Archive for the ‘Game Mastering’ Category

Webs Of Gossamer: Retrofitting For Plot Pt I

So let’s say that you have an RPG campaign that is doing well. Your plotlines are interacting with each other, your adventures are compelling, your players are happy, and everyone’s having fun, but you’re starting to struggle to keep on top of the entwined complexities of your plots and your prep is becoming a nightmare […]

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The Sixes System Pt 8: Genres

This entry is part 9 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System is a minimalist game system suitable for any and all genres. — It has been used in my Dr Who campaign since September 2014, which has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls […]

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Bridging The Plot Divide: A ‘Writer’s Block’ Bonus Breakthrough

This entry is part 7 of 7 in the series Breaking Through Writer's Block

A long time ago – 2013 – I wrote a series on Writer’s Block. Recently, that problem reared it’s ugly head in a very specific circumstance within my (still shut-down-for-Covid-19-reasons) superhero campaign. I’ve never encountered a writer’s block this bad in my entire life, to be honest. You see, I have a long string of […]

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The Inversion Substitution: Quick Characterization

It’s happened to us all at some point: the adventure has sidetracked down an unexpected alleyway and brought the PCs face-to-face with a character that you’ve made up on the spot. When this happens, you’re generally thinking only in physical terms, at least in the immediate term; that is because the first interaction that the […]

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The Sixes System Pt 7: Characters

This entry is part 8 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System is a minimalist game system suitable for any and all genres. — It has been used in my Dr Who campaign since September 2014, which has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls […]

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A Good Name 11: Culinary Delights

This entry is part 11 of 11 in the series A Good Name Is Hard To Find

A Tale Of Australian Cuisine I have the advantage of living in a country which is remote from just about everywhere, in which much of the culture has been imported from Europe and the US, and parts of Asia. That’s particularly true when it comes to diet. Our basic recipes have all been imported from […]

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Twisting The Tale of Canned Adventures

I didn’t quite get the next part of the Sixes System written up in time – I’m only a few hours short of target, having written almost 6000 words, but time has run out. So I’ll use one of my standby articles and finish the Sixes System up for publication before next week’s disruption. Have […]

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Rainbows Of Neon Gray: Moral Topology

Part 4 of the Sixes System is almost done – It only needs another day-and-a-half of work. Sadly, 1.5 doesn’t fit into 1, and I reached that point with only 1 more working day to get a post ready. So here’s one of the fill-in articles that I’ve been keeping in my back pocket for […]

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Introducing The Sixes System: A Minimalist Universal RPG

This entry is part 1 of 9 in the series The Sixes System

0. Preface I’ve been thinking about writing this article – and the rest of this series – for a while now. You may be wondering, what is The Sixes System? It’s a slight refinement of the sophisticated but minimalist game system that I’ve been using for my Dr Who: Lovecraft’s Legacies campaign for about 3 […]

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Would all Deities please take One Step Forward?

When a deity shows up in your game, how do you make sure the PCs – and more important, the players – know what they are dealing with? How do they recognize that the being that stands before them is something more than mortal? Of course, sometimes it’s obvious that the creature before them isn’t […]

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Sparkle and Clink: Objective-Oriented Loot Placement

Some History It used to be so simple, back when I first started GMing AD&D. Each monster had a treasure type, and each treasure type had a table (or sequence of tables) that you rolled on, and a set of rolls on that table determined what treasure would be found in the vicinity. Room, Inhabitant, […]

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Jan 2020 Blog Carnival: Some Thoughts On Random Encounters

Maximilian Hart puts out a daily newsletter with a short thought and some links to resources that may be of value to D&D GMs called Dungeon Master Daily (subscribe and read some more about this resource here. Of course, some of those links and resources have a broader applicability, which is the main reason I […]

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