Tag Archives: Players

Quick Survey about Dealing with Players

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I’m currently writing a book about dealing with players. To that end, I’ve set up a survey to find out your concerns about working with players. Please take a few minutes to answer it:

Create your free online surveys with SurveyMonkey, the world’s leading questionnaire tool.

I’ll post the collective results of the survey in a separate post (don’t worry–it’s completely anonymous so you don’t have to worry about your players finding out what you’ve said about them ;) ).

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Rules-Lawyers: Dealing with the guy who has all the answers

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The Rules Lawyer

This sub-class of the Mechanic finds great joy in being the “go-to” guy. He’s probably memorized half (if not all) the books the group uses, and then some. While some Rules Lawyers have a strong emotional stake in being right all the time, many more of them just like being helpful. They often see themselves as much a game resource as the books they’ve memorized. Why should the GM have to spend 20 minutes page-flipping to find the special-case rule? Just ask the local Rules Lawyer: he’ll have the answer for you in less than a minute. If he doesn’t know the answer off the top of his head, he knows exactly where to find it.

Virtues

This player is walking rulebook. Use that information to your advantage. Don’t be afraid to ask the Rules-Lawyer about a rule you may be unsure of. Like all of us, Rules Lawyers need to feel needed. They also make great mentors to players trying to learn the ins-and-outs of a new system.

Flaws

The rulebook is the law of the land to a Rules Lawyer. He will argue incessantly with the GM over a rule change. A GM who has a Rules-Lawyer in the group will need to make it clear that she, not the rulebooks, is the ultimate authority of her game. If the GM views the rules as guidelines, rather than holy commandments, she needs to make that clear to the rules-Lawyer before the first game session (and often repeatedly throughout the campaign).

Rules Lawyers can also get bogged down in obscure modifiers and rare special cases. They may need reminding that you don’t need to use everything in the system, just because it’s printed in the book. (Unless you want to, in which case you’ll find the Rules Lawyer an even more valuable resource).

Ways a Rules-Lawyer can be useful

Out of Character:

  • As a researcher: if you know you’re going to need some section of the rules you don’t normally use, ask your resident Rules Lawyer to research them for you and make a cheat-sheet you to use at the next game session.
  • As a mentor: pair the Rules Lawyer up with a player who’s new to this game system. That player will get a good grounding in the system’s mechanics–which is always helpful, even if the new person is a Character Actor. Just keep an eye on things and remind the mentor to keep to the basics of the system and not overwhelm his new student with too much detail and crunch.
  • As a devil’s advocate: if another player suggests a rules addition or modification, have her run it by the Rules Lawyer for analysis. He can give you a break down of the advantages or disadvantages of the suggestion and a thorough description of the effect it’s likely to have on the rest of the game’s mechanics.
  • As a creation assistant: Because Rules Lawyers  know the mechanics of character creation extremely well, you can give a character description to a Rules Lawyer and let them work out the mechanics of it. Just make him aware that you’ll be making some changes to his work, so that he doesn’t know everything about that NPC’s powers and abilities.

(I did this frequently with a player in one campaign I ran. I’d write out in words what I wanted the character to be like, pass her to my resident Mechanic and he’d figure out all her stats, powers, and special abilities. I’d then make some changes to what he did to keep mystery involved. Balancing mechanics isn’t my strong suit, so I sought out players who are. It saved me a lot of time and I ended up with more mechanically-sound NPCs than I would’ve if I’d done it all myself.)

In Character:

Rules Lawyers tend to have a difficult time with the concept of in-character/out-of-character. Like the Power Gamer, most characters create by Rules Lawyers tend to be primarily collections of stats and powers, rather than a fully-developed personae. Just accept that you’re dealing with a vicarious player and don’t try to force them to develop acting ability.

(This is an excerpt from my upcoming book The GM’s Field Guide to Players. The book goes into much more detail about a variety of player types and suggestions on how to work with them during a game. It’s tentatively scheduled for release in late November of this year).

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When it’s Your Turn to Play: How to go from being a GM to a player

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GMing can be an all-consuming task. Players outnumber GMs, so we often get put in a situation where our group will say “We want to play [fill in new game here]. Will you run it?” But sometimes, even if you primarily GM, you’ll get a chance to actually sit in the player’s chair for a change.

Sitting the player’s chair can be a challenge for someone who primarily GMs. We’re so used to having the final say in game matters, that we tend to (usually unintentionally) act as if we’re in charge of this game. This tends to lead to bad feelings with rest of the group and the newly-minted player returns to her GM screen, vowing to never set foot out from it again.

That’s a shame, because GMs can offer a lot to a game when they play. They often have great ideas for overcoming obstacles (after all, they’re used to setting them), and can be a source of great help to the current GM, especially if he’s new to that side of the table. Plus, it’s good for a GM to remember what it feels like to be a player, from time to time.

