I play with a fairly mixed bag of psychotic cats individuals: a few old hands clashing with the newer generation of gamers, while those with a foot in either camp watch with bemusement from the sidelines. While there are no real edition wars to speak of at our table, the difference between those who have... Continue Reading →
Regulating the flow of information can be one of the most difficult parts of running a game. Give the party too much information, and you'll spoil the ending for the clever players or risk entire portions of your plot being bypassed altogether. Conversely, if you are too vague, stingy or incomprehensible with your clues, you'll wind... Continue Reading →
The Rule of Three is the well known idea in writing that if things come in threes then the reader more readily consumes it, and this is for some reason more satisfying.
Image Source It's been a while (too long) since I've found the time to post in my usual Thursday morning spot. What made me carve out some time today was an odd thought that occurred to me recently. I've been putting in a lot of work on my multi-system campaign setting, Sand & Steam. Due... Continue Reading →
Dealing with in-game relationships can be a daunting task. Take look to see how I handled one. Warning: this is a looooonng post.
I love you guys, I do. You make me laugh. You bring my ideas to life. Without you, none of these adventures I dream up would see anything but the inside of a notebook, or the inside of my head. But GOD you can be frustrating.
DO know the rules. It is everyone’s responsibility to make sure the game runs smoothly. If you are a player, know what is applicable to your character. This goes double for a new system. Make note of important source-book pages, or type the rules up and keep them with your character sheet, so you aren’t constantly wasting time delving into the books for the information you need. If you are the GM, know the rules that apply to your players, and others besides, but don’t be afraid to alter rules that don’t make sense, or don’t suit the game. The most important thing is, if you alter rules, be consistent.