Tinker's Pack Blog

What You’ll Find in the Tinker’s Pack

I said in my “About Me” that this blog is for Tinker’s Pack Studio.  Which leads to the inevitable question, what is Tinker’s Pack Studio?  That’s easy, but first a little back-story.

I’ve been gaming for about thirty years now.  I started playing Basic Dungeons and Dragons when I was ten years old, and I’ve never looked back.  If its an RPG, I’ve played it, ran it or at least read the core books for it.  I’m not bragging, far from it.  I just have a love of role-playing games and I love finding the good parts of a game, whether fluff, crunch or bits of both.

That last part is important, because in thirty years of gaming I have never found a role-playing system or product that was perfect right out of the box.  I have tweaked every system I have ever ran; borrowing from other systems, ignoring some rules and making up others on the fly.  That may make it sound like I’ve played a lot of crappy games, but I’m here to tell you it isn’t so.  Even iconic systems like D&D, GURPS, White Wolf and Cthulhu have felt the touch of my meddlesome ways.  And you know what, that’s okay.  I think that GMs should take every opportunity to change up their game to suit their needs and desires.  After all, once the dust settles it is all about having a good time, and if changing or ignoring a few things helps with that, who does it hurt?

And that idea was what pushed me to finally start work on my own game world, The Shattered Kingdoms.  Now, a lot of people will tell you that having your so-new-it-squeaks game design company start it’s life with yet another game world would be business suicide.  And the it would be hard to argue with them.  There are a lot of game worlds out there to choose from.  Granted my math might be a bit fast and loose, but I’m betting if you gamed every night, and played one session in every game world available, you could play out the year and then some before you ended up repeating yourself.  So why start with yet another game world?

Because (and here is something else every game-world designer tells you) The Shattered Kingdoms is different.  If we accept that every game setting gets tweaked by the GM to one extent or another, it made sense to me to create a game-world specifically designed to be tweaked.  That, I believe, is going to be TSK’s biggest advantage over other settings.  Not only does it allow modification by the GM, but it out-right encourages it.  You can use existing Kingdoms or make your own; you can play at the average tech level of the setting (roughly equivalent to Europe circa 1890) but there are very good reasons why your Kingdom might be more or less advanced;  you can have as much or as little about Fractures and Bridges and The Between as you like (What are those?  Tell you later…).  In short, the world will support whatever level of campaign tweaking you want to do, from none on up.

Besides The Shattered Kingdoms, Tinker’s Pack will also bring you other useful little trinkets for your gaming delight, whether Player or Game Master.  Like the items found in a real tinker’s pack, our creations are going to be small and intriguing, things you didn’t know you needed until you saw them.  And portable as well; most everything we offer, including The Shattered Kingdoms will be game-system neutral so you can add the rules from whatever system you are currently using (there’s that tweak-ability again!).

We are aiming to have our very first Shattered Kingdoms product available in the next few months.  It will be useful, interesting and free; useful and interesting because, hey, why would you want it if it wasn’t, and free because I believe in what we are doing.  Enough that I think you’ll come back and support us by picking up the other products down the road.

And there will be other products, my friend.  Because a Tinker’s Pack is never empty…


Three Ways to Make the Most of Your Game Night

Does this seem familiar?

You all roll for initiative, and Frank (aka Blundar the Barbarian) gets to go first.  He boldly rushes into action!…by going over every tactical possibility in the situation, trying to choose the perfect action.  Meanwhile, Janice (aka Firewindthe Magnificient) is trying to figure out what spell to cast on her turn by asking the GM to describe every spell she has, again.  Knowing it will be a while before their turns come up, Rob (Brother Barnabas) and Susan (Findle Lightfingers) are preparing for their turns…by playing a few songs on Rock Band.  The GM dies a little inside and the night is off to its usual start.

