Category: Specific RPGs

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 […]

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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, […]

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When we last left off, I had prepped for a fantasy horror campaign with the cypher system rules. This time around, I prepped a session, invited over a group of friends with a variety of levels of experience with RPGs, made characters and ran a game. Session prep took the form of loose half page descriptions of four locations that were likely to be important to the session as well as names and descriptions of characters likely found in those locations, a few miscellaneous notes, […]

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 […]

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Since the last part of this series I’ve been doing prep work for running a game. On the one hand, the pitch for the Cypher System is that it’s easy for GMs with minimal work. On the other, the front end prep the book recommends for a game seems pretty heavy, so I was curious how things would shake out. Let’s start with the Campaign Design Worksheet. This sheet is included at the end of the rulebook and it has places for most of the […]

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 […]

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With this installment, I’ve finished reading the Cypher System book. It’s taken me about a month to complete. Given that the claim of the system is to take a lot of work off the plate of the GM, I was initially concerned with the size of the book (416 pages). I feel I can now adequately speak to those concerns: Everything in the book is worth reading, even the parts you won’t use for your game. But, if you’re interested primarily in pushing through and […]