To these guidelines for GMing, I would like to add one more: Instead of planning what the characters will do to the plot, plan what you and the plot are going to do to the characters. So what does tha… more →
Technology for roleplayingAkhil Mathew wrote 4 months ago: I’m going to get back eventually to the story about finite-dimensional modules, but for now, L … more →
Jake wrote 12 months ago: I’m making this post as a way to aggregate all of the links to Tyler’s posts about his t … more →
redhuntersmoon wrote 1 year ago: I am no stranger to magick or paganism, and I practice, and study, full time. I have been a magicka … more →
Josh wrote 1 year ago: The work of Keynes can be separated into two categories, the general theory and the applied theory. … more →
Anon wrote 1 year ago: | Murray N. Rothbard | [Jika Bagian 1 serial tulisan ini a.l. memaparkan latar belakang kepribadian … more →
karl wrote 2 years ago: To these guidelines for GMing, I would like to add one more: Instead of planning what the characters … more →
karl wrote 2 years ago: How about rewarding the group for collaborative efforts? I don’t just mean in-the-fiction or d … more →
karl wrote 2 years ago: I have a long-standing disagreement with one of the players in our group, and I’m just startin … more →
karl wrote 2 years ago: During my session last night, we ran into the age old problem of characters spewing out endless stre … more →
karl wrote 2 years ago: Remember the Dungeoncraft series of long ago? I was thinking about that recently, and I think there … more →
karl wrote 2 years ago: D&D has levels. A whole packet of relevant stats increase all at once. This encourages playing … more →
karl wrote 2 years ago: I recently posed this question, after a discussion of play styles in our group. It’s an inter … more →
karl wrote 2 years ago: Idea: The reason some systems support some styles better than others has much to do with the stabili … more →
karl wrote 2 years ago: In light of a recent (and still unfinished) conversation about rewarding players semi-independently … more →
karl wrote 2 years ago: Rob Donoghue’s posts (part 1, part 2) on making awesome are insightful yet highly practical. … more →
karl wrote 2 years ago: I haven’t been able to drum up a concrete definition of flags, but the gist is that flags tell … more →
karl wrote 2 years ago: In some systems, the characters are rewarded for things the players do. Take Exalted, for example. … more →
karl wrote 2 years ago: So I’ve talking to Mendel Schmiedekamp about whether or not and how notions of choice and acti … more →
karl wrote 2 years ago: Some interesting thoughts about spotlight time as a reward. Got me thinking about mechanics involvin … more →