Look, time is precious, gaming time doubly so.  With all the other time commitments in your life, it just makes sense to make the most of what little time you have for gaming.  That doesn’t mean you have to turn your sessions into heavily regimented affairs devoid of any fun.  But there are some simple things you and your players can do to help your GM give you the best night of gaming she can.  Here are three of them:

1)  Pay Attention – Pretty straight forward, right?  If you aren’t paying attention to what your GM and fellow players are saying and doing, how will you know what to do when its your turn?  If you are focused on the table and the game, when it comes around to you there won’t be any time wasted asking about where the monsters are, what Firewind just did etc.  You can jump right in to your heroics.  Try making notes when you GM is telling you things about the situation or story-line.  Not only will it keep you focused but you may find that information useful later (see point 3).

Make it easier to pay attention by removing distractions.  In my game we turn off the TV and put on some gaming music at low volume.  Everyone turns off their cell phone ringers and, because a few of my players use laptops to game, we have agreed to no web-surfing during play.  Everything about our game time is focused on playing, and with good reason; we generally only have 3-3.5 hours of game time each week because of our schedules.  We can’t afford distractions!

2)  Don’t Over Analyze – Yes, you have put a lot of time into your character.  And yes, of course you want to see you character grow and advance and have many adventures.  And I’m certainly not saying you have to rush blindly and stupidly into every situation the GM throws your way.  At the same time, though, don’t over-think things.  You are never going to find the perfect solution to an encounter, and really why would you want to?  Think of all the stories you tell about past gaming glories.  How many of those are about encounters that you reacted to perfectly, neatly wrapping things up in a few turns?  Right, and how many are about encounters that went completely sideways on the party, and yet you managed to keep it together and win through in the end?  Its simple, perfect is boring.  And we don’t play these games to be boring.

When the encounter starts, take a look at the situation and then choose a good action.  What is a good action?  A good action is one that fits your character, doesn’t purposefully mess-up the plans of you fellow players, and is fun.  Most important, don’t take a lot of time.  It sounds short, but in my group I use a 30-second timer behind the GM screen.  After the player clarifies a few things I say, “Okay, thirty seconds, what are you doing?”.  I had to use it a lot in the beginning, but now my players are a lot less hesitant.  And I’ve noticed that they are more willing to take risks and try out different ideas.  (And yes, to be fair I use it when it is the monsters’ turn as well.)  Try to keep yourself to 30 seconds and see what new and exciting things you find your character doing.

3)  You Don’t Have to Know Everything, But You Should Know Your Thing – Probably the number one time waster at any game is looking up rules.  The player running the sorcerer doesn’t know what her spells do, the fighter doesn’t know the effects of charging the cleric has to look up turning again…these will all eat into your playing time.  Not to mention it is a little annoying when a player doesn’t know some of the basic rules of the character class he or she has been running for months, sometimes years.

That isn’t to say you have to become a Master Gamer and memorize every rule and errata.  But you should be familiar with any of the special rules that may apply to your character.  And even then you don’t have to memorize them, as long as you can reference them easily and quickly.  That could be as simple as buying some page tabs and marking the appropriate pages in your rulebooks.  It could mean making spell and/or special ability reference cards for easy reference during play (something D&D 4th Edition has built right into the game).  And yes, it can also mean taking a little time outside the game to memorize the special rules that apply to you.  And if you still have to look something up, try to do it before it gets to your turn.  Then you’ll be able to jump right in with your heroic plan of attack.

Do you have any other tips for speeding up game play?  Leave a comment below!


Posted in Player Posts

Three Ways You Can Help Your GM Role-play

Gms have a lot on their plate, getting the weekly game together.  Between the scenario plotting and world building it can be tough for the GM to remember enough about your character to role-play with you from session to session.  But you can help make your GM’s life a little easier and make sure you have the best role-playing experience you can every session.  Put these three suggestions into effect at your next session.

