Author: Scott Martin


About Scott Martin

Scott is an engineer turned gnome and game store owner. He lies awake at night building intriguing worlds and plotting your character's demise.

Gnome Gnews

5e Public Play: It’s all Adventurer’s League now A couple of weeks ago, Wizards of the Coast announced big changes to its organized play program. All of the adventures are now just Adventurer’s League; before, they’d been split between the new player geared Encounters and the continuing play Expeditions. The change was a lot deeper than the name–the whole focus of the program changed. The modules were originally limited to public play (mostly at stores and conventions), but the Dungeon Masters Guild announcement opened the […]

Out of the Abyss book image

The third D&D encounter season features Out of the Abyss, the newest hardback adventure for D&D. The first three seasons of D&D Encounters took a published product–in this case Out of the Abyss–and separated the first few chapters to run as an introductory adventure. It turns out that this adventure breaks new GMs… largely because the beginning subverts so many D&D tropes. Fair warning: spoilers for the first session abound in this post. The Program D&D Encounters is set up as an always low level, […]

Gniblets

Thanksgiving is tomorrow in the US, a time of plentiful food and good cheer for many. Unfortunately, fevers have broken out among my relatives, so we’re staying apart for at least a few days in hopes that we can prevent spreading disease to each other. We’ll have a day of turkey, stuffing, green beans, cranberries, mashed potatoes, sweet potatoes and all the desserts a little later. Maybe Saturday will be our day of gluttony this year. A Day of Reflection, A Day away from Devices […]

Players roleplaying at a store

Hip Pocket Games aren’t a real classification or genre of RPG. Instead, hip pocket games are scenarios that you’re always ready to run. They’re there in your hip pocket, ready to whip out and play on minimal notice.

Sometimes, these games are full game systems, like A Penny for My Thoughts, which is a GMless game designed for a single evening’s play. Other times, they’re specific scenarios, like Secrets of Sokol Keep (a D&D 5e scenario), or Dark*Star, the Fate adventure (and setting).

Any game that you can run with minimal prep is a good hip pocket game for you. You’re basically taking something big and amorphous, like everything a D&D game can be, and mastering a specific version of it. When you meet someone new or attend a con, you can leap into play and always be ready to contribute. It’s much like having a board game in your backpack that you love and can teach effortlessly.

One of the mechanics built into Primetime Adventures is called Screen Presence. It’s a mechanic that goes on everyone’s character sheet, but has to be coordinated by everyone before anyone can set it. Screen Presence is awesome in Primetime Adventures… and might amp up your current game too. What is Screen Presence? In Primetime Adventures, Screen Presence measures how central your character is to the episode and how much the episode revolves around your character’s issues. Screen presence also affects your character’s competence. When your […]

Eric rearranged into blocks

I love Fate Core, and I enjoy running it at cons. For a long time I spent my efforts making pregenerated characters (for example: Dash-Dot-Dot-Dash), but many players don’t deeply identify with pregens. I wanted a system that led to quick identification with characters, but also a system where character creation didn’t take too much time, since it needed to fit into a con slot. One solution that can develop characters quickly is right in the Fate Core rulebook: on the fly character generation. I’ve […]

GMingAdvice01

I recently completed a pair of short series of Primetime Adventure games, whose beginnings were described in Pitching Primetime Adventures: Two Recent Series. A Brief Recap Primetime Adventures is an independent roleplaying game, first published back in 2004, which proved to be an instant hit in the indie-roleplaying scene. The game was recently republished in a brand new third edition by the original designer, Matt Wilson, and his company Dog Eared Designs. I was eager for the new edition; when I got the PDF, I […]