Below are some guidelines on how to behave when it’s someone else’s turn in the GM chair:

  1. Never give GMing advice unless specifically asked. GMing has a steep learning curve. It takes months (do I dare say “years”?) to learn to manage all the tasks required to run a good game; this can only come with practice. While it’s hard to watch someone struggle through learning to GM, it’s necessary. He has to learn, just like you did. Giving unsolicited advice just upsets the other GM and is often interpreted as a vote of no confidence in his GMing ability.
  2. If you find yourself saying “In my game…,” stop talking. Unless it’s during a break and you’re relating a story about something funny that happened in your game, these are fighting words. Remember, this is not your game. Every GM is entitled to run her game her own way; just because it’s different from yours doesn’t make it bad. Acknowledge (to yourself) that it’s going to feel strange for a little while, but reserve judgment for several game sessions. If she’s doing something you just can’t stand, use the standard player solution—talk to her, or find a different game.
  3. If you must talk to the GM about the way he runs, remember you’re the player. Don’t tell him how you’d do it differently (unless he asks). Just say something along the lines of “I’m having a real difficulty with the way [thing that bothers you] is handled. Is there a particular reason for it being that way, or can we maybe try something else?” Focus on the specific thing that bothers you, not on his whole GMing approach.
  4. Try to keep GM information out of play. It’s going to be tough; when you’ve been GMing for any length of time, you know things that even experienced players don’t. So before you exploit the weakness of that monster’s special attack, ask yourself if your character would even know about the weakness in the first place. Be honest. If the answer is “No,” then use only what your character would know.
  5. Don’t overwhelm your GM. When you’re used to spending hours in preparation for a game, it can seem like you’re slacking off when you’re only a player. Many GMs I know (including me) then to still put in that time, often without realizing it. Since you’ve only got one small section of the game to work on—your character—you tend to over develop that section. Unless you clear it with your GM first, it’s not fair to dump a 25 page character history on her and expect her to read it all before the next game session. Remember, she’s got more than just your character to deal with.
  6. Don’t assume that just because you like something, that your GM will too. And visa versa, if you hate something, don’t assume your GM will also hate it. Some GMs love getting 20 pages of blue-booking between game sessions, others will barely have time to skim the first page. Find out your GM’s likes and dislikes.
  7. Take time to learn this group’s culture. Every game group has their own rituals and rules of behavior. If you’re coming into an established group, take time learn their traditions and standards of behavior. If everyone chips in to buy the GM pizza, by the third session, you should be ready to drop your share in the pot.
  8. Cut yourself some slack. It takes time to get used to being a player again. Treat yourself like you’d treat any brand-new player you’d have in your game. In many ways, that’s exactly what you are, especially if you haven’t played in years.
  9. Be the kind of player you’d want to have in your game. That’s basically what this all comes down to. If you’re supportive, helpful in a player sort of way, polite, and respectful, the rest of your group should be willing to overlook any gaffs on your part.

(This is an excerpt from my upcoming book: The GM’s Field Guide to Players, tentatively scheduled to come out in November.)

[photo courtesy of JDHancock courtesy of Flickr Creative Commons]

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Players: What Do You Want Your GM to Know About You?

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Now that I’ve gotten my adventure creation book out, I’m starting to look into the next project. One way I do that is to look back over my blog and see which posts are the most popular. One that seems to get a lot of hits is my Handling Problem Players post. Every GM has had at least one player that’s made her GMing life difficult.

But the problem can go both ways. Every player that’s been playing for awhile can find at least one horror story about a bad GM. So, players, what five things would you like your GM to know about either players in general or you as a player specifically? What things should GMs do differently than you’re currently experiencing? If I were to write a book for GMs about players, what five things should be included? Please let me know in the comments section below.

[Photo courtesy of SMercury98 via Flickr Creative Commons 2.0]

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11 GMing Tips I Learned from Being a Parent

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Sometimes running a game feels like herding a group of toddlers through the glassware department of  a department store while carrying an armload of wet cats. While most of the time players act like the responsible adults they usually are, there are times that I feel I’ve got a table full of cranky toddlers. On those times, I’ve found the following parenting skills really useful:

  1. Never give your players an option you hate.
  2. Look for ways to say “yes.”
  3. Don’t tell your players what their character thinks, just tell them what they can do.
  4. Don’t give in to whining.
  5. Never be afraid to say “no.”
  6. Limit their choices, if need be, but let the players make their own choices
  7. When everyone’s tired and hungry, take a break
  8. Admit when you’re wrong.
  9. Apologize when you need to.
  10. Let players make their own mistakes
  11. Insist on good manners.

How about you? What parenting (teaching, whatever) tips have you found helpful as a GM?

