We talk about Halloween and how to use some of the themes in it to make your Star Wars game much more interesting. From using fear, to showing your players the wicked path they’ve wrought the theme of Halloween and horror can be powerful motivators. Continue reading “The Horror Tale”
I came across an article about the Yucca Mountain waste facility and the Waste Isolation Pilot Plant (WIPP) when the warning labels that they are trying to put in place for radioactive waste jumped out at me. This could be the label sitting over the enclosed domain of a lich or a warning for a great evil. It’s started to make me very interested in these ideas of how to best keep people out of an abandoned, and dangerous, facility. This is a very realistic but grim view of how people design these facilities.
Gear is always an issue, finally Ben asked Joshua and David how they deal with it. We talk about how to use gear in your game from giving out credits and gear to giving a few ideas on how to get the players to keep it at base. Continue reading “The Gifted Gear Tale”
We talk about Savage Spirits and some amazing stories that can come from the specializations and species in the supplement. Going from the coldness of the Executioner to finding great stories that fit the Hermit we bring you a new perspective on the Seeker Sourcebook Continue reading “The Seeking Tale”
Something weird happened with the last Eyes Up, people asked questions and commented. Here’s one that I knew would take me longer than a 5 minute response to have the answer be any sort of use.
Few things leave me as bored as a GM or player than two sets of characters sitting at the opposite sides of a map running at each other. When several of these instances are chained together I start to wonder if I’m playing chess. I generally prefer chess in those situations. Those people can party like you’d never believe. Continue reading “Confessions of a Newb GM: Vary Your Encounters”
Ben David and Joshua talk about conflict and the dialogue that opens up from using it. From how to do it badly to how to make things much more interesting.
Here’s something I’ve been dealing with lately that keeps jumping to the front of my mind. How can I deal with a published adventure that has significant problems with it but has a single diamond in the rough that will drive some great sessions?
In Dungeons and Dragons I was able to game my DM because we never went up against a group of NPCs that were smart enough to attack the real healer. Every single one of the NPC groups had an INT score high enough to go for the healer, I just made sure I wasn’t the first one to heal. They would never retarget after the other healer stopped and I started. This realization allowed me to win D&D. Winning any RPG is one of the most pyrrhic things I can think of doing. It’s boring and you should never let this happen to your group. Continue reading “Confessions of a Newb GM: How to Not Win an RPG”
We talk about what in space can cause your players a hard time and how to make it more interesting in an adventure and story. From the terror of a black hole to the raw power of getting close to a star being in a starship can be fraught with danger. Continue reading “The Deadly Space Tale”