Posts Tagged by adventures
| January 23, 2013 | Posted by Guest Author |
Today’s guest author is Jonathon Narvey, who blogs about RPG stuff over at Savage Games. Jonathon is a GM (and occasional player), copywriter and political propagandist. He is also the author of a Cthulhu-themed sci-fi novel with lots of tentacles in it, as well as a novel about Yiddish-spouting gangsters fighting for survival in the Middle Eastside. He drinks six cups of coffee a day, minimum. Thanks, Jonathon! Deadlines concentrate the mind. Giving your players the sense that if they don’t do something fast, “something…
| March 14, 2011 | Posted by Martin Ralya |
Luke Crane, the creator of the Burning Wheel RPG and one of the best GMs I’ve ever gamed with, often does something very clever for convention games: He runs replayable scenarios. “Replayable” as in, even if you’ve played the exact same event before, it will be dramatically different — but just as fun — every time. That sounds like a pretty handy thing for a GM to have on hand, doesn’t it? What makes a scenario replayable? You can find several excellent replayable Burning Wheel…
| February 7, 2011 | Posted by Martin Ralya |
My planning cycles for my current game are, for me, pretty short — usually one week. That’s actually a good thing, because it forces me to focus on the important stuff and helps me avoid getting bogged down in crap that won’t hit the table, but it does mean that I’ll take all the help I can get. One thing I find helpful is having a list of adventure types (not plots) to choose from, and that’s the focus of this article. Below is a…
| January 4, 2011 | Posted by John Arcadian |
So imagine this situation, it is about 1 day until game time and your encounter with the BBEG or a very important plot piece or fight is slated to happen in the next game. Unfortunately, the characters aren’t quite ready to take it on or the player who has backstory hooks isn’t going to be there. Darnit, what do you do? The obvious answer is to stall and delay the big game until next session, but you still want to run today and you need…
| October 18, 2010 | Posted by Martin Ralya |
My group is three sessions into a Star Trek series with me in the GM’s chair, and last night’s episode cemented one of the things I like most about running this game: the episodic structure. I’ve played episodic games before (notably Stargate) and enjoyed them, but until now I’d never run one. There are different ways to approach them (and the Decipher Star Trek RPG Narrator’s Guide offers excellent advice on that topic, whether you’re running a Trek game or not — great book), but…
| August 5, 2010 | Posted by Martin Ralya |
I’m fascinated by the similarities and differences between movies and adventures, as well as the ways movies can be used to inspire games, and a striking difference between them hit me recently: Pivotal moments in movies are often difficult to translate into adventures. I’m a spoiler nazi, so I won’t reveal the movie I was watching when this popped into my head, but here’s the pivotal incident: A firefight breaks out, and one of the main characters is shot. In many ways, his wound defines…
| December 14, 2009 | Posted by Scott Martin |
The Desire is a full color 57 page PDF for Fourth Edition D&D by Nevermet Press (www.nevermetpress.com). (Also included was a grayscale PDF, oriented in Portrait, intended for easy printing. That’s a nice feature, though one I didn’t take advantage of.) Please note that the PDFs were freely provided by the publisher for review purposes. Structure The PDF begins with a blurb about Nevermet Press followed by A Message to the DM describing the background of the project. We are told not to expect one…












