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From Real Life 1

March 31, 2019 by Jacob Borgmann

Recently someone offhandedly said that I was more interested in games than in real life. I heartily disagreed. I find non-fiction books more interesting than fiction. I enjoy keeping up with current events. I often inspire my RPGs with Historical events and True Crime.

With all that in mind I Offer to you this link: https://www.thisamericanlife.org/419/petty-tyrant

I’ve listen to many episodes of This American Life. This particular episode details the rise and fall of a petty neighborhood tyrant. A man who set himself up like the Godfather. A chauvinist who thought of himself as the “Tough Guy” protector of his own little slice of the world.

As far as inspiration goes for a RPG, its the story of a criminal mastermind, but from a surprising place. The whole time he was shaking hands with government official and pulling down 6 figures he was in maintenance department. In the end he thought he was in a thankless job. That he did everyone a favor…

I think players would not see this one coming.

I think Steve Raucci was a real life villain and good inspiration for your next game!

March 31, 2019 /Jacob Borgmann
For GMs, Missions, Characters
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Jacklyn

October 13, 2018 by Jacob Borgmann

Art By: Alexis Heikkinen

It's that time of year again, the spooky time. And, for this months concept I've been saving something special. Meet Jacklyn, she's a vampire.

Vampire are quite pervasive these days, they've made it into all sorts of movies and books. I was watching "What we do in shadows" and felt pity for a woman who had a deal gone sour. She was taking care of vampire dirty work with the understanding that she herself would be transformed. Yet, after years of effort she was still mortal and starting to feel the best of her years have past by her.

Plenty of vampires are seductive. They are mysterious, forever young and powerful. It is definitively Gothic, a mixture of danger and attraction. Jacklyn fell for this, she wasted her youth on a false promise and was robbed in the end.

Jacklyn is a vampire now, immortal but permanently old. She has years ahead of herself and plenty of time to let her distaste grow. All her hopes of prestige, beauty, and delights have rotted.

Jacklyn's motivations and goals can shift with the decades. She might be out to trick someone with a false promise as she was. Jacklyn could try for personal payback against the people / families who mistreated her in ages past.

Perhaps Jacklyn hates her own existence and wishes to end it and end others...

The best villains act out of revenge and Jacklyn certainly takes herself seriously.

October 13, 2018 /Jacob Borgmann
Vampire, For GMs, Characters, Halloween
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Blind Ante

August 22, 2018 by Jacob Borgmann

I had a recent request from a player to have a hidden talent of their character. The player wanted to give the character a sense that they were special in some way, but their true nature is unknown. It reminded me of a few years ago when I was playing around with destiny. I liked that experience for myself and I thanked my player for giving me some creative freedom over his character. Quite a privilege.

This doesn't break any rules, other players can impact a way a character fleshes out. So to can the narrator, or even the enemies of a game. Still, to decide secretly what magical qualities the PC has will be a lot of fun. Believe me I immediately had idea, seconds after I was imbued with the power.

I'm excited for this and I'm offering it up as a suggestion even though I haven't tried it yet. Allowing your fellow players the detailing about your character could be a very creative opportunity.

Be careful of course. Wouldn't want to find our you have only one arm when you begin play. Stick with the idea above, something nobody (in the game) would know. Only the Narrator (and destiny) will reveal the truth.

Or be bold and go in without any knowledge. Simply assume the role you have been dealt!

A wild time indeed!

August 22, 2018 /Jacob Borgmann
For GMs, For Players, Characters
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Relationship Round Robin

June 05, 2018 by Jacob Borgmann

The beginning of an adventure can often be confusing. Many plot points need to be identified on day one. One such challenge in the beginning is coming up with a reason every hero knows each other. It is a good first move to establish how the player characters want to interact with each other. Cooperation, compromise and conflict, seen early by just asking, "how do I know you again?"

Sometimes it can be tough to think of a reason 4, 5, 6, or more heroes are teaming up. It took the MCU a whole movie to have the avengers assemble. One trick to tie everyone together is to create one relationship for ever player.

