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Archive for the ‘Fluff and Inspiration’ Category

This spring I’ve been doing a lot of reading.  Normally, I read novels. I like Fantasy novels for obvious reasons but Science Fiction, Historical Fiction and Thrillers are also high on my list. Lately though, those simply haven’t been scratching the itch. This has gotten me to experiment. I’ve been readying adventure modules. No, not to prep for my campaign. Not even to get ideas, although I often do. In most cases, I have no way to use the materials. Maybe they are too high in level, or too low. Maybe they are set in a different world, time, or circumstance.  Nonetheless, I’ve been enjoying them immensely. I have a rather significant back catalog of adventure modules spanning all the editions.  Reading them has been enjoyable and inspiring. (more…)

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Ok, so I’ve been brainstorming with a close friend of mine. We’ve been discussing the concept of RPG Hooks. We’ve mashed up several ideas about how to come up with them, how to share them, and what people can actually use.  I’ve come to realize that he and I occupy very different spaces when it comes to RPGs (and Politics!).  But this is fantastic because having a sounding board that ends up being an echo chamber is incredibly unproductive. Ultimately I’ve come to the realization that what I want and need from an adventure hook is not necessarily what you may want or need. This is simple enough in concept, but presents certain challenges to the creative process.  I will attempt to overcome these challenges as I sift through story ideas looking for interesting seeds of adventure. (more…)

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Spinning a yarn

This post was originally written by me for submission to Gamecrafters.net. Thanks Brian for giving me an outlet!

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I just read a great article over on Dungeon’s Master and I’d like to use it as a stepping off point for some thoughts and experiences I’ve had on the subject.  In this article, Wimwick discusses the subject of player input, and in particular, how much should players have in building the story and even the campaign.

I think he rightly surmises that player input is both vital to the story, as well as incredibly helpful to the DM, a person who often struggles with the endeavor of putting together an intriguing interactive fiction that is hopefully enjoyed by all.  He starts with the tried and true; the player back story. Then he moves on to what I think is just as key to keeping things moving along; the Paragon Path.  Wimwick supports my belief that Paragon path is more than a few extra class features and attack powers we can expect to get in the mid levels of the game. It’s something we can use to fuel our player progression and set us apart from (or bring us closer to) others in the group in a good way that advances the story while supporting creativity. (more…)

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This post was originally written by me for submission to Gamecrafters.net. Thanks Brian for giving me an outlet!

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One of the groups I currently run is taking a short break while I prepare for, and go on, a family vacation.  I had this planned for a while so I was able to make sure the narrative we were engaged in had tied up pretty nicely leading up to the break. There are several dangling strands for future adventure but nothing that is time constrained so as to make the break feel unnatural.  As far as my group of heroes is concerned, they’ve earned a nice chance to kick up their heels and let the locals gush over their hard fought successes. (more…)

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