Category Archives: Musings

Color My World: Painting Miniatures

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Just recently I’ve rediscovered the art of painting miniatures. I’d dabbled with it in high school and again in college, but I was never really happy with my results. At that time, before the Internet, it was difficult to find information on how to paint minis and I was reduced to trial and error, since no one else I knew did it.

Not so anymore. With the Internet, there’s a wealth of mini painting resources available. Here’s some the ones I really like:

  • Brushthralls.com. This is a blog devoted to miniature painting. While it hasn’t been updated since 2009, it’s still has a lot of great articles available.
  • Cool Mini or Not. This is a forum for miniature painters. They have a slew of articles on just about every aspect of painting you can think of.
  • Dr. Faust’s Painting Clinic. Offers a whole slew of painting tutorials from highlights and shading to creating believable flesh tones to basic sculpting.
  • How to Paint Miniatures.com. Just as the name says, this site will take you step-by-step through painting miniatures. Offers both beginning and advanced tutorials.
  • Jenova Project: Tips and Tutorials. Has a variety of painting tutorials, including recipes for creating various skintones.
  • Miniature Mentor. If you like video tutorials, this might be the site for you. They offer both beginning and advanced to tutorials for download and some on DVD for an extra charge. I haven’t tried any of them yet, so I can’t vouch for how good they are.
  • Necromancer Tales Miniatures: Tutorials, How-To, and Tips. Has a variety of tutorials, including several on building great bases for your minis to stand on.
  • Painting Miniatures Figures Made Quick and Easy. While aimed at the miniature wargamer, who wants to turn out whole regiments as quickly as possible, this site is still a great tutorial for the basics, even if your minis are one at a time labors of love.
  • Reaper Miniatures: The Craft. The granddaddy of miniature makers has a whole host of articles on their site. One of my favorites is on how to replace those gigantic swords.
  • The Ultimate Miniature Painting Guide. Offered by Cool Mini or Not, this is a PDF book of 400+ pages. While it could’ve desperately used some good copy editing (there are places I’ve had to guess the author’s meaning), it’s chock full of great mini painting advice, covering everything from preparing your miniature to painting to making bases to photographing your minis. At $10, it’s a book that’d be a steal at twice the price.

[Photo courtesy of dalangalma at Flikr Creative Commons]

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The Collected Beg, Borrow & Steal Now Available

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The Collected Beg, Borrow & Steal is a PDF eBook containing the first ten issues of the Beg, Borrow & Steal newsletter. More than just a reprint of the newsletters under one cover, the information in this book has been edited and reformatted to make it easier to read and use. Also included is a new list: “20 Magical Curios” that is unavailable anywhere else. This book contains

  • Campaign Control Journal
  • 14 Last-Minute Tips to Customize a Published Adventure.
  • 20 Magical Curios for Fantasy Games
  • On-line GMing Resources
  • How to Age Paper
  • Game Money
  • 9 Ways to Use PC Dreams
  • Unstick the Stumped with Bibliomancy
  • Tips for Creating Memorable NPCs on the Fly
  • 20 Unusual City Encounters
  • 20 Unusual Wilderness Encounters

For an example, check out the 20 Unusual City Encounters post.  The cost for the eBook is only $7 (US dollars)

You can purchase it by clicking the button below:

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Growing the Hobby

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For this month’s blog carnival Mad Brew Labs has posed the question “Challenge: Growing the Hobby”. Since I started playing in 1980, the hobby has grown exponentially and shows no sign of stopping. Sure, in the general population interest flares up, wanes, and fares again but the sheer number of people who play RPGs has grown considerably since its beginning. Do we really need it to grow more?

I think that before we can really answer the question of how to grow our hobby, we need to define exactly what hobby it is that we’re trying to grow. It’s RPGs, of course. But what, exactly, are RPGs? Tabletop games using traditional rules systems such as D&D, GURPS, Storyteller, Savage Worlds, etc. are obviously RPGs. But tabletop games have grown away from the table or were never there to start with. Are LARPs (live-action roleplaying games) RPGs? I think most of us would answer “yes”, simply because they’re usually based on a tabletop system.

