It’s important to be precise. Even when dealing with imprecise things. Like faith and spirituality. Otherwise, you might clap at the wrong prayer and that would be terrible.
The hardest thing any GM has to do is come up with stuff on the fly. Especially when that stuff needs mechanical rules behind it. Fortunately, you have this Marvelous Mechanical Miscellany for Ad Hoc Adjudication and Improvisational Invention.
As gamers, we don’t often think of the terrain as alive, except when the furniture is trying to kill us. But lakes, rivers, and wetlands have surprising life cycles. And they also make wonderful homes for the mysterious ghostly lights called ignus fatuus.
Few Game Masters think to ask who is meant to drive the plot in the adventure they are writing. Which is a shame, because there are lots of ways an adventure can be driven. And by lots, I mean two. There are two ways. And understanding them can help make your adventure writing easier.
This week, I ponder the question of when it’s okay to take control of a character away from a player thanks to a question from a reader with a really dumb name.
Sanity mechanics? What are they? How do they work? Are they even necessary? Can we make them better? Let’s Ask Angry!
In 1983, Laura and Tracy Hickman reinvented vampires into something fresh, new, and different. It’s too bad they were a century too late.
The tundra is one of the youngest and harshest biomes on Earth. And it is home to one of the most misunderstood rodents on Earth. Lemmings are neither suicidal nor stupid. And the misunderstanding is NOT Disney’s fault.
This week, I tackle two different questions related by the theme of, umm, players doing things. Yeah. First, how to handle two players going at the same time in combat. Second, how to handle players doing things between adventures.