“How do you design awesome RPG cities? You know, the kind that feeds your session with ideas, that comes alive in player’s minds and that is uniquely memorable. A city that players never forget.” Continue reading “Cities in Conflict – creating a kick-ass setting for your game…”
Fostering Trust In Your Players
It’s throwback-time, where we revisit an awesome article from years ago…
I have not played in many groups. That stands to reason that I have also not experienced many GMs. However, even with this shortfall, I feel that I have learned, like tons, from my current GM, which has made me appreciate “the game” more and more. One thing that is just such a breath of fresh Alpine air is that I never have to worry about not trusting my GM. Here are some things that I appreciate in a good GM… Continue reading “Fostering Trust In Your Players”
Maximum Tool’age, for running the BEST gaming sessions…
In order to make the best furniture that they can, a carpenter learns how to use several different tools, and then puts those tools in their toolbox. When woodworking, they simply pull out the tools that best help them get the job done – and with a greater selection of tools to choose from, they’ll make a better quality product.
It’s the same thing for gamemasters. Running a game requires having and using a few different skills. You don’t have to use all of those skills, but having a bigger selection of skills to choose from makes for a better night of gaming. For maximum enjoyment of the game, you should continually dial in your preferences by always trying different things and learning new skills (putting more tools in your toolbox). With a fuller toolbox, you’ll naturally adjust your style to one that better suits you and your group.
In this article, I’m going to tell you which tools I keep taking out of my toolbox, session after session. They might not be your preferred tools, but if you put them into your toolbox, you’ll simply have more tools to choose from to run a better game… Continue reading “Maximum Tool’age, for running the BEST gaming sessions…”
What’s the Opposite of Optimized?
It’s Throwback-Thursday, where we revisit an awesome article from years ago…
I find devoted (read as, crazy) power gamers perfectly adorable. It’s funny how they will spend so much time reading rules, seeking synergy, and comparing characters on message boards. The goal, as far as I can tell, is to make sure that the stats, attacks, damage, and checks are all as humongous as possible. If you were to ask about their favorite gaming memories, I can almost–ALMOST–guarantee that they will talk about numbers: “I did 107 damage against this nightwalker once” or “We were fighting an iron golem and I hit four times in a row: 42, 37, 40, and 38” or “At first level, I rolled a 30 Athletics check and easily jumped the chasm.”
Now, I’m not saying there’s anything wrong with this. Honestly I’m not. I don’t mind the numbers game. I’m not going to pass judgment on anyone else, either passively or aggressively. Sure, people who declare things like, “I’m not saying there’s anything wrong with this,” usually ARE saying there’s something wrong with this, but I’m speaking truth here, hallelujah, testify! Continue reading “What’s the Opposite of Optimized?”
Making Undead Scarier Part 3: Intelligent Corporeal Undead: Vampires & Vampire Spawn
Vampires and their spawn are common threats found in many types of RPG games. Unfortunately, it’s far too easy for the GM to roleplay them in a simplistic manner (as simple monsters to vanquish) giving them no backstory or interest, and an opportunity for world-building is lost. But by giving them a culture, examining vampires from around the world, reducing or changing their weaknesses, and giving them allies they can count on, they can truly become the threats they should be. Continue reading “Making Undead Scarier Part 3: Intelligent Corporeal Undead: Vampires & Vampire Spawn”
The GM is not a player, or is he?
It’s Throwback-Thursday, where we revisit an awesome article from years ago…
You know the drill: A group of gamers get together, one’s a GM and the rest of us are players.
- The GM makes the monsters – we kill them.
- He makes the NPCs – we steal from them.
- He makes the traps – we get trapped by them.
- He designs the adventures – we get railroaded by him.
- He against us, us against him, so on and so on, forever and ever.
When your group is coming up with a plan, do you all plan it in front of the GM? Does he or she take a break to get food from the fridge, so he’s only half listening? Do you make him get up and leave because you are convinced that if he knew your plans, he would have time to prepare a heart-sinking thwarting? Continue reading “The GM is not a player, or is he?”
Making Undead Scarier Part 1: Incorporeal Undead: Ghosts, Shadows, Wraiths, & More
Ghosts. Shadows. Spectres. Wraiths. These incorporeal undead (and many more) are common threats found in many types of RPG games. Unfortunately, it’s far too easy for the GM to roleplay them in a simplistic manner, as simple monsters to vanquish, giving them no backstory or interest, and an opportunity for world building is lost. But by knowing their abilities and distinctions, as well as giving them additional powers, they can be the threats they are truly meant to be. Continue reading “Making Undead Scarier Part 1: Incorporeal Undead: Ghosts, Shadows, Wraiths, & More”
Store Update… I’m being flanked! But I will prevail…
So… for some reason, Stuffer Shack has received a lot of orders over the past few months (way more than normal). Apparently, gamers like what we put out… Mini Counters to track your figures, Condition Markers to mark your figures, Horse Minis for your figures to ride, Exotic Mounts for your figures to ride in style, Number Tokens for quick bad guys, and then some Monster Minis for some real bad guys! I think I’m forgetting a few things, but you get the idea…
Anyway, this post is really less of a “Hey check this stuff out!,” and more of a “Hey, I apologize. I certainly appreciate the business (thank you), but if you place an order, it might take a week for me to get to it.”
I am starting to get caught up, but I’m not there yet. The backlog of orders has been pretty big, and I’ve honestly felt really bad about it.
Thank you for reading, and game on!
Chris
Shadowrun: Anarchy – an Overview
It’s been a few months since Shadowrun: Anarchy’s release and now the hard copy is available as well. I got my hands on the PDF immediately after much anticipation. The game, which is rules-light, narrative focused, and set in the same rich Shadowrun setting, was the game I had been waiting for (for 25 years).
This overview is going to be strange; it will be a scathing critique of the book whilst being a glowing recommendation of the game. Certain portions of the book are well-crafted, polished islands in a sea of unedited, mismanaged ambiguity. None of that matters. The only thing that matters is the experience at the gaming table, and the experience is exceptional… Continue reading “Shadowrun: Anarchy – an Overview”
Life of a Big Irish Gamer: Comes the Fall
Multiple meanings intended. For a great many, it’s been a rough year. For me, November really brought that home. I had a bout with depression – something I’ve only recently begun talking about. Then, I think it’s safe to say, a whole bunch of us slammed into a collective bout… but I will leave that be, as there’s no doubt you’ve all read all about that more than enough, elsewhere, and here we want to talk about gamery-related stuff instead.
In case you missed the first one, this is a space where I talk about a bunch of things that relate to my journey as a professional RPG writer/designer and all the stuff that connects to that. Influences, projects I am working on, things I am doing that intersect, and anything else I think might relate. So, let’s get into it. Continue reading “Life of a Big Irish Gamer: Comes the Fall”