But that being the case then, do the How to Host a Murder games that were popular in the late ’80′s also RPGs? I tend not classify them as RPGs for the simple matter that they involved reading lines from a set script. But what about the murder mystery trains and interactive theatres? How about re-enactment and re-creation such as the Society for Creative Anacronisms and black-powder rendezvous? What makes them different from LARPS?

Moving back to tabletop (in a way), we come to Play by Mail, Play by Email, and Play by Post games. Are they also RPGs? I think most of us would, again, say “yes” because they’re still playing something we recognize as an RPG. But that, then, leads us to open the big can of worms … MMOs. Are MMOs a type of RPG?

My point here isn’t to spark debate about what is or isn’t an RPG. My point is that the hobby may already be more mainstream and wide-spread than we frequently think.

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What Do You Need Help With?

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In addition to the world setting I’m creating, I’m looking at producing a line of products to help GMs run better and more immersive games. To that end, I’ve created a short survey asking for your input. Please help me out by taking a moment to give me your ideas. I’ll post the results here next week.

Click here to take survey

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Notable Absence

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As you’ve all noticed by now, my writing has been rather sporadic recently. It’s not because I’ve run out of ideas or developed a sudden allergy to blogging. No, the reason I’ve been rather absent is because my fiance Jay and I just bought a house and (being a foreclosure), it’s taking a lot of work to make it livable. Since I work from home, this will also be the new office of rpgGM.com.

We’re currently in the middle of ripping out all of the carpet and priming the entire house for repainting. Luckily, most of the work that needs to be done is cosmetic and we saved enough on the purchase price of the house itself that we’ll be able to hire someone to install the bamboo floors we’ve picked out. But meanwhile, there’s a lot of “sweat equity” to be put into it.

I’ve got a couple of “before” pictures — photos of the place before we began work. You can see one of them above; I’ll be posting more on my martial arts blog On My Own Two Feet.

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What’s My Motivation?

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motivation-chartYour GM picked out the adventure, did all of the background work, fleshed out the NPCs, balanced treasure and other rewards. Now it’s finally time to run the adventure, it’s up to the GM to find a way to motivate your character. Right?

[Photo from http://www.flickr.com/photos/philippeboukobza/ / CC BY 2.0]

Wrong.

True, the GM will most likely provide you a motivation for going on the adventure, but you can help by providing your own motivation for your character.

While “My character wouldn’t do that” can be a legitimate concern (I’m a “method actor”-style player, myself), it’s not helpful. If you try hard enough, there’s usually some way you can provide your character with a motivation to undertake the adventure.

Character History

Even if you don’t have a detailed backstory for your character, you can find a way to work something about this adventure into your character’s history. In fact, it’s probably easier to do it without a detailed history. But even if you’ve written down information for every month of your character’s life, you can still usually find a way to work a motivation for the adventure in there.

Perhaps you stumbled across this dungeon when you were growing up and always wondered what was down there that was so dangerous your parents wouldn’t let you explore it. Or your now-deceased mother had been an adventurer but had fled from this dungeon before exploring it thoroughly and you want to find out what could make a generally fearless woman flee in terror.

These are simply suggestions; you’ll do much better to find some reason yourself. The point is, that it doesn’t have to be a driving passion to provide motivation. Simple curiosity can be enough. Maybe the owner owes you some money and if you can’t get the money, you’re going to take payment in goods of equal value. Or perhaps you want to prove yourself a better adventurer than your mother who’s shadow you’ve been in since you started your career.

Character Relationships

That brings us to our next type of motivation: other people and the relationships your character has with them. It could be your favorite uncle asked you to check out the city sewers to find proof of the giant cybernetic rats and cockroaches he’s always said live down there. Maybe your familiar or a favorite pet wandered into the Mayor’s Mansion and hasn’t been seen or heard from since. Or maybe, just maybe, your brother dared you to go into the spooky cave.

Again, the reasons don’t have to be deep of life-changing or part of The Big Picture. It can be petty concerns. The important thing is to have a reason that will motivate you to undertake the adventure. It could even be something simply as the party’s cleric said “Please” when he asked you to come along. Of course, if you want to have this adventure affect your character deeply, go for it.

Character Goals

This brings us to our last set of motivations: your character’s goals. Maybe you want to collect one of every type of potion in the world. Or maybe you need some  scrapings from the wall to to mix the exact shade of grey paint to finish your current project. See, even here you don’t need grandiose ideas — simple ones will do as long as it gets your character moving.

