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The idea was that I am running an elfgame forest campaign for my young son and his friends, teaching them how to GM.
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I want to talk about my flair tonight1: I had a bad session.
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"No man is an island, Entire of itself; Every man is a piece of the continent, A part of the main."
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"When you know the fourfoil in all its seasons root and leaf and flower, by sight and scent and seed, then you may learn its true name, knowing its being: which is more than its use."
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"When the legends die, the dreams end; there is no more greatness."
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"I have said, Ye are gods; and all of you are children of the most High.
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Right now my brain is jetlagged between thinking it's 8 am and 2 pm, I haven't played RPGs in a month, and writing words is honey on a cold day, drip drip drip.
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In many old school games and AD&D, you hire retainers to help you in the dungeon, which can give a player lots of actions (see my last post).
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How many things can one do in a round, and how does it change the feel of the game?
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I just spent a lovely, hectic summer week chasing fulltime after my kids.
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They did it.
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Is talking to your players like playing a game of verbal ping-pong?
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Is AD&D still alive and well, or an older part of the OSR that is fading in popularity?
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I have been running a weekly 5e campaign through the fun pirate isles sandbox Secrets of the Black Crag (SoBC), by Chance Dudinack.
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When my kids were about 2 and 4 years old, a squirrel jumped onto the power transformer by our house.
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Here’s a pair of questions I have been pondering: why don’t I make keyed hexcrawls for wilderness travel in my home game, and which published hexcrawls have I liked and why (hint: they rhyme with “Black Burn of Blandonsford” and “Irate Worg seecrawls”)?
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As promised, a follow-up post on my house-rules for playing Mausritter with my elementary-age children, derived from negotiating with my kids over four sessions of our ongoing Mouse Knights campaign.
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Playing role-playing games with my kids has taught me, more than anything else, how to be a better GM.
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In role-playing games, how to deal with the ultimate failure, death?
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Tempting, dangerous choices, clear rewards with unpleasant surprises–that is the key to helping PCs to simultaneously feel fear and agency, I think.
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If you forgot or don’t have d12 dice, you can play a game of Daggerheart that uses playing cards in place of d12s.
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Today, foreshadowing danger.
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Let me tell you a story about the old Reeve.
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Let’s talk about fear of failure and player investment, in both traditional and OSR games.
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This is part 2 of a series on landscapes of fear (Part 1, Part 3): today I am going to talk about why it’s important to build a landscape that evokes fear.
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Inspired by two excellent posts on using ecology to make encounters more realistic and exciting (Writing Encounters in Networks and Trophic Encounters), I started reflecting on how I use ecology in my weekly game.
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I was going to bed last night when my friend Dadstep sent me the coolest idea, why not do opposed overloaded reaction rolls with cards, instead?