Posts Tagged by homebrew

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I once watched a documentary on the early days of video games, and the particular part that has stuck with me was two brothers who started their own company right out of high school selling their games on floppies in plastic baggies through mail order fliers. They said (to my recollection): “We slept in shifts. I’d sleep while he programmed and when I woke up, we’d switch places. It was always a treat waking up and discovering what he had done, what new features he…

GMingAdvice012

A few years ago, I ran a home-brewed fantasy campaign using the Iron Heroes system. I fell in love with the setting that my players and I created, and for the past few months have been toying with the idea of bringing it back, but not with the same mechanics. The more I looked at the setting, I started to realize that different game systems could be used to express different periods within it. This got me thinking about the paring of game mechanics with…

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Is it just a summer thing? Or does the fact I have two boys who run around with their holsters, cap guns, bandanas, stick horses and range hats have something to do with it? Or how about the fact that there is nothing like plopping down on the couch late at night and watching “Duel at Diablo,” “The Man Who Shot Liberty Valance,” a train-lovers’ guilty-pleasure in “Breakheart Pass,” or just about anything else with chaps, six-guns and a lot of cowboys. Summer is when…

Game ideas come from the strangest places. I’m currently working out details for a new campaign–and I think I’ve stumbled on a few interesting elements that apply more generally. One big element that I’m considering is how much I want to work out before the players come to the table–do I create a detailed world with 80 pages of history, detailed maps, and several detailed alphabets? Do I show up with just a game system selected and collaborate to build a world to adventure in?…

GMingAdvice05

GM’s create. It could be a great scene, an adventure, a campaign, a setting, or a game system. By the nature of our role we create, and we share our creations be it with just our gaming group, the local gaming community, or perhaps with the world. In this way we create a legacy as our creations live on through those that read and play the things we create. This is an unexpected result of being a GM, but perhaps we can use it to…

modular

Over the years, I’ve met lots of GMs who’ve created and lovingly detailed their own campaign settings, most often for D&D. These settings are usually extensively developed, complete with maps, country write-ups, elaborate histories — the whole nine yards. But as much as enjoy writing setting material, I’ve never actually done this myself. I’ve dabbled — drawn detailed maps for fantasy worlds, written chunks of material for specific cities, etc. But I’ve never had what I consider to be one of the quintessential GMing experiences:…

GMingAdvice05

Want to know the secret to making a game world or setting your own? Whether you’re using a published setting or brewing your own homeworld for adventures, the key is creating an organization that’s unique to your game. Simple, huh? One organization of your creation makes all the difference. But why? 1) It gives you mastery over a segment of the world. I’m not going to learn the names of all the “important” NPCs of the Forgotten Realms, nor have I figured out all dieties…