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Fresh Starts

12. Leden 2026 v 12:00

It’s a new year! Time for resolutions (I don’t do those, BTW). Time for fresh outlooks on life. Time to plan some goals (I do make goals for the year, BTW). Time for some fresh starts. These fresh starts can come in many forms. New characters. New campaigns. New games. New Systems. New gaming groups. New you! Let’s talk about that for a bit.

Characters

 Time for a new character? 

If you feel “stuck” in your current game, maybe it’s time for a new character to come into play. This can be a replacement character for your current campaign if you’re a player. This can be a new, very important NPC for the group to interact with if you’re the GM. Changing things up can really introduce new energy and vitality to your ongoing campaign.

However, don’t rattle the cage too hard. The overseers will hear you and come down with their stun batons. Make the change smoothly and in flow with what’s going on in the campaign.

As a player, if you feel you need a new character to introduce new passion into your gaming, talk about it with the table. Not just the GM. The entire table. See what everyone has to say about your new character concept and how well it’ll mesh with the current party of characters. You definitely need the GM’s permission to swap out characters. You don’t need permission from your fellow players, but you should at least get their buy in. Get them all on board with the chemistry change to their adventuring party.

As the GM, throwing in a new, important NPC can be jarring unless that NPC is somehow related to something else that already exists in the material you’ve presented to the players. Make it a relative of an existing NPC, even if it’s a minor one. Introduce another NPC’s boss and/or subordinate. Show how the new NPC is related (not necessarily by blood) to an existing frame of the campaign. The NPC can be there to help or hinder the PCs. Heck, the new NPC can be there to grant a new mission/job/quest/goal to the PCs, but make sure the NPC is presented as a trustworthy fellow to avoid the PCs from doubting the new job’s sincerity or validity. You can do this by tying the new NPC to ongoing events or other NPCs.

Campaigns

 Time for a new campaign? 

Sometimes (especially after the rough scheduling of holiday break), it’s time for a new campaign. If you can, plan for this. No one likes a surprise “new campaign” at the new year because it was hard to get the group together for the last two months. Yeah. I know this advice is coming a bit late since the holiday season just passed. Keep this in mind for the end of this year. If you can wrap up the current campaign around mid-November in plans for a long hiatus as the multitude of holidays hammers into your family life, you can return after the new year refreshed and ready for a good start on a new campaign.

This isn’t necessary, but it might be easier to launch into something new instead of asking, “Where were we two months ago?” Of course, if you have a good scribe in your group that tracks events, dates, characters, and game status at the end of each session, you should be able to pick up where you left off with relative ease.

Genre/Systems

 Time for a new system or genre? 

If you’re going to change up campaigns, maybe it’s time for a new genre and/or system! Maybe. It depends on your group. Most gaming groups encounter the dreaded monster known as the “Long Hiatus” between November and December, and it’s finally releasing its grip on the group in early January. Of course, for those of us in the northern hemisphere of Earth, January and February (and sometimes March) can bring some pretty miserable winter weather, so that Long Hiatus might increase its grip on the group at random times.

If you are prepared and thoughtful enough for the Long Hiatus, you might have a chance to start an online conversation (email, Slack, Discord, etc.) along the lines of, “What genre or system do we want to tackle next?” Obviously, if everyone is happy with what you currently have, this conversation isn’t necessary. If you need a change of scenery from epic fantasy to something else, then mid-December through early February is a great time to bring up this topic.

Conclusion

Regardless of what you might need or want to change at the new year, make sure you communicate your desires with the rest of your group in an open and honest manner. Don’t surprise folks with a new genre or system or campaign at the start of the new year. Don’t ambush anyone (especially the GM) with a fresh character to integrate into the group just because the Gregorian calendar ticked up a number in years. I guess the point I’m trying to make is collaborate and communicate with everyone at the table on any “fresh start” you want to bring to the table.

Happy New Year!

May your 2026 be wonderful!

Make It Personal

14. Listopad 2025 v 12:00

Session zero is packed. Like, really packed, with so many things to do and consider and take care of. There’s establishing the style/theme/tone of the game. Discussing safety tools. Establishing a genre to experience. Determining which system to use. Figuring out what setting to romp around in. Collaborating on character creation. Maybe even some shared world building between the players and the GM. Actually making characters. Perhaps an intro scene where the story is set and getting ready to roll before the campaign launches into orbit.

Yeah. It’s lots. Maybe too much.

