Today’s post is a bit of a sneak preview for something I’ve been collaborating on. In Wanderhome the many places you visit can be anything you wish and the prompts provided are fairly wide open but I think people sometimes get stuck in a literal mode. This upcoming release aims to help mix that up and offers some new locales as fun examples of just how far you can go with a Nature.
Continue reading “How to Create Wanderhome Natures”Tag: Advice for GMs
Coyote & Crow Review, Part 2
I’m back today with the second half of my review of Coyote & Crow, the awesome sci-fi RPG written by and inspired by Native Americans. Following up on my first part where I covered the mechanics and setting, today I’m launching into the characters and stories of the game.
Continue reading “Coyote & Crow Review, Part 2”Gamemaster’s Guide Review
By now I hope you’ve had a chance to take a look at my review of the Player’s Guide (both parts) and you might be wondering what’s in the Gamemaster’s Guide. Well, the wait is over!
Continue reading “Gamemaster’s Guide Review”Arabest Rumors
In Invisible Sun, the arabest are a mysterious people who lived in the vicinity of Satyrine years ago. Very little is written about the arabest in the rulebooks (though more is hinted in secrets known to a few) so I thought it would be fun to write a little. And while I’m writing a story for the arabest, why not write four?
Continue reading “Arabest Rumors”Improvise After the Fact
I’m a lazy Game Master. I tend to come up with the dots but leave the connecting between them for improvisation during the game. One trick that I’ve fallen into is something that could help people feel more comfortable with running games is retroactive improvising.
Continue reading “Improvise After the Fact”Invisible Sun Resources
In running Invisible Sun it can be a bit hard to figure out how to grow your campaign. There’s so much in the game’s famous Black Cube but once you want to make your own materials then what does that look like? Well, here are four resources I can’t recommend highly enough for fellow IS Gamemasters.
Continue reading “Invisible Sun Resources”How to Run One-Shots
It’s the time of year when a lot of us are at home for a while (ha ha, so funny) and with some free time on our hands. That also means it’s the perfect time for some short, easy games so for my last post of the year I thought I’d give you my best advice for making that happen.
Continue reading “How to Run One-Shots”Colony Campaigns in STA, Part 1
I’ve been thinking hard about how Federation colonies work in Star Trek and what stories you can tell with them. Partially this is because I have a Federation colony in one of my games that’s set in the Gamma Quadrant and I want it to play a big role. That means I have my creator’s hat on and over the next few weeks I’ll be outlining my GM advice and my new mechanics for a colony-based campaign. Feedback welcome!
Continue reading “Colony Campaigns in STA, Part 1”Oracles In Your Game
I recently ran an encounter with oracles in my D&D 5e game that went wild. It turned into a great experience of plot hooks, clue dispensing, and character development. I wanted to share the mechanics I used with you and also give my advice on using prophecies and oracles in your games.
Continue reading “Oracles In Your Game”Invisible Sun: Advancing Characters
Back today with some more Invisible Sun action, this time looking at how you advance characters in the game. During quarantine I’m finally getting around to binging through the rest of A Woman With Hollow Eyes and the development of characters in that game have convinced me that I really need to explain the magic of growing vislae. Pun intended.
Continue reading “Invisible Sun: Advancing Characters”