With permadeath out of the way, I return (admitted rather belatedly) to discuss… well, more or less the rest of death in video games. That is to say, games in which the player is allowed to continue the game using a player character, even after that character has died. To put it another way, games which allow for lives after deaths. Continue reading “Assigning Weight to Death in Games, Pt. 5.0: Lives After Deaths”
The World Health Organization (WHO) has a new disorder listed under “Disorders due to substance or addictive behaviours” in the International Classification of Diseases 11th Revision (ICD – 11): Gaming Disorder.
Dungeons & Dragons is an RPG, a role-playing game. That goes beyond just rolling your dice to see if you kill something or not. You take the role of an individual from your imagination and you play as they would act.
You know. Role-playing.
So after a week off and letting you run a few sessions on your own, I wanted to let that sit and digest. I’m sure you’re still learning the ropes and the rules by heart, but all of that will come with time.
So this week, we will talk about breathing more life into your already living world. If you missed the last segment you can find it here.
This is the fourth installment in the series and is focused on creating Session 0 for your campaign. If you missed part three, check out Becoming a Dungeon Master.
It’s Friday night and you have your table set-up. Your group of players all said they would be there in about an hour, but you couldn’t help yourself; you got your grid out, set up your screen and have pencils placed in front of each seat.
You’re utterly giddy. Your first campaign is about to start. With this session; you just can’t wait to see what characters everybody came up wit-.
Wait a minute…
This is the third installment in the series and is focused on people wanting to homebrew their story. If you missed part two, check out Becoming a Dungeon Master.
Happy Friday, fellow Dungeon Masters! It’s that time of the week for D&D! In the previous installments, we talked about getting started in your journey of becoming a DM and about building your very own world.
In this entry, we will be building the brain of your game-nights; the campaign (if you want to homebrew your campaign). Continue reading “Becoming a Dungeon Master: Building Your Campaign”
If you’re joining us for the first time, check out Part 1: The Problem and Challenges. If you missed the last entry in the Assigning Weight to Death in Games series, take a look at Part 3: Classes of Assigning Weight.
In the second installment of this series, I mentioned permadeath. I also said that I would cover it in some greater length in a later article. Well, the time for that article has come. So, let’s remind ourselves (not that I think anyone likely needs to): what is permadeath? Well, everybody knows that it’s when death in a game works in such a way that, when the player dies, their character is dead permanently. They aren’t coming back unless the game restarts. Simple, right? Well, I would argue not quite so simple as it seems. Not by a long shot.
This is the second installment in a series. If you missed part one, check out Becoming a Dungeon Master.
Hello, burgeoning Dungeon Master! In the last entry, we discussed getting your expectations at healthy levels and the materials you will need to start your journey. Assuming you have those, let’s build your world.
Roll for initiative!
Initially, I had planned to make this article a discussion about a whole host of standards by which to classify death mechanics and methods to assign weight to death in games. I had meant to talk about the advantages, disadvantages, applications, relation to the lessons from death, et cetera of each of this wide range of classes. It was going to be a sort of grand finale to what was meant to be a main trilogy (followed perhaps by a few short additions to the series over time). That, however, is not what this article has come to be. You see, as I worked my way through writing this installment, I came to a realization: even given the two previous articles, there was just too much left cram into one installment. Too many points and complexities were going to be cut short or simply forgotten, and the organization and pacing were turning out terribly. It dawned on me that the information needed to be split up throughout more articles. Furthermore, if I was going to have to make this series more than a trilogy, I thought why not include various article ideas I had decided to leave unwritten for the sake of a clean cut three? It was decided then, that this would not be the grand finale to a three-installment series. Instead, it will be the last installment of an initial, largely foundational trilogy for what’s shaping up to be a longer series on death in games and assigning it some well-deserved weight.