However, I’m going to pile onto the stack a few more items that I think could be handled offline after session zero to help the GM really hone the campaign’s blade to razor sharpness. This can be handled via Google Forms, emails, Discord, Slack, or whatever communications methods your group uses between sessions.

Here we go!

Player Goals

 What do YOU, the player, want? 

Break the fourth wall here. Don’t think about character concerns, but what do you as a player want out of the campaign? Do you want to skulk around alleys? Maybe save a nation? Maybe be the big damn hero to rescue people of lesser abilities? Do you want to shoot between the stars, or delve deep underground? Do you want to level fast to see how the higher tiers of play run? Do you want to roll in the gold and spend as you please? What do you want out of the game? There is no wrong answer here.

Player Motivations

 Why do you want it? 

Why do you want what you want? This question is more important than actually stating goals for game play. Letting the GM peek into your brain to see why you want to accomplish certain goals will help the GM facilitate those goals more easily… and probably with a great deal more fun.

Character Goals

 What does your character want? 

Now it’s time to delve into your character’s inner self and figure out what you want your character to accomplish as you roll through the campaign. Riches? Fame? Infamy? Revenge? Redemption? Do you want to find your long lost father and reunite with him? Do you want your hard-working mother to never have to punch the clock again? Cure a disease that plagues your hometown?

When developing goals for your character, try to come up with a short-term and a long-term goal. Make them achievable within the framework of the game/setting/group. Most of all make them matter to your character (and maybe the world at large), and have fun with them!

Character Motivations

 Again, why? 

Here we go again. I’m beating the “motivation drum.” If your character doesn’t have a reason to accomplish the goal, they’ll give up on it at the first sign of trouble or when the smallest challenge presents itself. If your character has a core reason to get out there and do the thing, they’ll go do the thing!

Events to Experience

 Events are memorable. 

This (and the next few areas) come from a combined player/character perspective. Think of yourself and your character as a melded entity when venturing through these next few areas.

What events or scenarios do you want to encounter? Why? Do you want high seas danger? Maybe you’ve never swung from a chandelier while rescuing a princess during a ball and that’s on your bucket list. Maybe you’ve never actually gotten to level 23 of Undermountain beneath Waterdeep, and you really want to get there (once properly leveled up and equipped). Never owned a starship? Cool. Let’s do that! Want to command an army on the field of battle? Sure. Let’s go for it!

Location Types to Explore

 Everyone wants to be a tourist. 

Are there locations in your setting that you’ve never gone to? Maybe you’re playing in Forgotten Realms, but you’ve never been to the ruined nation of Netheril. Time to head north and go explore. Want to fly a spaceship through a black hole and see what the GM imagines is on the other side? Yeah. Set course for the center of the Milky Way Galaxy and see what’s there.

Caveat: Newer players may not know what they don’t know, so they may need some guidance on this front. On the other side, veteran players may think they’ve seen it all, but there’s no way they have. They may need some nudges to get them going on the creative side of this question.

NPC Types to Meet

 Who else is in the world? 

Like with locales in your setting, there are innumerable NPCs to meet and greet and debate and fall in love with and hate with a passion. Give your GM some ideas on who (or what) you might like to encounter in the setting in a non-combat situation. This can greatly assist the GM in world building. You don’t have to go super detailed into this. Something as simple as, “I want to haggle with a spaceport junk seller who has a gambling problem,” will work beautifully. There are numerous hooks just in that one quote that any skilled GM can hang onto and run with.

Monsters to Defeat

 What do you want to slay? 

Never fought a dragon? (WHAT?!?! You need to fight at least one dragon in your career as a gamer!) How about a mind-flayer or a beholder? Those are great challenges even for a higher-powered set of characters. Want to kill a lich and successfully destroy its phylactery? Yeah. Send that to the GM as something you’d like to experience. Have you ever had to cleanse a small village of a doppelganger infestation? What? No? Propose that to the GM as an idea, and let them run with it! You never know what cool stuff your idea will implant into the GM’s brain.

Conclusion

As I said at the start, this is not session zero material, but something to take offline. If your GM puts time and effort into posing these questions, answer them. Don’t forget to answer or fully ignore the questions. If the GM is asking about this kind of material, then they truly do care what you have to say. Don’t consider it a waste of time. Consider it your contribution to the story arcs, campaign setting, and general campaign material the GM will pluck from to formulate future sessions.

Small Groups vs. Large Groups

24. Říjen 2025 v 12:00

How large is your RPG group? Small? Large? Average? What are the ramifications of each size of group? Do you have too few players? Too many?

