On the binding of Wounds – Everyday Healing For Pulp
Pulp Rules for Healing, and how & why Pathfinder & 3.x GMs should consider adapting them to their games.
Pulp Rules for Healing, and how & why Pathfinder & 3.x GMs should consider adapting them to their games.
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 […]
I was half-listening to the commentary from the Tour De France a few moments ago (as I write the first draft of this opening paragraph), and I misheard something. No great surprise there, that happens all the time when you’re only half-listening. But what I thought I heard gave me a great idea for a […]
Comments Off on Who Are You? – An original character naming approach
Part 2 of the article trilogy looks at concepts within an RPG, how they relate to the campaign themes, and throws in some free game content as a bonus.
I was watching an interview with Jim Keays from 1975 the other day, discussing what was then his latest album. He was explaining that he had started with three or four songs that all had similar subject matter, and realized that he could build the entire album around that subject. The interviewer, as part of […]
It’s not easy being a GM. Not only do you have to create dozens or hundreds of characters for every one PC, but you have to create adventures and encounters that bring those characters to life in an entertaining way for the benefit of the players – all while refereeing a complex simulation of a […]
How do you GM when you have more players than you can handle?
Back in “Exceeding the Extraordinary: The Meaning Of Feats” (April 2012), I promised that a future article would discuss the approvals process for feats, prestige classes, etc, in my 3.x Fantasy campaigns…
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You’ve picked an Adventure Seed – it doesn’t matter where it came from. The first step to transforming that seed into an adventure that is everything you want it to be…
As a follow-up to my article on Dreams in RPGs, I’ve cracked open my archives to share an adventure from my Zenith-3 campaign that is all about Dreams.
Comments Off on If I Should Die Before I Wake: A Zenith-3 Synopsis
The dream sequence can be a powerful weapon for a GM, presenting information the players can’t get, illuminating subtleties of personality, and more.
There’s a debate that has been fought ever since man invented games that have an element of chance has been, “Is it better to be lucky or skilled?” It’s a debate that has a number of unique resonances within the sphere of an RPG. How should a player or GM simulate a character who relies […]
Comments Off on The Premise Of Falsehoods – Luck Vs Skill in RPGs