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Post by Drozgul on Apr 5, 2012 23:43:11 GMT -5
Lets use this as a place to consolidate ideas. Its about time we got this thing started and I honestly felt like I hate a writers block when I tried to approach it, so I figure if its all lain out here, I can see it all and hopefully find the inspiration I need to get it moving again.
Please list the topics of our columns/articles here so we can prioritize and tackle each one and get something done on it, hopefully we'll develop a system for meeting deadlines and such.
Thanks.
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Post by xenocide on Apr 7, 2012 12:57:16 GMT -5
Right, well, here we go:
Columns I would be interested in writing:
"Role Vs Roll" a side-by-side comparison of the combat and non-combat roles a particular build would take in a party in a particular system. Each side would be posed a list of questions that would be answered either from the character's perspective or the player. (would take on the power gamer aspect of it.)
"The Bigger Stick." A column for power gamers who have trouble role-playing. Columns would be about turning numbers on your sheet into role-playing material, as well as general role-playing notes as well.
"Power Play" A column about taking a character idea, and maxing it out (or meta-gaming, or power-gaming) Would pluck character types from different systems and different versions of the same systems.
Other Idea's for columns: "frugal Gamer" a column about saving money on gaming in general.
"Bar fights for Beginners" A column that would help introduce a new game to a player. Could be done in two ways: general tips on how to learn a new game, or taking a specific game and giving an overall guideline on how to do things. Or both.
That's all I have right now. My laptop had to be restored, so I lost all of my previous ideas.
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Lady Masquerade
Journeyman
Look into my eyes. Do you see who I see?
Posts: 174
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Post by Lady Masquerade on Apr 11, 2012 14:59:03 GMT -5
Ack, that sucks that you lost all your previous stuff. But it's a good start. My ideas: "Off the Books". A column that works the opposite of "The Bigger Stick" and takes character concepts and helps to select skills, feats, powers, etc., that embrace what you want to achieve. It will also feature short character narratives or possibly an ongoing story. Just a different name suggestion for the "Frugal Gamer". How about "Vow of Poverty" instead?
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Post by labael on Apr 14, 2012 21:08:53 GMT -5
An idea that popped into my head was something I called "Practical Magic." One of the articles I had in mind was the benefits of roleplaying and a second was concerning the Christian roleplayer (how it wasn't evil lmao). Saddly I didn't get far. Writers block has hit me in all areas of my imagination. I blame stress.
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Post by labael on Apr 14, 2012 21:10:20 GMT -5
Don't be afraid to say "No" or "That's not quite what we are looking for"
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Lady Masquerade
Journeyman
Look into my eyes. Do you see who I see?
Posts: 174
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Post by Lady Masquerade on Apr 15, 2012 11:37:45 GMT -5
I don't think there's anything wrong with that idea, if that's something you feel you want to write about. But if you've hit writer's block with it already, I'd just recommend considering whether you think it would be better as a once-and-done article as opposed to an annual column.
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Post by Drozgul on Apr 17, 2012 11:07:33 GMT -5
"What ever happened to..." A look at history within your game, whether it be bard's lore, what really caused the once great temple to become a rotting ruin, or why there are no longer dwarves in your campaign. It will mostly discuss how much work you want to put into prearranged details, and how they translate both mechanically and thematically in your game. (Second working title, "Moss of/on the Rolling Stone")
"The Looking Glass" How to help your players immerse into a world they can't see. Helping them TO see it, as it were. Careful descriptions for GM's that don't soak too much time, but do paint a picture of the world.
“Once Upon a Time” A storyteller’s guide for getting to know your audience. Learning how to tailor your story for your party so all players are immersed and enjoy your tale. Helpful tips for new Gms to tell their story in the style they want to convey, whether it be a 1930’s serial cliffhanger, an eastern imperial epic, or straight up high fantasy.
“Might v. Right” A basic breakdown of how to turn very mechanical encounters into fun role playing experiences. This article will give examples of scenarios where role playing is usually a little lighter, and how to make room for more of it.
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Post by labael on Apr 21, 2012 18:20:09 GMT -5
My writers block is a general one. . .not one specific to the articles. Even my fantasy and sci fi writing has hit a wall of stress and a blockade of stupidity. . .
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