Category: Tools for GMs
|November 18, 2015||Posted by Matthew J. Neagley|
I’ve recently been reading some books on how to improve my story writing, and one of the tips they invariably give is to not start your stories with a massive exposition dump. This is bad news for me because my writing is usually nothing but exposition dump, so I probably will never write the next bestseller to take the world by storm. That’s OK though, because it brought into focus one of the traditions of tabletop gaming that I’ve never really cared for. That is, […]
|October 29, 2015||Posted by Scott Martin|
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.
|August 28, 2015||Posted by Scott Martin|
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 […]
|July 22, 2015||Posted by Scott Martin|
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 […]
|July 14, 2015||Posted by John Arcadian|
Quite some time back, I did an interview with some of the people behind Hero Forge, a very successful kickstarter that funded the creation of a website and printing solution for creating custom miniatures. Playing many games that have characters that don’t fit standard molds, the concept intrigued me greatly. I backed it the moment I heard about it and when it was ready I created some miniatures. This is a hands on review of 14 miniatures I created through Hero Forge. The Miniatures/Process I […]
|April 24, 2015||Posted by Scott Martin|
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 […]