[Photo courtesy of fiskfisk under the Creative Commons 2 license]

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27 Surefire Ways to Get Kicked Out of a Game

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Awhile back I did a post on 21 Surefire Ways to Loose Players. With this being Player Month here at Evil Machinations, I thought it time to do a post for the players. Even the most die-hard GMs will change sides of the table, even if it’s a pick-up game at a con. You’d think we’d make the perfect players, right? Wrong. Unfortunately, all too often GMs-turned-PCs are the most difficult players in a group. While orginially aimed at GMs, even players who’ve never sat behind the GM screen should enjoy this list as well.

[Photo courtesy of House of Sims via Flickr Creative Commons 2.0 license]

  1. Repeatedly arrive extremely late to a game session without calling to let people know.
  2. Repeatedly miss a game session after assuring the GM you’d be there.
  3. Refuse to read the rules of the system you’re playing.
  4. Hog the spotlight.
  5. Give long lectures on how the game you run is better than this one.
  6. Tell the GM what he’s doing wrong and offer frequent unsolicited advice on how to run the way you would.
  7. Recite a Monty Python or Princess Bride quote for everything that happens during the game.
  8. Insist on roleplaying every moment of a supply run.
  9. Turn everything said into a sexual innuendo.
  10. Make overt sexual advances to every eligable PC in the party.
  11. Make overt sexual advances to every eligable player in the group.
  12. Argue for every advantage you can squeeze out of the system, even if it takes an hour to win a +1 bonus.
  13. Insist that the GM look up an obscure rule in the middle of combat.
  14. Expect everything to go your way because the GM is your significant other.
  15. Loudly and frequently complain about how your favorite rules system is better than the one the GM is currently using.
  16. Insist that the group run your favorite system, especially if they don’t want to change.
  17. Constantly brag about your über-character in another game and how she would wipe the floor in this game.
  18. Refuse to get dice of your own and insist on borrowing someone else’s.
  19. Continuously forget your character sheet so you can make up numbers on the fly.
  20. Play while drunk (or high)–unless your entire group enjoys drinking to excess while gaming.
  21. Deliberately and/or constantly ignore the rules of the host who’s house you’re playing in (such as putting your feet on the coffee table, not using a coaster, etc.)
  22. Torment your host’s pet(s).
  23. Play computer games while you’re roleplaying
  24. Repeatedly charm members of your own party.
  25. Repeatedly steal from members of your own party.
  26. Insist on going off on your own on a regular basis.
  27. Claim every useful bit of treasure as your own.

How about you? What have I forgotten that really raises your hackles? Please share!

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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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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.

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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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Evil Does Not Equal Stupid: 8 Tips for Playing Evil Characters

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evil-vs-goodWhether as a PCs or an NPCs, evil characters tend to get the short end of the stick. All too often, they’re portrayed as short-sighted, reactionary, shallow, and … well, stupid. Frequently, all evil characters look and act the same, like they are clones of one another. Which is a real shame; after all, what’s more engaging to your players than defeating a worthy opponent? Here are eight tips for making your evil characters more in-depth and engaging.

(Image courtesy of: http://www.flickr.com/photos/helico/ / CC BY 2.0)

  1. Evil is not a personality trait. It’s too broad a term to be a personality trait; it’s like saying that “human” is a personality trait. If you ask someone to define evil, they’ll give you a laundry list of actions, beliefs, and attitudes. It’s these things that can be called “evil”. An evil person is someone who performs these actions, just as a good person is someone who performs actions we identify as “good”.
  2. Evil is culturally determined. While there are some broad generalities—most (if not all) cultures in our world view intentional murder as evil, for example—what actions and beliefs are classified as “evil” or “good” vary from culture to culture. A classic example is slavery: most modern cultures would classify slavery as evil, but most ancient cultures viewed slavery as a part of everyday life.
  3. Evil characters don’t necessarily view themselves as evil. Usually, evil characters believe their actions were necessary and justified. A Lawful Evil ruler would view himself as a law-giver, someone who brings order out of chaos. A Neutral Evil character could see himself as a survivor, someone who’s forced to take the actions he does because of how the world treats him. A Chaotic Evil character might seem himself as a revolutionary, breaking down or circumventing unfair rules.
  4. Evil characters have relationships with other people. Every character has relationships. Even if they’re dedicated loners, they still know people and at least some people know them. Evil characters have (or had) families,  playmates, fellow church members, fellow students, bosses, underlings … all the relationships other characters have.
  5. Evil characters have many emotions. Too many evil characters (in film, novels, and TV, as well as RPGs) seem to be little more than cardboard cutouts. Their only emotions seem to be selfishness, hatred and revenge. The best evil characters are those that have the full variety of emotions—love, hate, revenge, happiness, sorrow—the same emotions good and neutral characters have. They can even fall in love. The main difference between evil characters and other characters is that they express those feelings in very selfish ways.
  6. Evil characters have back-stories. Evil characters don’t (usually) spring full-grown out of thin air. They have histories: they were born/created somewhere, grew up somewhere, learned their skills somewhere. Generally, there are people somewhere who knew them before the present moment. And those histories and past experiences helped to shape them into the people they are now.
  7. Evil characters have values and goals. Evil characters do the things they do for a reason. Only in parodies or broad comedies can they take actions for no other reason than “to be evil.” An evil character can seek to bring order, remove a threat, increase their wealth. Generally, they won’t view their goals as evil: instead they’ll see them as justified or necessary. These values and goals (rather than evilness itself)  should motivate your evil characters. A big difference between evil and good characters is that an evil person will take whatever action she deems necessary, regardless of its impact on other people.
  8. Evil characters can do good works. They can act law-abiding (usually out of fear, rather then a desire to do what’s right), generous, gracious, concerned, affectionate, if that’s what needs to be done to accomplish their goals.

