Archive for the ‘Pulp Games’ Category

Trivial Pursuits: Sources of oddball ideas

I buy cheap books of trivia all the time. The quality of them as reading material varies from excellent to abysmal, but they can be an excellent source of ideas. Did You Know… The spruce trees in the forest of the Canadian Lakes district is so densely populated that winter snow stays on top of […]

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Adjectivizing Descriptions: Hitting the target

How to describe wonders and monuments.

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People, Places, and Narratives: Matching Locations to plot needs

In my first article for this month’s Blog Carnival, I asked the question ‘Location, Location, Location: How Do You Choose A Location?‘ and identified ten or eleven influences on the decision, and an approximate hierarchy within them, but was unable to offer even a guideline beyond those observations in answer to the question. Today, the […]

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52+ Miniature Miracles: Taking Battlemaps the extra mile

52+ techniques to vastly increase the scope of what you can depict on your battlemaps.

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Location, Location, Location: Nyngan

Nyngan (pronounced Ning-gan) is the small town in central New South Wales where I grew up, so I know it well – at least as it used to be. It’s so remote that I haven’t been back there for years. In the following passages, I hope to bring it to life for my readers, then […]

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Location, Location, Location – How Do You Choose A Location?

How do you choose a location? Where do events transpire? What considerations should you take into account, and what is the process and the chain of logic that gives the best answers most rapidly? These are questions that Blair and I will have to tackle repeatedly tomorrow, as I write this, because our next pulp […]

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Creating the World Of Tomorrow: Postscript – The Design Ethos Of Tomorrow

This entry is part 4 in the series Putting The SF Into Sci-Fi

This entry is part 4 in the series Putting The SF Into Sci-Fi I thought I was done with this series, I really did. But then I watched a seemingly-unrelated TV documentary series called The Genius Of Design from the BBC, (available on DVD from Amazon), and a persuasive new perspective was opened for my […]

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The poetry of meaning: 16 words to synopsize a national identity

There are certain words whose literal translation can be considered telling when defining the mindset of a nation or culture. Most of these are identified after the fact, when a scholar matches a literal translation with a key insight into the profile of a particular group, but for roleplaying purposes we can define and redefine as necessary to employ selected terms as key indicators and giveaways to the psychology of a group or race.

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The Color Of Pulp

Earlier this week I received an email from Richard Hetley, a writer & game designer from Megara Entertainment. Magara have a new kickstarter-funded project, and Richard was inviting me to write an article about that project. I’ve received a number of such invitations in the past, and turned them down (politely and with words of […]

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An Adventure Into Writing: The Co-GMing Difference

I thought that I’d talk a little today about the way Blair and I write adventures for the Adventurer’s Club campaign. Because we share the GMing responsibilities in that campaign – and I don’t mean alternating in the GM’s Chair, I mean we both GM at the same time – this process is necessarily somewhat […]

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Taking everyman skills to the next level: The Absence of an Alibi

Introduction to ‘Everyman Skills’ As GMs develop in experience, and begin to develop their campaign worlds more extensively, they generally arrive at the idea of everyman skills. Typically, this idea will first emerge in a modern-setting campaign, or future-tech campaign, though this is becoming less true all the time. The idea is that characters, by […]

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Clang! Crash! Pow! Game Mastering The Pulp Genre

This entry is part 8 in the series Reinventing Pulp for Roleplaying

This entry is part 8 in the series Reinventing Pulp for Roleplaying If all has gone according to plan, you are now looking at the final part of what’s been a massive series on the Pulp Genre. This article is mostly afterthoughts and GM advice that I’ve culled from many discussions with players and with […]

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