Gimmicks

Ok, so we’ve established the basics of RPGs. A GM, a group of players. Usually dice, pencils, only one rubber, paper, rulebooks (or e-readers). Depending on whose house it is, some degree of refreshments. However, there are extras, some particular to different GMs, some to different styles of play. Soundtracks we’ve mentioned before, getting more … More Gimmicks

Inspiration

Following on with my nuts and bolts look at RPGing, there is one particular thing GMs struggle with (well, I know I do), and that’s the plot idea. This is clearly a universal problem – if you look at films coming out, you can’t fail to see they’re running out of ideas. Follow-ons, remakes, even … More Inspiration

RULES

It’s funny, I imagine most people’s idea of a role-player, aside from all the unflattering (and often true) stereotypes does not include someone who follows the rules. By role-playing, which generally puts you outside normal society, you are somewhat of a rebel. Not as fashionable as a punk, perhaps, but still a rebel. The truth … More RULES

The campaign trail…

Continuing my articles about the nuts and bolts of role-playing, I’ve gone topical. Campaigns are generally the big guns of RPGs, they’re the things you always remember. A good campaign leaves a proud GM, and a group of players wanting more. A campaign is not just a group of sessions, for instance my cyberpunk cops, … More The campaign trail…

Grey Anatomy…

This basically follows on from my last piece, which sort of left us at a very small cliff-hangar of creating a new system. Clearly that’s what I did. I had a few basic wants. I wanted a generic fantasy system such as is found in literature or films (at least partly inspired by the late … More Grey Anatomy…

Create…

The thing about role-playing, is as you go on, trying new systems, new expansions, it’s clear no system is perfect. The first proper system I tried was Tunnels and Trolls, which glories in some of the best weapon tables you’ll find. Then when you play another fantasy system, you’re wondering why they’ve only got 2 … More Create…

The perils of being a GM (or what’s the point)

EXPLANATORY NOTE – GM = GAME MASTER, PERSON WHO RUNS THE SESSION,CAMPAIGN,ETC, OK? GMing. A specialist part of a specialist hobby. If you’ve got to be ‘different’ to role-play, you’ve got to be especially so to want to actually run a game. On first thought, it can sound great. You are god, you control everything. … More The perils of being a GM (or what’s the point)