ENWorld's Book of Tournaments, Fairs, and Taverns is filled to the brim with rules for everything from martial arts and magical competitions to the classics such as races (the competitive kind), card, dice, and drinking games. But I can recommend a certain sourcebook invaluable for this. There are so many different kind of competitive games that translating their rules into D&D format would be a blog post all its own. The Millennial Fair at the beginning of Chrono Trigger let you collect Silver Points for every game you won, trading them in for useful items. The joy of winning and collecting rare and powerful cards provides a sense of progression and accomplishment, keeping the game fresh as you visit new areas with new players. Some of the most well-known ones are collectible card games, such as Final Fantasy 8's Triple Triad or Witcher 3's Gwent. Many video game RPGs have mini-games as a fun aside for variety beyond dungeon-crawling and monster-slaying. They have an in-built competitive spirit with a goal contestants strive for, and the promise of prizes and recognition can be an attractive quality. Everything, from local festivals to recurring faces, will take on a more personal touch when the streets, the faces in the crowd, and the local shops are familiar things with strong mental images in the player's minds and not just yet another new foreign location.įrom holidays to arena tournaments, fun and games are culturally universal. Lessens to be Learned: What this adds to slice of life moments in gaming is immense: the players are much more likely to care about the place, for it is in many ways their homes even if their PCs originated from far-flung lands. It will be in the residential wards of Old Kervara, where that sweet old lady lives who once helped out the PCs during that haunted house quest several sessions ago. It will be at the common crossing to that magic item shop whose owner's name and face is well-worn into the gaming table's minds. Nor will they be fighting in a featureless stretch of woodland whose flora and fauna is like to many others. When a dragon or invading army attacks, they will not be fighting on the mountaintops of some distant peak they never knew about until recently in the adventure. You’ll often be making the world better as you invest more time into it. They allow you to dip in and out of the world, often working towards tasks and improving your life in these little places. And most importantly, it allows the PCs to better connect with a realm and its people having a favorite tavern or wizard's academy as a regular feature that carries from session to session instills a sense of familiarity with players. Indie slice of life style games are big, complex, and offer a good amount of playtime. Another major feature of cities is that in addition for a place where adventurers retire and sell their hard-won treasure, it can plausibly hold all manner of entertainment. Entire neighborhoods with their own feel allow for a diversity of adventures, from crime-ridden slums to crowded bazaars. I talked about this a bit in my previous blog post, but in addition to being an iconic element, cities are happening places full of thousands of individual stories and the people who live them.
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