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.
Continue reading “Devil in a Red Hat”
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.
Continue reading “Don’t Go Adventuring in D&D”
For my Adventures in Middle-earth game I’ve done something that I always encourage with my campaigns. I want to make sure there’s a record of what’s happened so I encourage my players to take notes. I could do it, of course, but there’s so much that the GM has to do and this is something I can pawn off on the players.
Continue reading “Reward Table”
Last week I wrote about some tools for making sandbox games easier. I didn’t really think about it at the time, but this fits neatly into Monte Cook Games’s New GM Month, a feature they do every year around this time that is a real benefit to up-and-coming gamemasters for any system. While I don’t really recommend sandbox-style games for the beginning GM, I thought I’d follow it up with some advice for GMs of all levels.
Continue reading “New Gamemasters”
I’ve been laid out sick for several days so I have only a small update today. My favorite way to run games is as a sandbox-style game where players can head off in the direction they like and create the trouble that comes back at them later. This is simply a preference thing and you need players you are into it as much as a GM who can pull it off, but with a little planning you can make it easier.
Continue reading “Prepping for Sandbox Gaming”