Let's face it, that could totally be a Tabletop RPG sourcebook. You don't know... Prior to spending most of my time reading game material for reviews and such, I read a lot more fiction. One of my personal favorite authors (let's face it - there were many) was always Tom Clancy. In one of his … Continue reading Taking Notes
Tag: GM Advice
Writing a Campaign
I had a hard time with this blog post. And it was not because I don’t see value in writing a campaign, but because, for the most part, I am an improv GM and typically don’t write campaigns. To get this blog post written, I had to cast my mind back many, many years to … Continue reading Writing a Campaign
Deities, Laws, and the Consequences of Choice
For today’s article, I’d want to take another look at worldbuilding, specifically, some of the things that help a campaign world feel “alive” to your players. We’re going to talk about choice and consequence. One of the biggest selling points of tabletop roleplaying games is the freedom. When a GM asks, “What do you do?”, … Continue reading Deities, Laws, and the Consequences of Choice
Tropes and Cliches
Josh has yet to include an NPC in his games named Sam Smorkle. I feel let down... GM: “You have been summoned to a tavern where a hooded man waits in a dark corner, several burly guards around him. He appears to have a rolled up scroll next to him on the table. As you … Continue reading Tropes and Cliches
What if I Screw Up?
One of the earliest recorded instances of the facepalm... One of the things I’ve noticed in gaming is this interesting desire for perfection. There seems to be a wide-spread desire to play the perfect game, tell the perfect story, have the perfect amount of game knowledge (rules, lore, or both). This is also often combined … Continue reading What if I Screw Up?
