It’s time to take our worldbuilding a little further, and figure out how to take those raw ideas and shape them.
It’s time to talk about creating your own world to hold your adventures!
We return to the topic of taking mechanics from other systems and transplanting into other games.
This week, we talk about some of our favourite mechanics that came from other systems, and how we used them — as well as a few caveats.
This time, we discuss the use of maps (both large scale and tactical scale), the use of miniature figures to represent the player characters and the foes, and the use of terrain — all toward the end of creating a form of more engaging experience.
There are a lot of interesting, fun, fascinating and whimsical fantasy-based roleplaying games out there.
Here are some of our suggestions.
Here are some tips for players who want to grow and advance into more sophisticated gamers.
Conventions are a great opportunity to play and run something short, intense and out-of-the-norm. But how should you, as a GM, prepare for it?
A few more words of wisdom for someone entering the hobby as a player, from gamers with decades of personal experience
A few words to give you a jumpstart on starting out as a new player.
We gather to talk about what we’ve learned about who we are as gamers.
There are a lot of ways you can improve on your game, so here’s another bucket full of ideas from our hosts.
Here are some tricks, tips, techniques and approaches to change up how you run a game.
In this episode, we continue to provide advice for new GMs, focussing now on the preparation needed to get to that first session (or session 0) as well as week to week.
In this episode, we bring together the gang to share advice for people just starting on the path toward one of the most challenging, rewarding, creative, stress-inducing, thrilling, exciting, complicated and very, very fun parts of games.
In this episode, we talk about setting up a common ground between players and the GM, establishing and maintaining good communication and respected each other to make running a fun game easier.
What kind of player are you? We get together and discuss various player types, and offer advice in dealing with them — and being them.
Join us for a two-part actual play live tabletop roleplaying session, using Monster-Of-The-Week, a Powered-by-the-Apocalypse game. In part 2, we’re digging into the mystery pretty deeply, and coming face-to-face with this particular nightmare!
Join us for a two-part actual play live tabletop roleplaying session, using Monster-Of-The-Week, a Powered-by-the-Apocalypse game. In part 1, the reality tv scenario is introduced, we make characters, and the investigation is afoot!
Just us as we talk about what role character death might play in your games, how it can be a good or a bad thing, and how to handle it when it might be sensitive.
How do decide if the outcome of a character’s attempted action was an outstanding success, or a marginal failure? How to determine outcomes by degrees, rather than pass/fail?
What do players bring to the table besides playing their characters?
We talk about some of the things the GM has to bring to the table, both literally and figuratively.
Today, we’re going to talk about the Rule of Cool.
Join us to talk about meta-game economies, those character features which provide a limited pool of special abilities.