“Your shoelace is untied.” By the end of this article, you’ll understand the significance and meaning of that phrase. Mentioning Call Of Cthulhu in Monday’s article reminded me of a discussion that I once had with Dennis Ashelford, still probably the best CoC GM that I’ve ever seen in operation, about how best to convey […]
Archive for the ‘Tools & Techniques’ Category
Verisimilitude is critical in a role playing game in order to facilitate the suspension of disbelief and players (and GMs) getting into character instead of viewing events from a meta-perspective. Believability is hard-won at the gaming table and subject to constant attack by game mechanics and real-world distractions like side-conversations. More difficult still is the […]
“Negative Space” sounds like the sort of thing that pretentious art critics fill the air with when they have nothing of substance to contribute. It’s not some antimatter or “mirror, mirror” universe, either – though it can be either or both those things if you want. It may come as some surprise to those with […]
Something got me thinking the other day about the villains trilogy that I wrote last year – Part 1 – The Mastermind, Part 2 – The Combat Monster, and Part 3 – the Character Villain and about something that wasn’t included. What makes the scariest villain? Beginning at the Beginning: What is Fear? Wikipedia has […]
This entry is part 3 in the series Problem-Solving This is the third, final, and largest part of this series, which examines the lessons in problem-solving that I learned through training as a fire warden and as a systems analyst back in the early 90s, as applied to an RPG context. The goal is offer […]
The second of three articles looking at lessons learned in the art of problem solving focuses on Prioritization, which is an essential skill for long-term success. Knowing which problem to tackle first can make the difference between achievement and disaster. The article considers a theoretical analysis and then uses it to offer two practical approaches to the problem.
Introduction A week or two ago (as I write this) I was chatting with someone on twitter, and they wanted to show me a map they were working on – but couldn’t find where they had stored it on their computer. File organization is one of those areas that no-one ever really talks about, so […]
I review Corporia by Mark Plemmons and its Kickstarter campaign as exemplars of what to do and what not to do when it comes to crowdfunding.
Today’s article was directly inspired by a call for opinions at Moebius Adventures, “Infinity Loop: Endeavors New and Old” which came to my attention as a result of my review of the One Spot products last month (Places to go and people to meet: The One Spot series from Moebius Adventures). The subject is lists […]
52+ techniques to vastly increase the scope of what you can depict on your battlemaps.
This entry is part 6 in the series Breaking Through Writer’s Block We all suffer from the occasional bout of writer’s block. This series started with the premise that different types of content meant different kinds of writer’s block, and needed different solutions to the problem. The immediate success of listing so many different solutions […]
Translation blocks are a type of writer’s block which occurs when moving from one level or layer of the story that you’re telling to the next.