1)  Tag your Character – If you do any sort of blogging or website work, you know what tags are.  For those of you that don’t, tags are single word references you use to direct searches to your post or website.  For instance, I’ll tag this post with “character”, “role-playing” and “games” for a start; if someone enters “character” in the search this post will come up in the list.

You can do a similar thing for your game.  Come up with the tags for your character, one word descriptors for various aspects of you character that will allow your GM (and other players) to get a grasp of what your character is all about.  Try to use one word for different aspects; how your character looks, sounds, smells, his general attitudes , prejudices…anything that people would get from a first impression of your character.  For example, you could use the tags “grubby”, “beer”, “loud”, “suspicious” and “bully” to describe your Dwarven fighter who doesn’t clean up well between adventures, smells of ale, sings Dwarven anthems while in his cups, doesn’t trust anyone who isn’t part of his party and throws his weight around.  Of course the more specific you can get with your tags the better; the ones I’ve listed above could also be used to describe a back-woods cleric with poor hygiene, experience with brewing, who declaims hymns to all and sundry, trusts no-one who isn’t a member of her faith and is aggressively evangelical.

Are these tags going to describe everything about your character?  No, of course not.  But they will give your GM some easy to remember points about your character that he can easily use during game-play.  They’ll also be of use to your fellow players for the same reason.

2)  Never, Always, Most Wanted – There are many ways to express your character’s motivations.  When I want to give other players and the GM a quick idea of what my character is about, I list three things about him: one thing he will Never do, one thing he will Always do and the thing he Most Wants.  For example I may write down that my character will “Never drink anything he hasn’t payed for”, “Always take charge in combat” and “Most Wants to obtain as much wealth as he can.”  Nothing terribly earth-shattering, right?  But it paints an immediate picture of what your character is like, how he might react to situations the GM puts him in.  Because each phrase is active instead of passive (more on that in another post) it gives you and your GM points that will help move the action of the story along.  As well, each one gives you a jumping off point to add depth to your character as you go.

Fine, he’ll never let anyone pay for a drink.  But why?  Does he not want to be in debt for even the cost of an ale, or is it against his religion?  Does he always take charge in combat because he doesn’t trust anyone else to lead him, or is it because of training he received that makes leading ingrained?  Does he want gold because he’s greedy, wants to make sure he always has the best equipment or does he have someone at home who he is sending money to?  These three little points not only give your GM and players a snapshot of your character, but give you a starting point that you can use to add as much complexity and depth as you want.

3)  Keep Character Information Focused – You can certainly write as detailed a character bio as you want, as a player that is your right and privilege.  But when you present information to your GM and fellow Players, try to keep it focused on things that might be relevant or useful to the campaign.  A pathalogical hatred of Dwarves might be relevant, for instance, a strong dislike of needlepoint not so much.  I’m not suggesting the needlepoint bias shouldn’t be part of your bio, but it shouldn’t be the priority when relaying your character’s personality.  The more focused you are on information that could affect gameplay, the easier it will be for your GM to remember and use that info.

As part of that focus, feel free to give your GM information that you keep secret from the fellow players.  Not only does this allow the GM to add twists to the game that will surprise and challenge the other players, but it will give your character more depth as these secrets are revealed over several sessions.  Taking an example from point 2):  Maybe your character needs a lot of gold because he owes a vicious loan-shark a great deal of money.  Your GM should know this, but the other players can be kept in the dark about this little gem.  Until, that is, the GM has the party ambushed by a gang of the loan-shark’s thugs and the party has to puzzle out why they were attacked and what they can do about it.

Does anyone have any tricks or suggestions for encouraging easier GM role-playing?


About author

I've been a gamer for thirty years and I'm always tinkering around with whatever setting, system, character or game I'm playing. This year I decided to put that urge to tinker to good use and started up Tinker's Pack Studio. Through it I hope to give players and game masters tools and resources to support their own tinkering efforts. This blog will support those efforts by offering quick, easily applied advice on playing and game mastering, as well as updates on what the studio is up to.

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