Archive for the ‘Metagaming & Metagame Theory’ Category

Essential Reference Library for Pulp GMs (and others): 4th Shelf

This entry is part 5 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Fourth Shelf: The Exotic Places Another delayed post, caused by the same expansion that caused trouble last time – and will again cause delays once more. Reluctantly, it has become necessary to revise both the breakdown and publishing schedule to insert an additional shelf. For consistency, Part Zero will be revised accordingly at the […]

Comments Off on Essential Reference Library for Pulp GMs (and others): 4th Shelf

Essential Reference Library for Pulp GMs (and others): 3rd Shelf

This entry is part 4 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Third Shelf: More-Ordinary Places We struggled a little in trying to find a good summary for this shelf’s contents, the first of two dealing with locations and geography. Locations are important to any RPG – that’s why Campaign Mastery devoted an entire Blog Carnival to the subject a while back (you can read summaries […]

Comments (1)

ATGMs42: The Hollow Echo Part 2 – Musical Traps

This is (still) the fifth of these Ask-The-GMs that I’m tackling without recourse to my usual allies and fellow-GMs. Traps and puzzles are always a tricky problem for the GM. All too often they focus attention on one particular character and leave the rest sitting around doing nothing, possibly for what feels like an extraordinary […]

Comments Off on ATGMs42: The Hollow Echo Part 2 – Musical Traps

Essential Reference Library for Pulp GMs (and others): 2nd Shelf

This entry is part 3 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Second Shelf: Villains & Famous Real People Heroes are nothing without villains, at least not in a Pulp environment (though it’s also true of most other forms of gaming). Each of them has to be distinctive and interesting and challenging in an entirely different way, requires their own personal style, their own flair, their […]

Comments (1)

The Ultimate Weapon: Spell Storage Solutions Pt 5

This entry is part 6 of 7 in the series Spell Storage Solutions

This is the (almost-) final part of a very intermittent series that examines alternatives and possible implications to the standard spell storage solutions built into D&D, Pathfinder, and, in fact, most fantasy games. Today, We look at Relics and Artifacts. Artifacts are some of the most misused magic items, amongst the most controversial, and most […]

Comments (1)

Essential Reference Library for Pulp GMs (and others): 1st Shelf

This entry is part 2 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The First Shelf: Heroes & PCs Heroes are at the heart of a Pulp campaign, as much if not more than any other genre (with the possible exception of Superheroes – but you could draw a continuous line running from Pulp Heroes through to powerless heroes like Batman, Green Arrow, Hawkeye, the Black Panther and […]

Comments (3)

The Energizer Bunny: Spell Storage Solutions Pt 4

This entry is part 5 of 7 in the series Spell Storage Solutions

This is the fourth part of a very intermittent series that is examining alternatives and possible implications to the standard spell storage solutions built into D&D, Pathfinder, and, in fact, most fantasy games. Today, We look at Permanent Magic Items. Permanent magic items are like the energizer bunny, they just keep going. That makes them […]

Comments Off on The Energizer Bunny: Spell Storage Solutions Pt 4

Three Coins In The Luck Machine: a different take on game control

A guest article by Boris R. If you think that slot machines and RPG games are complete opposites, you’re wrong. You can enhance your game world by taking a lesson from slots and increasing the unpredictability of your game. Pure Luck Let’s talk about Slot machines, also known as fruit machines and poker machines. These […]

Comments (2)

Basics For Beginners (and the over-experienced) Part 9: Rewards With Intent

This entry is part 9 of 12 in the series Basics For Beginners (and the over-experienced)

This 15-part series is an attempt to answer the question, “what advice do you have for a beginning GM?”, three articles at a time – while throwing in tips and reminders of the basics for more experienced GMs. This is the last article of the current trilogy. Rewards: Tabula Rasa To most beginning GMs, and […]

Comments Off on Basics For Beginners (and the over-experienced) Part 9: Rewards With Intent

The Final Advantage

While playing Edge Of The Empire last week, a topic of conversation briefly arose: should advantage mechanics grow more extreme in effect in the big finish to an adventure or campaign? Musing on Advantage Mechanics Advantage mechanics of various forms have become a popular game mechanic in recent years. You have something of the general […]

Comments (1)

Basics For Beginners (and the over-experienced) Pt 8: Depth In Plotting

This entry is part 8 of 12 in the series Basics For Beginners (and the over-experienced)

I’ve been asked a number of times what advice I have for a beginning GM. This 15-part series is an attempt to answer that question, three articles at a time – while throwing in some tips and reminders of the basics for more experienced GMs. This is the second of articles in the current trilogy […]

Comments (5)

All Wounds Are Not Alike V: Narcotic Healing (part 2)

This entry is part 7 of 7 in the series All Wounds Are Not Alike

It has often been suggested that players get addicted to the ease of healing that comes with “Holy Water Drip Bottle” syndrome. And that prompted me to ask what would result from making it really addictive, with all the associated problems that come with it. In part 1, I simplified the general pattern of addiction […]

Comments Off on All Wounds Are Not Alike V: Narcotic Healing (part 2)