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.

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 […]

GMingAdvice01

Con season has begun; Walt’s already been to Origins, I enjoyed my first Kublacon over Memorial Day weekend, and the big summer shows, GenCon and DragonCon, are still to come. Summer can be a busy time for GMs, giving you even more sessions to prepare for than normal. (Hopefully, a con will offer you a chance to be a player, especially if you’re not getting to play regularly.) I got into Feng Shui at Kublacon, which I’ve long been interested in trying out. I had […]

GMingAdvice05

A few weeks ago, I wrote an article about taking the first step to becoming a GM. It can be nerve wracking to cross the screen and run a game for the first time. Our organized play society, though, needs more GMs. I fear that if we ask our existing GMs to provide all the games that players want, they’ll burn out and leave those GMs who remain stretched even thinner. A few GMs volunteered to run from the very first day they joined our […]

GMingAdvice04

It can be difficult to switch over, to cross the table and GM for the first time. Long ago, I wrote Introductory Games for New Roleplayers for a young GM and a table of all new players. This time we’re looking at a different situation—training new GMs who may be nervous about running for tables of experienced players and strangers. Instead of apprenticing to a GM and getting a peek behind the curtain between sessions, a group of experienced GMs are going to hold a […]

GMingAdvice04

A good smack in the nose can teach a valuable lesson, but sometimes the lesson fades. Last weekend, I got another smack on the nose. I let time management get away from me. The result was an unproductively long session, even though there were good elements. Even as a player, I’ve been a part of lengthy planning leading to slow sessions. Back in 2008, I wrote about Planning and Analysis Paralysis in a pair of games. I am an active planner, much to the frustration […]

A worn bandoleer

I’m currently the producer for a pair of Primetime Adventures shows. Each show has completed its pilot; now we’re on to the first season. To get there, though, requires very different preparation from my usual. Setting Scenes in Primetime Adventures While GM prep is required in Primetime Adventures, the producer isn’t in charge of the same elements as a traditional game’s GM. The producer sets the episode’s scenes in response to requests by players. To request a scene, the player specifies the characters involved, whether […]

KRNCH-E's primetime adventures character sheet

I recently received the new version of Primetime Adventures after backing its kickstarter. It’s an excellent game, with a great deal of useful, clarifying text in the new edition. I’ve played it (and written about it) before, but the new third edition does a good job of adjusting the emphasis to clarify some previously confusing elements. A few weeks ago, I excitedly wrote about Primetime Adventures on my local indie-roleplaying group and got a lot of enthusiastic interest. In fact, the interest proved great enough […]