It all depends on what you’re looking for in your games and sessions. Back in early high school, the largest group I was part of had 15 players and 22 characters spread across those 15 players. Joe, our wonderful GM, ran it all with ease and style. He did have a co-GM sitting at the far end of the table to wrangle the players and help keep them focused. Joe made all final rules arbitrations, but if a rule was clearly written (kinda rare in those days of the late 1980s), then the co-GM could make a ruling for his end of the table. Joe handled all story elements and NPC interactions. Of course, this is an extreme example of a large group.

Then again, people think that my current group of 7 players (plus the GM) “too large,” but it works very well for us. We can continue playing even if 2 or 3 of the players have to miss for various reasons. We like being able to consistently get together on a weekly basis for our 6-9 hour sessions. Yeah. You read that right. Our “short” sessions are 6 hours long, and it’s not unusual for us to hit 9 hours of game time on Saturday. However, the length of sessions is a topic for another day.

Today, I’ll be talking about how group size changes up how the sessions are played and managed. While talking about “group size,” I’m working with the assumption of a single GM and the numbers presented below are the player count.

Size Definitions

I’ll be using the phrasing of “small,” “average,” and “large” to describe group sizes. For the purposes of this article, a small group has less than 4 players. A large group has 6 or more players. This leaves the middle ground of 4-5 players being average. These numbers area all based on what I’ve seen across 41 years of tabletop RPG experience.

Spotlight Time

 How much time do you spend with each PC? 

Small groups allow for more spotlight time for each PC during a session. It can also cause the spotlight to change or cycle between PCs in a faster fashion than with larger groups. This high level of attention being quickly moved about leads to less boredom, downtime, or lack of involvement with each player. This is generally considered a good thing, which is why recommended group sizes have shrunk over the decades since those days of yore when a dozen players could be called typical.

Larger groups are on the other end of the spectrum. Even if the spotlight cycles quickly between players, there are more cycles to get through as a player waits their turn. This is not just during combat, but during all other facets of the game. This puts some more weight on the GM to be aware of when a player has not had the spotlight in quite a while.

Average-sized groups seem to be the sweet spot for spotlight time. The GM can spend a little more time with each PC to get things accomplished with that PC before shifting to another PC. Also, each player doesn’t have to wait overly long before their turn to get the attention comes along.

Threat Level

 How deadly are your encounters and situations? 

With smaller groups, the threat level has to be carefully considered and balanced by the GM. Even one monster too many in a combat can leave the entire party in danger. This is especially true if the monster has some method to neutralize a PC (or more than one!) with a single action. Things like hold person, paralysis, petrification, knock-out poisons and such like that can remove one-quarter (or more!) of the party’s potency in a fight. This can turn an “easy” fight into a “difficult” one or even up to a “deadly” one.

Larger groups don’t suffer from this as much since the still-standing characters can fill the gap of the fallen character, or come to the rescue to revive them and get them back into the fight. Taking out a large percentage of the party’s firepower in one fell swoop is much more difficult in larger groups. Of course, this means the GM will need to increase the power level or numbers of enemies found in a published adventure.

Trying to stick with the average party sizes works well for published adventures since this is the expectation in modern games and their published adventures. A good adventure will have advice throughout for scaling the adventure up/down based not only on character power levels, but the number of PCs involved in the adventure as well.

Energy Levels

 How high is your player energy level? 

Here, I’m talking about the player energy levels. Smaller groups can exhaust everyone (player and GM alike) more quickly since they don’t have as much mental downtime between actions or spotlight time. This can lead to shorter sessions, more breaks, or a need to just pause for a bit to let everyone catch their breath.

Larger groups usually don’t have this problem, except for the GM. Juggling 6, 7, or 8 players’ desires and actions and reactions and consequences and abilities can be mentally taxing for a GM. I personally can’t run Fate because I can’t remember (even with cheat sheets) the aspects for 3 PCs let alone more than that. I couldn’t imagine trying to run Fate with 6+ PCs at the table. I’d completely and totally melt. The GM energy levels might dictate shorter sessions like with small groups. This can lead to the players leaving the game session amped up and ready for more while the GM just needs a glass of wine and a hot bath to recover from juggling all that was in front of them.

Like with above, average-sized groups are perfect for maintaining the energy levels of everyone involved. There’s just a good balance there for downtime, activities, and allowing the GM mental space to track the PC vitals (just the vitals, not every little detail).

Plot Complexity

 Complexity can lead to plot confusion. 

