Cutscenes are an important part of all video games. They allow for chunks of plot to be easily dispensed and essentially amount to mini movies which break up the gameplay experience and allow for plot to be told in a convenient manner. In terms of the battle between narrative and gaming, a cutscene is when … Continue reading From the DM’s Chair, Session 20: Probable Causes.
Roleplaying games are as much an exercise of luck as they are of skill or drama and it's in this element of luck that a beautiful little quirk can be found. An optional rule for Dungeons and Dragons is to consider this luck by involving a 'critical'. A 'critical' is when a player rolls the … Continue reading From the DM’s Chair: Session 19, Contradiction and conflict.
Antagonists are interesting forces in stories because they exist as a counter-point to our heroes, looking at the world in a different way to our heroes or even standing as a contradiction to all that a hero believes. A big issue with this, though, is that you can rarely have any discussions between heroes and … Continue reading From the DM’s Chair: Session 18: Where the Heart is
The antagonistic force in many books, films and games are usually embodied by a singular entity. Darth Vader is the face of the Empire, as much as Lex Luthor stands as a symbol of the Legion of Doom. However, an antagonist does not simply have to be just one individual. Whilst singular villains can be … Continue reading From the DM’s Chair: Session 17, Every Rose has its’ thorn
WARNING: This blog is a long one. Oops. The best experiences in D&D are the ones where afterwards both the DM and players sit back, relax and think 'wow, that was awesome'. It doesn't happen all that often, which is fair. A lot of things contribute to a session's mood and how people enjoy a … Continue reading From the DM’s Chair: Session 16, A Moth to a Flame
An aspect I've yet to properly touch on in this blog is the act of roleplaying itself, a main part of why we even play Dungeons and Dragons. Being able to have a character and explore what makes them emotionally resonate is one of the great processes of playing D&D, slowly learning and developing your … Continue reading From the DM’s Chair: Session 15, Devil May Care
When running a campaign in D&D, as discussed before, it is more than possible for your players to stumble into a situation that they are not prepared for fight or for things to go poorly in a standard fight. For those players less stubborn to suffer a TPK (which is also a perfectly legitimate way … Continue reading From the DM’s Chair: Session 14, Cinder’s Grave