Archive for the ‘Horror Games’ Category

The Elephant In The Gray Room, Pt 4 of 5: Major Structural Repairs

This entry is part 4 of 4 in the series Elephant In The Gray Room

The Elephant In The Gray Room is a metaphor that I have created to represent Plot Holes. These are matters of huge significance or importance that everyone is overlooking because they are not immediately obvious, but that once you see one, you can never forget that it’s there. This is a series about methods of […]

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The Elephant In The Gray Room, Pt 3 of 5: Significant Repairs

This entry is part 3 of 4 in the series Elephant In The Gray Room

As long-time readers will know, I like to break up larger series, on the theory that any given subject will interest only part of the readership. On that basis, I’ve let this series lie fallow for a few weeks, but now it’s time to get back to it! The Elephant In The Gray Room is […]

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The Elephant In The Gray Room, Pt 2 of 5: Minor Repairs

This entry is part 2 of 4 in the series Elephant In The Gray Room

The Elephant In The Gray Room is a metaphor that I have created to represent Plot Holes. These are matters of huge significance or importance that everyone is overlooking because they are not immediately obvious, but that once you see one, you can never forget that it’s there. This is a series about methods of […]

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The Elephant In The Gray Room, Pt 1 of 5: Introduction

This entry is part 1 of 4 in the series Elephant In The Gray Room

There are a couple of expressions that I frequently use as metaphors, simply because they express a concept in a really compact space and in a way that everyone can understand. One is ‘The Iceberg’ to indicate something that is a lot bigger or more important than it seems on the surface. Another is ‘The […]

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Small Differences: Turning Molehills Into Plot Mountains

“A difference that makes no difference is no difference.” — William James “So make sure that the smallest difference makes a difference.” — Mike’s Corollary to William James’ statement (as applied to RPG Plotting) In Monday’s article, I looked at the first question raised by Ronald, “In fantasy settings, how can the GM and players […]

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Ask The GMs: When Undead Go Stale, Part 2

We’re part-way through a comprehensive answer to the question, both direct and implied, by Jesse Joseph. Last time out, I repeated the basic advice I would offer to anyone in his situation, and looked at ways to make low-level undead more respectable opponents so that GMs weren’t forced to use Undead Royalty just to have […]

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Basics For Beginners (and the over-experienced) Part 12: Relations

This entry is part 12 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 – while throwing in some tips and reminders of the basics for more experienced GMs. This offering completes the second-last batch of three in the series. It has been suggested […]

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Essential Reference Library for Pulp GMs (and others): 14th Shelf

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

The Fourteenth Shelf: Odds & Sods II – Practicalities – Introduction by Mike Practicality can mean many things when it comes to RPGs, and the contents of this shelf touch on many of them. Practicality can be utilizing things that have already been done for game content. There are many intriguing stories of lost treasures, […]

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Essential Reference Library for Pulp GMs (and others): 13th Shelf

This entry is part 14 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Thirteenth Shelf: Odds & Sods I – GMing, Tools, and Fiction – Introduction by Mike Being the GM can be isolating at the Game table, especially when a problem strikes. It’s usually too late when you’re in the hot seat to do much research into solutions (unless the problem is so grave that you […]

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Essential Reference Library for Pulp GMs (and others): 12th Shelf

This entry is part 13 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Twelfth Shelf: Beliefs III – Superstition, Mysticism, and More – Introduction by Mike Strange creatures. Strange beliefs. We pass no judgment on the reality of any of them; in fact, from a game point of view (and regardless of any personal opinion) there’s always room for the fantastic in an RPG. In the Adventurer’s […]

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Essential Reference Library for Pulp GMs (and others): 11th Shelf

This entry is part 12 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Eleventh Shelf: Beliefs II – Ghosts, Poltergeists, and Apparitions – Introduction by Mike Wouldn’t the world be dull if everything was predictable? That’s as true of the world in a pulp game as it is of the so-called objective reality that surrounds us. And from the cracks and crannies of what is usually a […]

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Essential Reference Library for Pulp GMs (and others): 10th Shelf

This entry is part 11 of 15 in the series The Essential Reference Library for Pulp GMs (and others)

The Tenth Shelf: Beliefs I (Religions, Nazi Occultism, & Cthulhu) – Introduction by Mike It’s always difficult when you need to take something that was supposed to be whole and split it in two, usually for reasons of practicality. Take this shelf and the next as a case in point: No-one can argue that Religion, […]

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