Tag Archives: Story Telling

Game Icons

I am probably very late to the game but I just discovered Game Icons back in April. I was of course familiar with story cubes but had not really got on with them as a plotting device. Game Icons and I seem a much better fit.

I suspect the difference is that when I rolled story dice I rolled them all and then had too many pictures to try and string together into a coherent adventure.

Story Icons on the other hand are themed so I can limit the icons to the genre I am writing for and I can roll for the number if icons I want or need.

I have always been a fan of the Mutant Year:Zero mechanics and it turns out that the d666 is the perfect companion to game icons. I can drag and drop icons directly from game-icons.net into a table with the numbers alongside and create a custom set in a matter of minutes.

I have been using them not only for creating in adventures but also for the motivations and inner thoughts for NPCs in those adventures. As an example I have a lady in waiting NPC in an adventure I am writing. I rolled two icons and got a wheel and a shield. I took the shield to mean that she was protecting something and the wheel to mean change. Suddenly that lady in waiting is part of a plot to overthrow the royal family. It is entirely possible that that will never come up in the adventure but it is also sitting there and should a character suddenly decide to use telepathy to find out what she is thinking they are going to be in for a surprise.

For me the big advantage is that I don’t have to sit here and be constantly inspired. The game icons are the inspiration. As a side benefit the adventures I am now writing a greater richness and depth if the players choose to explore those depths.

If you haven’t tried using game icons there is a neat tool at Tangent Zero where you can randomly generate game icons and I have attached a spreadsheet with the d666 numbers in the first column and you can drag and drop icons directly from either Tangent Zero or from game icon.net.

I hope these give you as much enjoyment and inspiration as they do me.

Aspects of War

Whether the Player Characters in your campaign stand for good or battle for evil, one thing will always be true. The ability to tell a story of war to your PCs. This is a very important skill for any Game Master. Be it as simple as a battle between a farm-hand and a pack of hungry wolves or a biblical showdown between Demons and Gods.

These are two extremely different battles, but the ability to explain to your PCs what is going on is equally important. As a GM we all see these graphic images in our minds eye. The hard work is already done for us thanks to our imagination. Now, take what you see and put that into words that will kick your players imagination into maximum overdrive!
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