Posts Tagged ‘Adventure-Creation’

The Expert In Everything?

In January, I wrote an article called The Hierarchy Of Deceit: How and when to lie to your players. There’s one type of deception that was poorly covered in the original article, though it was hinted at in the subsequent article on deceptions that are meant to be penetrated, I See It But I Don’t […]

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Thatch and Confusion – creating a village

Despite many articles in development, today I’m choosing to scratch a pure fantasy-gaming itch that’s been growing for a while. Specifically, I’m going to look at how I go about creating a village for an RPG. There are some aspects of the process I employ that I’ve never seen written up anywhere else – whether […]

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The Keys to the Kingdom Of Literacy: Stylish Narrative Part 6

This entry is part 6 in the series The Secrets Of Stylish Narrative

This entry is part 6 in the series The Secrets Of Stylish Narrative So here we are on a sunny Saturday afternoon in Spring (at least in my neck of the woods, YMMV). What on earth am I doing posting something on a day like this, when I am usually Gaming (or catching up on […]

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Pearls Of Spontaneous Prose: The Secrets of Stylish Narrative Pt 5

This entry is part 5 in the series The Secrets Of Stylish Narrative

This entry is part 5 in the series The Secrets Of Stylish Narrative This series has been predicated on the belief that the real difference between game prep and a lack of game prep could be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of […]

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The Impact Of Polished Text: The Secrets of Stylish Narrative Part 4

This entry is part 4 in the series The Secrets Of Stylish Narrative

This entry is part 4 in the series The Secrets Of Stylish Narrative This series is predicated on the belief that the real difference between game prep and a lack of game prep could be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of that […]

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Words, Like Raindrops, Fall: The Secrets of Stylish Narrative Part 3

This entry is part 3 in the series The Secrets Of Stylish Narrative

This entry is part 3 in the series The Secrets Of Stylish Narrative At the start if this series, I argued that the real difference between game prep and a lack of game prep could be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of […]

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Bullet To The Point: The Secrets of Stylish Narrative Part 2

This entry is part 2 in the series The Secrets Of Stylish Narrative

This entry is part 2 in the series The Secrets Of Stylish Narrative The real difference between game prep and a lack of game prep, in a lot of ways, can be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of that characterization, and more […]

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Polished Loquacity: The Secrets of Stylish Narrative Part 1

This entry is part 1 in the series The Secrets Of Stylish Narrative

This entry is part 1 in the series The Secrets Of Stylish Narrative What’s the real difference between game prep and a lack of game prep? I think the most overt differences can all be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of that […]

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Shades Of Suspense Pt 1 – Eight Tips for Cliffhanger Finishes

Cliffhangers are a wonderful way to end a gaming session because they end play at a moment of high drama that leaves the players anxious to get back to the gaming table, and that tend to be fairly memorable because of the drama. You can think of them as milestones within the adventure. The primary […]

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Things That Are Easy, Things That Are Hard

There are lots of things that are hard to do, or at least to do well. This article is about two of them, and a Kickstarter project that looks like a serious attempt to do both to a very high standard. Challenge The First The first is low-level adventures. Many GMs find these difficult to […]

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Stormy Weather – making unpleasant conditions player-palatable

Following the publication last week of the rules on Windchill and other weather-based environmental effects, I was asked a very profound question by Rob, one of several GMs that I associate with on Twitter: Any tips on the drama side, Mike? My players have always felt a bit meh about weather – deadly but dull […]

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Vampire’s Creep and other stories: Working With Places

What’s the first thing you think about when considering a location in an RPG? There’s no one right answer to that question. A lot depends on why I’m thinking about that location at all. Location: a place for things to happen A location is not a simple thing to pin down. Let’s say that we’re […]

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