This area gets tricky. With fewer PCs, the GM can inject more complex plot elements into the story because there are fewer details to track and get involved with on the players’ side of the screen. With more PCs, the plot can naturally be complex and deeply interwoven as each player brings their character’s goals and motivations to the story. With larger groups, the GM might have to let the PC’s desires and goals direct the flow of the game. There is nothing wrong with a PC-driven plot.

With an average number of players, everyone (including the GM) can get involved in putting things into the plot elements of the story. While some will float up to be an “A plot” and others are relegated to “B plots” and “C plots,” everyone is involved in the story.

This is another article topic on juggling plot elements, but don’t let one PC’s goal become the “A plot” for too horribly long unless several other characters have their backstory or other aspects wrapped into the A plot as well. Let the A, B, and C plots shift and change position on the priority scale as makes sense and to allow different PCs to have “story spotlight.”

Conclusion

As you can see, there are many different things that come out of having different groups of different sizes. There’s lots to handle and juggle here, but I hope this insight and information can help you be better prepared for what you present to your group (regardless of size), how you manage the group at the table, and how to be a better GM (and player!) within your cohort of gamers at the table.

Basic Elements of NPCs

29. Září 2025 v 12:00

NPCs in your RPGs come in all shapes, sizes, purposes, abilities, and reasons. It’s near impossible to enumerate all of the facets of an NPC or why they are in the storyline. Despite the Herculean task before me, I’ve done my best to outline what I think are the basic elements of NPCs in your games.

Purpose: Provide Information (Rumors/Clues)

The rumor mill is hot tonight!

NPCs can provide information to the PCs. This information can be true or false, somewhere in-between, or a little of both. It can be helpful, sidetracking, direct, or indirect. The NPC might actually know things that can help the party. On the other hand, the NPC might have heard from his cousin’s best friend’s ex-girlfriend’s former roommate that something is going down on Elm Street at night. These kinds of rumors need to be couched as such instead of having them being presented as full truths. The exception to this is if the NPC absolutely believes in the truth of what they are saying.

One the point of providing information that sidetracks the PCs, this might fall into the category of a “red herring” depending on how the information is delivered and if the PCs can detect if the NPC is trying to intentionally deflect the party from the main goal or mission. Tread carefully with information that will intentionally throw the party off the main trail, especially if it will take a long time to resolve the sidetracked nature of the information.

Purpose: Provide Support

 Help is just around the corner. 

NPCs can also be supportive to the party. This could be as simple as a shopkeeper staying open late to allow the PCs to reequip at the last second before delving back into the Forest of Tears as the sun goes down. The support can also be monetary or with aid from other NPCs. Factions go a long way into playing into a support structure for the PCs.

NPCs can also provide non-monetary support in the form of favors asked, owed, or due. This could be free henchmen/hirelings, cheap mercenaries, the loan of a powerful item, free/cheap healing potions, or a handy map that will lead them down the safest path through the Forest of Tears to reach the Necromancer’s Citadel in the heart of the forest.

Purpose: Provide Inspiration

 NPCs don’t have to be cheerleaders. 

Rah! Rah! Rah! You can do it!

No. Not that kind of inspiration… kinda.

What I’m talking about here is to give the PCs motivation to go forth and be the Big Darn Heroes of the story. This can be a quest giver, a mission handler, a faction leader, or someone else that will put the party on the path to greatness. These don’t always have to be people in positions of power. The lonely orphan on the street begging for loose change so he can pay for a cure disease spell to help out his headmaster can inspire the party to delve into the orphanage to cure the headmaster, and/or find out what dire events are plaguing the orphanage.

Purpose: Provide Opposition

 The NPCs can hurt the PCs, too. 

NPCs can also oppose the efforts of the party. This is usually in the form of minions, lieutenants, bosses, the BBEG, monsters in the way, and other things that can result in combat. This doesn’t always have to be the case, though. It could be that the old lady in the back of the tavern is the bandit captain’s mother. She might not be proud of her son, but she doesn’t want to see him dead at the tip of a PC’s sword, either. She might misdirect the party or sabotage their equipment while they drink it up or sleep it off.

Purpose: Fill in the World

 Extras are vital as scenery. 

Lastly, there are more non-important people in the world than important people. At least, this is true of storytelling efforts. Each person is the hero of their own story, but you’re only telling the story of the players’ heroes. If an NPC doesn’t fulfill an important role, they fill the world with their presence. This will make your world, setting, tavern scene, or street movements feel authentic by having people present. They don’t need to be named or detailed or even given descriptions, but they still need to be mentioned as being there. A street devoid of people is an oddity that the PCs might get interested in… even if you don’t want them to.

