Game Mastering

Thoughts and experiments concerned with the running of role playing games.

Character Hooks

The text of this blog is copyright 2012. Have fun with the content but don’t pass it off as your own or try to sell it, Okay.

One of the key challenges in scenario design is finding ways to help the characters by into the story.

This is my take on adapting the advice of Wolfgang Baur in “Writing your first adventure” (https://www.wizards.com/default.asp?x=dnd/ab/20060728a) to Pulp Adventure design.

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The Revelation List – an aid to memory

The text of this blog is copyright 2012. Have fun with the content but don’t pass it off as your own or try to sell it, Okay.

As I’ve gotten older I’ve found myself more and more in need of assistance when it comes to keeping track of all the important points that the players need to learn during a game.  A list of key revelations that need to occur during the game is therefore an invaluable tool.

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Designing Villains

The text of this blog is copyright 2012. Have fun with the content but don’t pass it off as your own or try to sell it, Okay.

Villains are an essential element of the pulp universe and require careful planning to be an effective part of a game.  I have friends who will happily roll up  a random monster to serve as the antagonist of the piece, but this is never as satisfying to me as a villain who “belongs”.

A three dimensional villain is one who is memorable, motivated, active, and relatable.  Below are some tips and a template I find useful for designing villains.

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