Playing evil characters

Generally, you’ll play an evil character just as you would play a good one. The main difference is that the evil character will pursue his own agenda, no matter the cost to other people. But that doesn’t mean she’ll do the most rash and immediate thing, nor does it mean that when faced with a moral question, she’ll always take the opposite action of a good character.

Make sure your evil character has a reason for taking the actions beyond “it’s the evil thing to do.” That one thing alone will make your evil character stand out in a good way ;) .

Playing evil characters can be a lot of fun. Just remember that they take as much (or more) work than a good character of similar importance to the game. Look at your character as a whole person, figure out his goals and what he’s willing to do achieve them. You’ll get more enjoyment out of your game and so will your players.

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Product Review: Kobold Quarterly #11

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I thumbed through my advanced copy of KQ #11 (okay, since it’s a PDF, I didn’t exactly thumb – more paged down through) — the first issue of KQ I’d ever seen, and started to feel the excitement I used to have when looking through early issues of Dragon magazine.

15 articles (counting Maps and Free City), 9 of which I could immediately apply to my game and 5 more which, with some adjustments, could be adapted to fit my game. The visual layout of the magazine is minimalist — something I like very much. Color illustrations and splash graphics are nice to look at, but often eat up space in magazines I’d rather have taken up with ideas and text. KQ balances graphics and text well.

I particularly enjoyed Uvandir: The Pride of Craftsman — an alternate take on dwarves which seems to fit with the way I’ve been wanting to take dwarves in my own game world. Even as a veteran World of Darkness gamer, I was happy to see two articles reminding us that two favorite supernatural monsters (vampires and werewolves) are just that — monsters. It was a pleasant change from angsty soul-searching and eco-rage. I found the article on werewolves as PCs (Howling Werebeasts) especially helpful — full of great ideas on how to remind players that being a were is not like having a limited polymorph or shape-shifting ability. Were-creatures aren’t just powerful alternate forms — lycanthropy is a curse, first and foremost, and this article gave me some useful tips on how to bring that home to players.

The articles Running Across the Screen and Haunted by the Spirit of the Rules have good, solid advice on being a GM. The first one consists of interviews from industry designers on how to be a good GM, while the second reminds us that it’s the spirit of the rules that matters. I’d never thought of putting it that way before, but I’ll definitely be thinking about it the next time I have a rules-abusing player at my table.

I’d don’t play 4th ed, so I mostly skimmed the Wishing Well (an article about how to codify and use wishes in a game), but it did get my brain working on ways to structure the power of wishes in 3.x ed and other game systems. Whack Jacks and Harpy Nets got me thinking about how intelligent monsters would enhance their natural abilities with specially-designed weapons. I’m almost ashamed to admit that the idea never crossed my mind before I read this article.

Torture and Fear on the Tabletop puts teeth back in torture, creating ways to put the screws to (so to speak ;) ) even characters with huge pools of hit points. Same Rules, Different Treasure gives ideas on how to make magic items interesting again with little to no modification of game mechanics. Philip Larwood, in Monstrous Paragons, discusses PC “monster” races for paragon-level characters. The article Mysteries of the Philosopher’s Stone, tells us how to use this real-world legendary item in fantasy games. While aimed specificially at D&D, the article does include some ideas (in a separate section of boxed text) for using it with Mage: the Ascension. I wouldn’ve like to see a bit on how to adapt it to Ars Magica along with the Mage data, but it’s a minor quibble and I can easily adapt the idea to  ArM by myself.I’ve often found myself less than enthused about rangers having the ability to cast spells. The Spell-less Ranger gives me the alternative I’ve been looking for.
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On the whole, I couldn’t be more pleased with this magazine. It’s been quite a while since I’ve gotten this many ideas out of a gaming mag. Please excuse me while I go subscribe and look up back issues.

Have you used any of the material from this or previous issues of Kolbold Quarterly? If so, please pass your experience on to us.

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