Of course,  you’ll want to clear your motivation with your GM. If he hears, for instance, that you think there may be potions for your collection, then he’ll most likely go out of his way to put one in there as a reward.  Maybe you just want to complete your rock collection and the last type of rock you need is said to exist in this lich-controlled forest. placed in there.

Brainstorming or “Mind-Mapping” can help you find a reason. You can get special software for that, but I find good ol’ pen and paper work great for the job. If you’re really stuck, you might try having the GM other person you trust over for a brainstorming party. If something doesn’t come to you immediately, keep trying until you come up with something you can play. You’ll find the game much more enjoyable.

Other Player Month Posts:

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Upgrading Issues

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Please bear with me as I finish upgrading the theme for this site. I had technical difficulties installing the new theme and upgrading to the most recent version of WordPress (which for several reasons on my end, most of which come down to RTFM).

I’ll be finishing the set-up on the new theme over the course of the next few days. Everything’s there and you should be able to access it without difficulty. It just doesn’t look pretty yet.

Thanks for your patience.

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Top 10 of 100 and One

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This month, Evil Machinations celebrated it’s first anniversary. On top of that, this is my 100th post. Because of all that, I want to say thank you to everyone who’s made this blog a success.  Without my readers, there would be no Evil Machinations ;) .

Below is a count-down of your top ten favorite posts and pages on this blog since it began in April 2009:

10. An A-to-Z List of Lesser-Known Roleplaying Games: Part 1
9. X Marks the Spot: 11 Map Making Tutorials
8. Building Better NPCs III: Character Webs
7. Handling Problem Players
6. What’s Good About 4th Edition?
5. 20 Unusual City Encounters: From Beg, Borrow, & Steal
4. What GMs Really Want (Poll)
3. “Where are we again?”: Creating Unique Fantasy Cities and Towns
2. Character Questionnaire
1. Your Teacher Was Right … Creating Adventures with the 6 W’s

Next post will be the continuation of player month, which has now become extended through the end of May. Hey, that’s an idea: let’s turn this into a blog carnival. I hereby christen May “Player’s Advice” month here at EM. If others would like to join me on this, I’ll post a link from here to your page. Just leave me a reply to this post with your post’s URL.

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How to (Respectfully) Disagree With Your GM

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parrot discussionHere it is–the first post of our “Player Month”, designed to give advice to the players on how to make a game better. After all, the GM isn’t the only one playing and the players share some responsibility for making a game great.

At some point or another it will happen: your GM will make a call you don’t agree with. Do you just sit there and take it? After all, it’s the GM’s game and his word is law, right?

Well, yes and no. True, the GM decides the rules and has the final say on all matters. But that’s just it: the final say is final. That doesn’t mean you can’t have your input on making that final decision before it reaches the “final” part. There’s a big difference between a ruling and a final ruling. Depending on your GM, you can sometimes make your case and see if you can reach a compromise.

The trick here is that you need to make your cases respectfully. No shouting, no temper tantrums, no storming off. Here are some tips for successful resolution with your GM.

[Image courtesy of http://www.flickr.com/photos/taylar/ / CC BY 2.0]

Figure out what you want

You need to do this before you talk to your GM. What do you want to come out of this discussion? What specific result are you looking for? It’s amazing how many players get into a “knee-jerk” reaction. They take issue with something the GM says or does, but they have no idea how they want that changed. If you have an idea of your ideal result, you can figure out a compromise much more easily.

Wait until after the session

You’re much more likely to get a positive result from a GM if you approach her after a game session, rather than during it. Bringing up an issue during the session takes up valuable play time. At best, it leaves other players with nothing to do; at worst, it opens the floor to a free-for-all argument as the other players try to put in their complaints. Not only does this make the GM feel like she’s begin ganged up on, it tends to make her dig her heels in and stick to her ruling.

Sometimes you can’t wait–for example, if your character’s about to die–and you have to deal with the issue during the session. You will, most likely, gain a better result if these cases are rare. That way, you’re more likely to get the “benefit of the doubt”, such as “Gee, he always talks to me after a session. It must be really important if he’s bringing it up now.”

