Thinking through the various stories of gods in the modern world for my Godlings Fiasco scenario, I started to wonder why all these tales seem to be snapshots of the past. If the gods are real and they’ve been around since the beginning of civilization then what have they been up to for two thousand years?
I love starting off campaigns with things already in motion but sometimes you’re starting something new and you need to take it slow. My preferred compromise is the Active Session Zero, a “pre-campaign” session where your gaming group can build characters together but also actually play the game. Today, we look at an Active Session Zero for Red Markets, the game of roaming zombies and cutthroat capitalism.
Being a Dungeon Master is hard work, especially if you want to create a deep and engaging setting for your players. There’s no need to do it all yourself, though, you can get your players to help you with the worldbuilding. Not only does this help you with your workload for the game, but it builds buy-in from the players. Win-win!
As I write this, the baseball World Series is going on here in the States and people are looking forward to the World Cup for soccer next summer as the last countries qualify. I’ve never been that into professional sports (and I imagine that I’m not alone in that among RPG enthusiasts) but they’re a great way to add some depth and color to a campaign world. In this post, I go over a few ways to do that.
I love Mutants & Masterminds, particularly the deep setting that Green Ronin has created for the game. Without a single comic book printed, they’ve managed to create a world that feels alive and has the weight of history to it. Likewise, the various product lines by Xion Studios are impressively imaginative and perfect resources for a campaign. Wanting to keep all this stuff straight, I made a spreadsheet that you might appreciate too!
In the new Star Trek Adventures game from Modiphius Entertainment, your crew will probably be spending as much time on away missions as they will onboard their starship. Previously, I went through the process of making your very own spaceframe and last week I laid out guidelines for making new adversaries. Today those two missions come together with guidelines for making new NPC ships to challenge your players.
So, I definitely have plans for Star Trek Adventures and to that end I started making up my own quick cheat sheets for the game. As is my philosophy, any resource that’s handy for one GM would be handy for others as well! Check out these two documents and let me know if they help you in your STA game. If you have improvements that you’d like to see, I’m open to those as well!
Quick Reference Guide: A cheat sheet for players and GMs to help them get a handle on the system and jumpstart their campaigns.
Attribute-Discipline Guide: Charts for players and starships that show how the core book recommends combining Attributes and Disciplines (or Systems and Departments for ships).
My son, Little Mephling, is obsessed with the Cat in the Hat. I’ve read it every night for a month despite several plans and sleights-of-hand so I’ve done a deep dive into the story for sure. Around the tenth repetition I realized there was something weird about the cat. He’s not your typical antagonist and his motives are a bit opaque, but I couldn’t put my finger quite on it.
And then it hit me. The Cat in the Hat is the devil.
One question that I have about the currently-Kickstarting Monarchies of Mau is how the game compares to Pugmire. They are the same world so you should be able to have a joint campaign with both games, but how feasible is this? How do cat characters and dog characters compare? Are they too different to be at the same table? Are they different enough that players can feel the divide? How do they cooperate in-game? Come along and we’ll figure it out together!
I was thinking the other day about all the Dungeons & Dragons campaigns I’ve done in my life. Whether I was running back and forth through the Dalelands, traversing the scorching sands of Athas, or recovering in Sigil from my latest trek to the Lower Planes things were pretty sweet. My characters were all different in their background but they could find adventure and glory if they put their minds to it. Then I thought: why? Today, I’m going to make a case for not doing that.