Feb 072013
 
GE29: 5 Reasons to Make TotalCon Your First Con

TotalCon is New England’s largest gaming convention.  We highlight 5 reasons why you must make TotalCon your first con.  If you’ve gone to many cons or even been to TotalCon before, you’ll learn something new by listening to this episode.  

Oct 192012
 
Reality Makes the Best Fantasy: Graveyards and Final Remains

Where do you put your dead? The remains of those close to you, that you loved while they were alive and still miss in their absence? Your fallen soldiers, civil servants? Dead enemies? Plague victims? Strangers? Halloween is just around the corner and cemeteries and the dead are on the minds of many. Last week RMtBF talked about ghosts, but what about the physical remains and where they are kept? Tombstones. Crypts. Mausoleums. Necropolises. Columbaria. Urns. Charnel houses. Mastaba. These are the physical monuments, markers [...]

Sep 122012
 
The Inquisition: Cross-Purposes

I’m going to try something a bit different today: I’m just going to write, stream-of-consciousness, and see how it turns out. I’ll be writing about a question that I ask myself: What is the purpose of role-playing? On it’s face, obviously, role-playing is a game. It’s a leisure activity in which we engage, not much different than playing a video game, watching a movie, or reading a book. It’s a shared experience as well, collaborative gaming where we sit down with our friends and work [...]

Aug 222012
 
The Inquisition: The End

One of the most profound, formative movies I have seen in my life is Apocalypse Now. It’s certainly visually, and to an extent, existentially stunning, but it remains part of the cultural zeitgeist because of the pop culture references contained therein. There is one in particular of which I am frequently reminded: http://www.youtube.com/watch?v=1b26BD5KjH0 In the context of role-playing games, it’s difficult to talk about the end of a particular game. Obviously, almost every game that has ever started has come to an end at some [...]

Aug 082012
 
The Inquisition: Fleshing Out Characters

This will be a short post, but something that I think is important to every game: making characters deeper. And I’m talking about PC’s here. (Maybe next week I’ll talk about making deeper NPCs) No matter how hard we try, our back-stories are not going to be perfectly comprehensive. Often, as a GM, we also run into players who have little to no interest in coming up with some depth to their character as well. One of the best ways I’ve found is to ask [...]

Aug 012012
 
The Inquisition: Why Modules Rock

This is the second in a two-part series about running published modules. Last week we talked talk about why modules suck. This week, we’ll talk about why they’re great. Do you have a life? Do you actually have a life outside your roleplaying game? Do you have friends? A hudband, wife, boyfriend, girlfriend? A pet? Do you like going to the movies? Do you like watching TV or reading books? Do you enjoy hiking, camping, traveling, sports, or one of a hundred other activities? Do [...]

Jul 252012
 
The Inquisition: Why Modules Suck

This is the first in a two-part (at least) series about running published modules. Next week we’ll talk about why modules are awesome. Fair warning: this week’s post was consumed by internet hobgoblins, so I’m writing a bit more off the cuff than usual. It’s been a heck of a week for our fearless leader, so cut him some slack and show your appreciation for all the great things he does. We really wouldn’t be here without him. Anyhow, onto this week’s topic: Modules Suck. [...]

Jul 112012
 
The Inquisition: Picking Nits

The Inquisitor is back now after a well-deserved holiday break, and I come bearing gifts: talk about the little nits we pick during our games. This comes at the heels of last week’s post regarding how we are all free to choose the rules with which we play. I tend to rely on the wisdom of game designers (especially those of large publishers such as WOTC) simply because they’ve probably devoted hours and hours of playtesting and tweaking spread across dozens of players and GMs. I [...]