of Proactive Roleplaying is compatible with your favorite 5th edition Fantasy Tabletop RPGs!
Jam out with the help of man's best friend -- the Mini SubWOOFer!
Enjoy your favorite tunes at work, home, or on-the-go with this quirky,
dachshundshaped wireless speaker that brings the beats wherever it
goes. This mini kit includes:
- 3" dog-shaped wireless speaker
- Miniature USB cord
- 32-page illustrated mini book
Collection of scripts, comics, and previews from Mark Green and
Andre Duggan, ideal for fans of Vampire Wars games.
Whisper & Venom Compendium Deluxe Hardcover Whisper & Venom
is a complete adventure for fantasy RPG's. Intriguing design and
immersive gameplay are showcased in elegant writing. It is suitable
for any classic fantasy role-playing game system.
Tons of crossword fun in a small package! These 10x10 crosswords
are perfect for anyone who wants a quick and easy diversion, with
mini themes and fresh, playful clues on a variety of subjects.
Working on chess tactics and checkmates will help you win more
games. It develops your pattern recognition and your board vision
-- your ability to capitalise on opportunities. This Workbook
features a complete set of fundamental tactics, checkmate patterns,
exercises, hints, and solutions. Peter Giannatos selected 738
exercises based on ten years of experience with thousands of pupils
at the prize-winning Charlotte Chess Center. All problems are
clean, without unnecessary fluff that detracts from their
instructive value. The Workbook has ample room for writing down the
solutions to the exercises. This is helpful for both students and
coaches, who can assign homework from the book without having to
worry about being unable to review the solutions. And writing down
the correct chess moves will greatly accelerate your learning
process. This book offers you a treasure trove of chess knowledge
and more than enough lessons to keep you busy for a year!
Science Fiction Hobby Games serves as a history and guide to
tabletop gaming franchises set in original science-fictional
milieux. Its subject is the pen and paper role playing games and
model and counter based wargames that preceded modern videogames
and still evolve alongside them, as well as the gamebooks, board
games, card games and postal games that are their less famous
cousins. Included are detailed critical overviews of more than a
hundred fantastical universes published between 1969 and 2013,
along with essays on popular types of tabletop game and the natures
of their settings and stories. Throughout, sf games are treated as
an integral part of the long history of science fiction, and as a
new way of enabling its explorations of the future and other
worlds. Based on the author's contributions to the Hugo Award
winning third edition of the Clute and Nicholls Encyclopedia of
Science Fiction, this book contains an extra 20,000 words on
additional games and other topics, specially written for this new
version of the text.
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