Features: Notable Appearance Details

 What do they look like? 

Give each important NPC two or three appearance details. Clothing, facial hair, hair style, jewelry, level of cleanliness, smells, and so on are important to keep your NPCs memorable in the minds of the players and important to the attention of the characters. This is one reason the “affectation” chart in Cyberpunk 2020 is so incredibly potent. I just wish the list were longer, so there would be fewer repeats. The solo with the cybershades and three interface ports on his forehead is more memorable than the rockerboy with a chromed guitar. Though (and this is from one of my CP2020 games from ages ago), a rockerboy in full chromed-out, hardened body armor is certainly memorable, especially while on stage under all those lights.

Features: Personality Quirks

 Pick one unique thing about important NPCs. 

Give your NPCs a quirk. Maybe they don’t make eye contact, or they make intense eye contact at all times. Maybe they don’t blink much at all. Always smiling is another good trait. Then again, so is never smiling. Popping knuckles is a good one. Maybe the NPC has a phobia or hates the taste of ale or has zero-g sickness. Pick an appropriate quirk for your setting and apply it to your NPC.

I recommend only one quirk per NPC, and I only recommend spending your time coming up with that quirk if the named NPC is going to directly interact with the party or intersect with the story arc in some manner.

Features: Accents/Speech Patterns

 Speech patterns are more vital than accent usage. 

I can’t do accents. Period. Full stop. I don’t even try. If you can pull off accents, go for it! Yay! Though, not everyone is going to have that “odd” accent, so don’t overdo it. You might find yourself using the wrong accent for the wrong NPC or driving the players batty trying to remember which NPC had which accent.

I fall back to using speech patterns. Rapid-fire speech. Run-on sentences are good (especially if from the mouths of young children). Fragments getting used all the time. Delayed or hesitant speech. A long, thoughtful pause before answering a question or delving into a conversation. Using lots of contractions… or none at all. Another good one to use is someone saying, “umm” or “errr” or “hrmm” before each paragraph like they’re trying to piece together what they want to say. Applying a stutter to an NPC’s speech pattern will call them out as being memorable as well.

As an example, I had a great uncle who would start every affirmative statement with, “Yep, yep, yep.” He would also start every negative statement with, “Nope, nope, nope.” This happened without fault, and I found it quite endearing. My grandfather, however, found it annoying. Regardless of how we perceived my uncle’s speech trait, it was memorable.

Features: Goals

 Everyone needs something. 

Everyone has goals. Period. Full stop.

It could be to turn a coin or make a buck by the end of the day to pay for rent. That’s minor, applies to almost everyone, and is important, but it’s also a goal. The goal could be to conquer the neighboring nation, or as personal as finding their lost cat.

Each NPC that impacts the story (meaning just a handful of them) or has an important encounter with the PCs needs to have at least one goal in mind for their interactions. The more important NPCs could have as many as three goals. Yep. Three of them.

I learned from the great author, Kevin Ikenberry, that important characters in a story should have a professional, personal, and private goal. Each of those are subtly different and may have some overlap in them. The professional goal is how the NPC is going advance their position in their job, society, faction, or similar arenas. The personal goal is what the NPC holds dear in their heart to cross off their bucket list before the last day comes for them. The private goal is one they attempt to accomplish, but will never tell another soul about.

Features: Motivations

 Why do they need that thing? 

Each goal must have a motivation attached to it. Just trying to accomplish something is hollow. It doesn’t ring true. There are motivations behind every goal, so when you attach a goal to an NPC, you need to attach a motivation to that goal. Just ruling the world for the sake of ruling the world creates a “mustache-twirling evil person,” and you want something deeper than that to drive your plot, your story, and your PCs into action.

Features: Secrets

 Can you keep a secret? 

Most people have secrets. Not all of them will impact your party or the story you’re telling. If that’s the case, don’t worry about generating a secret for the NPC. However, if the NPC secretly supports the bandit captain (see the mother example above), then that’s probably going to be kept secret by the NPC.

If the secret never comes out in front of the PCs, that’s okay. It doesn’t need to. However, if it doesn’t, then it must drive the NPC’s actions, reactions, goals, and motivations. This indirect influence on the NPC will make the NPC feel more authentic and three-dimensional.

Conclusion

What did I miss? Are there any other facets of NPCs that you feel are important? Let us know!

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