Talk about specifics

When you do talk to your GM, you want to bring up a specific issue or ruling. If the GM doesn’t know exactly what’s bothering you, how can he fix it? Focusing on specifics also avoids the “Your game sucks” attitude, which is guaranteed to cause a GM to ignore anything you’ve got to say. Remember what you’re bringing up is your problem, not your GM’s.

A related point is to “marshal your argument” ahead of time. Why do you disagree with the ruling? What about it makes you unhappy or uncomfortable? Focus on how the ruling affects you and your character and cite specific examples. It’s most likely that the GM just didn’t foresee the problems you’re experiencing or didn’t see them as problems. You need to let him know why this is a problem.

Have alternative suggestions

This goes along with knowing what result you want. It’s much more likely a GM will listen and adjust things accordingly if you have some ideas on how to fix the problem. Even if she doesn’t seem to keen on changing things, having something specific to try out (“Can we try this next week and see if it works?”) is much more likely to bring a change in your favor than a “this is a problem with your game–fix it” attitude.

When you’re thinking of suggestions, take the game as a whole in to consideration. Think about how your idea(s) will affect game balance and the other players. Also consider the plot of the game as you know it so far and what you foresee happening in the future. This communicates to your GM that you’re not just looking for a result that makes you the center of the game or gives you an über-character.

Take the GM’s final word gracefully

Only your GM knows the whole game. It’s possible that the “bad” ruling needs to stand because of something that’s coming down the pipe. There’ve been many times during a game when I’ve had to say “There’s a reason, trust me.” After all, if you can’t trust your GM maybe it’s time to find a new group.

Final thoughts

As always, watch your manner and your tone as you bring anything up with your GM. Remember your Ps and Qs and common-sense advice (focus on the problem, not the person; use “I” language; remember who owns the problem, etc.).

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Livin’ the Good Life: More Random Background Events for PCs

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A roulette wheel.
Image via Wikipedia

Stumped for a background for your newest character? Why not try some randomly generated ones? Last week, we covered the steps for generating a random background event and the tables for bad things that could happen to your character. Today, we’re covering the good things. Check out last week’s post for full details.

Life Path Good Events

  1. Gain a local ally. You’ve gained an ally who has a fair amount of influence or clout in the city, town or village you’re in.
  2. Strike it rich. You come into a sizable sum of money.  Whether you won it gambling, received it as payment for services rendered or simply found it, the money is yours–free and clear. No strings. It’s not enough to retire on, but it can certainly keep in you in some comfort for 1d10 months.
  3. Big job. You perform a job that brings not only financial reward, but also some recognition. Whether your face is widely known in the streets or to an elite few is up to you. In either case, you gain a positive boost to your reputation.
  4. Find a weaponsmaster. You find a skilled warrior/fighter whose abilities exceed your own and who’s willing to teach you. You improve one of your combat-related skills or add a weapon proficiency. The GM will tell you how many improvement points you gain.
  5. Find a skills master. You find someone who can help you either improve a non-combat skill you already have or learn a new one at a beginning level. The GM will tell you how many improvement points you gain.
  6. Powerful favor. Someone in political power in your game world owes you a favor. Maybe you ran an important errand or maybe you just babysat his favorite nephew. In any case, you will be able to call in one favor from this person. The GM will decide whether or not the favor you’re asking for is equitable with the one you received.
  7. Friends in low places. You make some friends with a local group or gang. It could be the local thieves guild or it could be a teenage gang of misfits. In either case, you can call on them for one small favor a month. This does cut both ways and the gang will expect you to return small favors should they need them. These should be easy favors that won’t hurt your reputation or your bank account.
  8. Friend on the force. You make a friend on the local constabulary or town guard. You can call on your friend for information or minor favors once a month. Again, this is two-way street and you friend can also call on you for the same.
  9. Friends in high places. You make a friend to has some measure of clout. Perhaps you rescued a local prince or duke or perhaps the princess has simply taken a liking to you. You can call on your friend for a small favor once a month, but don’t push it.
  10. Gain an asset. You find or are given a very useful or minor magic item (GM’s choice). However you come by it, it’s yours with no repercussions or strings attached.

Of course, you can also use these for “down time” events in-between adventures.

Look for next week when we’ll begin a “Player Month”, with articles for the players in your group.

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