Posts Tagged ‘PCs’

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, […]

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

Basics For Beginners (and the over-experienced) Part 11: Campaigns

This entry is part 11 of 12 in the series Basics For Beginners (and the over-experienced)

The fundamentals of what a campaign is and how to manage one.

Comments Off on Basics For Beginners (and the over-experienced) Part 11: Campaigns

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 […]

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

Ask The GMs: Shared Worlds and Co-GMs

There’s a whole spectrum of collaborative modes in existence these days, ranging from the cameo appearance or recurring pastiche all the way through cross-overs to the tightly-knit true shared creative spaces that are almost completely collaborative in nature. Although in literature, the Thieves’ World series is generally thought of as the first shared world that […]

Comments (4)

Why Are Stories So Important In Video Games? A lesson for RPG Campaigns

Modern video games are becoming more dynamic when looking at console capabilities, online functions and graphics. The diversity in game types is also increasing. It is never enough these days to have wonderful graphics; so many games with outstanding graphics end up failing, as they lack the story element. When we look at the very […]

Comments (3)

Basics For Beginners (and the over-experienced) Part 10: Rhythms

This entry is part 10 of 12 in the series Basics For Beginners (and the over-experienced)

(I’m sure some have been wondering when it would resume – Part 9 was published in September 2016, after all…) 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 […]

Comments (1)

The Pentagon Of Encounter Design

There are five attributes to any encounter that define it, and any one of them can be the foundation of that encounter. In the old days of D&D, it used to be that there was relatively limited flexibility. You chose an encounter based on one of these five criteria and everything else was more-or-less dictated […]

Comments (2)

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 […]

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

Plotting The Phone Book: A How-To Of Adventure Inspiration

0. New Year, Old Business Welcome to 2017! I hope every reader has had a happy and safe Holiday period and is now ready to face the New Year with gusto and confidence, recharged and re-energized. For the first time in, I think, eight or nine years, I took the Christmas/New Period off, completely. No […]

Comments (1)

Paving Over Plot Holes: A Masterclass in Adventure Creation

I’ve spent a fair amount of time over the last couple of weeks working on the next adventure in the Zenith-3 campaign, and the techniques employed have enabled me to illustrate some of the techniques that I’ve written about in the past. Normally, I would not post an article on the subject until after the […]

Comments (3)

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, […]

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

The Perils Of Pre-Play

As part of the recent Blog Carnival, I shared a tool that I had developed for creating a character’s background (Blog Carnival November 2016: The Ordinary Life of a Fantasy PC). As part of that article, I originally had a section (entitled “An Alternative Route”) discussing playing a pre-game to enable players to develop the […]

Comments (1)