Posts Tagged ‘Play’

An Empty Death, An Empty Life: Making PC Death Matter

An empty Death is a terrible thing When Tasha Yar (Denise Crosby) died in Star Trek: The Next Generation, there was an outcry amongst fans. Not because the character had been killed off so much as because she died what was later described even within the series as “an empty death” – a death without […]

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A Rational Intuition

I’ve always been fascinated by the relationship between intelligence and instinct as expressed by different game systems. Most systems have an INT or IQ score of some kind, but the handling of the other side of the equation varies considerably. D&D and Pathfinder have a WISdom score, the Hero System has an EGO score, my […]

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Loot As Part Of The Plot: Making, Earning, Finding, Analyzing, Using, Selling, and Destroying Loot

Today, I wanted to once again cast a glance over the subject of this month’s Blog Carnival and try to give a general view of the many number of ways that Loot can be made part of the plot, without getting too deeply into specifics. This article is intended to be a companion piece to […]

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By The Seat Of Your Pants: Six Foundations Of Adventure

Last week I offered seven-and-a-half secrets to the art of successfully creating ‘adventures on the fly‘, with minimal or no prep. The fourth “secret” (everyone knows it now, even if they didn’t know it before!) was incomplete, presented only in summary form, because I could tell that it was going to take more room and […]

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We All Have Our Roles To Play: Personality Archetypes, Part 4

This entry is part 4 of 4 in the series We All Have Our Roles

Reintroduction If there is one thing I hate, it’s interrupting a task, especially a creative one, before it’s finished. That includes interrupting a series. At the same time, doing the same thing for week after week can be enough to drive me around the bend, and after a while, I need to take a break […]

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When Good Dice Turn Bad: A Lesson In The Improbable

Have you ever had such a string of improbable events in a game session that you wondered if you would have been better off buying a lottery ticket? Something so unlikely that you thought witness testimony might be required every time you told the tale? I have! What do you do when your dice turn […]

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A potpourri of quick solutions: Eight Lifeboats for GM Emergencies

Sometimes GMing is flashy, and fun. When everything is ready, and you’re in the groove, when you know what is going to happen and can lose yourself in the game, and simply present the PCs with the consequences of their actions and concentrate on your performance in the guise of NPCs and on the delivery […]

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Taming The Time Bandits: Some time-saving combat techniques

Synopsis Of The Problem In Johnn’s last blog post, “My Group’s Time Thief Revealed,” he described his discovery that the chief drag on the pace of his combat was the GM, despite his expectations to the contrary. While he did not track the components of his activity, he was able to dismiss a couple of […]

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The Nth Level Of Abstraction

During the last week, the RPG Bloggers Network brought an interesting post to my attention: “Discussion: Time Gaps” at Reality Refracted. This got me to thinking about the hierarchy of abstraction, and how often we (GMs) move from one level to another in the course of a typical game session, and how we can use […]

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Zot! Zap! Crash! Character Conventions In Pulp (Continued)

This entry is part 6 of 7 in the series Reinventing Pulp for Roleplaying

This article is being co-written by Blair Ramage, with whom I co-referee a Pulp Hero campaign. Although it started as a single item, it has grew so substantially that it became necessary to split it into multiple parts. The first part dealt with the relationship of genre to other aspects of a roleplaying game, and […]

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Wham! Clang! Kapow! Character Conventions In Pulp

This entry is part 5 of 7 in the series Reinventing Pulp for Roleplaying

The Story So Far… This article is being co-written by Blair Ramage, with whom I co-referee a Pulp Hero campaign. Although it started as a single item, it has grew so substantially that it became necessary to split it into multiple parts. The first part dealt with the relationship of genre to other aspects of […]

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Pow! Bam! Crunch! Story Conventions In Pulp (continued)

This entry is part 4 of 7 in the series Reinventing Pulp for Roleplaying

This article is being co-written by Blair Ramage, with whom I co-referee a Pulp Hero campaign. Although it started as a single item, it has grown so substantially that it has become necessary to split it into multiple parts. The first part dealt with the relationship of genre to other aspects of a roleplaying game, […]

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