Each player character is related to one other. A knows B, B knows C, C knows D, D knows E, and E knows A.

For 5 heroes you have a circle of 5 relationships that establishes a connection to to be played off of later.

This relationship can be just about anything. Could be family, could be romantic, could be strictly business. It can be an active affair - A and B are attending the same school, or it could be former, C and D - are divorced.

Whatever the explanation because each person is tied to two others, the whole table has a step in the door to building a relationship.

Whether the player characters love each other, or tolerate each other, it can be very puzzling if they are just strangers.

Bonus points if you include NPCs many heroes know as well.

Remember its all make believe, nothing happens unless you say it is so. So say it out loud and add some details to why the heroes are in it to win it!

June 05, 2018 /Jacob Borgmann
For Players, Characters
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Player Asymmetry

April 30, 2018 by Jacob Borgmann

One of the expectations that can challenged in a team game is of equity. Plenty of conflicts and challenges are approached by people who don't have the same level of resources to offer. But that doesn't mean their contribution is without merit. Look at the American Revolution, where a bunch of under provisioned dissidents took on a global superpower. The drama is still there even if the match-up is "unfair."

Of course for fiction the challenge to the players should be on par with what they are able to accomplish. fighting 50 foot killer robots is not something the normal police can do, leave that to superman. But, a story can involve both Superheroes and those without such powers. Dynamics between players who are mismatched like this can be very interesting. 

Just make sure there is a challenge suited for each level of power. Or try to be creative in ways the little guy can take on Goliath. Such a game might be the most rewarding, if teamwork is made between people of different means.

April 30, 2018 /Jacob Borgmann
For GMs, For Players, Characters
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Ssshhhh...

March 31, 2018 by Jacob Borgmann

Typically when a game begins the heroes address each other and introduce themselves. Sometimes players divulge everything these is to know, where they come from, their hopes and dreams. Sometimes players have short divulges, "my character's name is bob, and he likes to fix things."

Almost never do players refuse to share something about their characters, nor do they lie. But, having a secret would be a great element to role-play with.

I've tossed around the idea before and never use it enough, but I encourage you to have a secret character sheet. Anything about your character that would be too embarrassing or damaging to make public can go on this secret character sheet. Throughout game play the other character can find clues and learn more about you. They may have known that Bob was an auto-mechanic, but they may never have known he was deep in debt.

Talk to your GM before you make any big secrets for your character. But, you could make a whole adventure around players finding out each others dirty secrets. Try and it out, and tell me how it goes.

Or maybe, don't tell me. Hush-Hush and all that.

March 31, 2018 /Jacob Borgmann
For GMs, For Players, Characters
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Wu-Bai

February 24, 2018 by Jacob Borgmann

Art By: Alexis Heikkinen

I'm back with another concept, this one a little short and sweet.

One of my favorite video games is Total Wars Shogun: 2. One of my favorite parts of that game is the little text spinets you get when you select new units and buildings. I won't pretend to be an expert on Feudal Japan, or on Shinto Buddhism. But, I always appreciate that window into another time and place. I shall always be on the outside looking in, but I think the game developers did a fair attempt to keep it authentic. But, again I don't really know how is really was.

One thing I am more confident about, regarding Buddhism, is the idea of impermanence. Indeed as part of the Bushido code, death, or more appropriately endings, is a core essence to why the Samurai act as they do.

This got my thinking of the recognition of endings in a place you might not expect, say an Elf. The immortality of elves, is super common in most fiction. So is an Elf's long view point of the world. If your existence continues ever and ever,  it might be hard to think of the void, or a state of non-being.

I'd love to delve more into this, but again I am only the outsider looking in. For now I offer up Wu-Bai. Who, while immortal, recognizes that his eventual death is part of the wider natural world. This is what led him to train as a warrior.

February 24, 2018 /Jacob Borgmann
For GMs, For Players, Characters
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