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lundi 25 juillet 2016

[Tactique de maîtrise] Les descriptions synesthétiques

La mise en œuvre de descriptions captivantes est l'un des piliers d'une narration réussie. Ce billet explore la manière dont le recours à la synesthésie peut constituer un outil utile pour raccourcir les descriptions tout en les faisant s'adresser aux émotions et au ressenti plus qu'à la seule raison.

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lundi 31 août 2015

Strategic Gamemastering, part 2: Data organization and exploitation through the THACO

This is the second installment of our series of articles on optimizing gamemaster effort through systematic gamemastering strategies. In the first article of this series, we have seen together how a clever gamemaster could infer player expectations for a given game by thoroughly mining all available data sources.

This post is focused on the practical organization and exploitation of all data gathered following a practical methodology, which, in homage to Gary Gygax, our godfather of tabletop RPG gaming, I have named the "THACO".

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mardi 25 août 2015

[Geekopolis 2015] Vidéo de l'Atelier / Masterclass "Tuez vos PJ !"

Les festivaliers de Geekopolis 2015 ont mis en ligne la vidéo de l'atelier / masterclass "Tuez vos PJ", auquel Dreyf (d'Opale), Krom (de Projet-R) & moi-même (GROG) avons participé en mai dernier.

La vidéo se trouve ici.

Les slides que j'avais préparés (hélas sans pouvoir les présenter) pour cet atelier sont disponibles .

mercredi 25 juin 2014

Strategic Gamemastering, Part 1: RPG theory, Premises and Data gathering

GNS and Big Model theories have limits. They describe the players, the relationships between player stances, and the social contract between the players. They help expose the incoherences and/or game design flaws of role-playing games. They help understand the psychological mechanics & dynamics of a RPG gaming table. They help understand that differing expectations will end up with incoherence, zilch play, or even agenda clash. In that, they are useful awareness-raising tools for the GM and the players alike.

However, they also show their limits in that they are theoretical tools, from which GM & player best practices have to be deducted, and depend on the effort of the GM, on his understanding, and on the willingness and/or ability of each player to understand her own creative agenda, her own needs and expectations, know her own stance and the nature of the game, and fulfill her part of the gaming table "social contract".

But what of the time-deprived gamemaster? What of the player who is unwilling or unable to clearly state or even understand his own expectations?

Moreover, what of the case of an impromptu gaming table, or a gaming convention demo? How can a GM apply his understanding of the Big Model or the GNS model to the gaming session at hand without engaging in interviews on the preferred creative agendas and expectations of the players?

I believe that these limits can be broken through by any GM, by adopting a common, game-independant, player-independant, creative-agenda-independant methodical gamemastering approach.

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vendredi 13 juin 2014

[OtE] [NPC] Candero "Asdrubal" Terceius

Current official Asdrubal Terceius and presumably immortal wizard.

A new NPC for Over the Edge.

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mercredi 28 mai 2014

[OtE] The Terceius conspiracy

An Immortal at the Al Amarjan Senate & a new conspiracy for Over the Edge.

Some of this has already been shared through the Over the Edge mailing-list, but this is an expanded version of the Asdrubal Terceius character and his legacy of conspirators. Description of the NPC belonging to the Terceius conspiracy will follow.

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dimanche 16 mars 2014

BugHunters : Extended character sheet

The BugHunters RPG (powered with TSR's Amazing Engine system) provided a quite simple character sheet, and quite a detailed skill tree. For the needs of my own 6-year long campaign, I had to insert the BugHunters skill tree into a character sheet. I also seized this opportunity to add a goodly number of skills, enhancements, and specializations, as well as a few useful details (stamina and body penalties, automatic dodge chance, etc.).

Inspired by Starship Troopers, I also added psychic skills on the bottom left of the sheet. However, in order to play "vanilla" BugHunters, this part can be safely ignored.

samedi 15 mars 2014

BugHunters : feuille de personnage étendue

Le jeu BugHunters, faisant partie de la gamme Amazing Engine de TSR, présentait une feuille de personnage assez vide (pour ne pas dire très vide), et un arbre de compétence très détaillé.

Pour les besoins de ma propre campagne, en cours depuis 6 ans, j'ai donc intégré l'arbre de compétences de BugHunters dans une fiche de personnage. J'en ai profité pour ajouter un nombre important de compétences et spécialisations, ainsi que de menus détails utiles (comme par exemple les chances d'éviter une attaque).

J'ai également ajouté des facultés de médiumnie, en bas à gauche. Mais pour jouer à la version "de base" du jeu, il suffit d'ignorer cette partie.

La feuille de personnage est en anglais.

dimanche 9 février 2014

[OtE] [NPC] Lava Lamp Globule

Chrysalis of influence

New NPC for Over the Edge.

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[OtE] [NPC] Dedomena

Sentient red tape

A new NPC for Over the Edge

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