Archive for the ‘Dr Who: Lovecraft’s Legacies’ Category

Ask The GMs: Shared Worlds and Co-GMs

There’s a whole spectrum of collaborative modes in existence these days, ranging from the cameo appearance or recurring pastiche all the way through cross-overs to the tightly-knit true shared creative spaces that are almost completely collaborative in nature. Although in literature, the Thieves’ World series is generally thought of as the first shared world that […]

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The Hollow Echo Part 1 – Adding Music To Your Game

Music can provide an iconic trigger that instantly transports the listener into an associated memory. Soundtracks and scores for Film and TV have long recognized this effect and played on it. You might not know it, but every major character in a movie or TV show has their own “theme”, a handful of notes, usually […]

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Lightning Research: Maximum Answers in Minimum Time

One art that every GM should master is the knack of researching just enough information just as quickly as you can digest it. I sometimes call it the art of Lightning Research, and today I’m going to share a couple of tips for doing it successfully. These tips come in two parts – one for […]

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Working The Other Side Of The Screen

Not too long back, an exchange on Twitter led me to the question – does continuing to play RPGs on a regular basis make you a better GM? I’m certainly in a position to judge, since I continue to run multiple campaigns and have, for most of the last year, been a player in a […]

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In The Footsteps Of Footprints: how to document game events

As part of the “interview” by Tracey Snow back in Campaign Mastery’s 750th-post celebration (actually constructed from a series of emails back-and-forth), I was ‘asked’ the question, Is there an article where you discuss how you run a session and track information while you’re at the table? Do you use a computer at the table […]

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The Perils Of Players Knowing Too Much

The Backstory I was posting a reply to @RPGKitchen on Twitter last night (relative to commencing this article, now about 3 weeks ago) when a stray thought suggested itself. It was recently posited that starting a campaign or adventure off with the characters engaged in activities that are relatively familiar to the players, such as […]

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The Crochet Masterpiece: One-player games as Campaigns

This entry is part 4 in the series One Player Is Enough

This entry is part 4 in the series One Player Is Enough A brief recap: This is the final part in a detailed reexamination of singe-player campaigns. If you want to see the full Table Of Contents, it was included in Part One (though it has definitely been updated since that was published). So far, […]

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The Solitary Thread, Frayed: Plots in one-player games

This entry is part 3 in the series One Player Is Enough

This entry is part 3 in the series One Player Is Enough A brief recap: This is the third part in a detailed reexamination of singe-player campaigns. If you want to see the full Table Of Contents, it was included in Part One. In today’s article, I am going to look at how Plots and […]

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A Singular Performance: Roleplay and General Principles in one-player games

This entry is part 2 in the series One Player Is Enough

This entry is part 2 in the series One Player Is Enough A brief recap: Quite some time back, in an Ask-The-GMs, I discussed singe-player campaigns in what seemed at the time like quite a lot of detail. After recently starting a Dr Who single-player campaign, I decided to review that article to see if […]

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