Monthly Archives: June 2015

Dream Riggers

The new game I’m working on has the working title of Riggers, more specifically – for the playtest – Dream Riggers. The system came first and exists to test out a mechanic that interests me. If it works out, the game … Continue reading

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League of Extraordinary Misfits

If you’ve been around here long enough, You’ve probably read about the game with the working title A Team of Pulp Losers. Well, that game is no more, and rising from the ashes is . . . League of Extraordinary … Continue reading

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Give the Players What They Want

As I mentioned, my A Team of Pulp Losers (needs better title) campaign finished last week. It reinforced a lot of my practices and thoughts about GMing – the importance of flexibility; that robust preparation is unnecessary; that players are … Continue reading

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Disappearing Characters

The playtest campaign for A Team of Pulp Losers (needs better name) is complete, and I’m very happy with how the game held up. I ran my home group through a globe (and dimension) trotting adventure finding the lost pieces … Continue reading

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Fallout Noir

Those of you who have been around here a while are aware I’m a big fan of the computer games Fallout 3 and Fallout: New Vegas. Fallout 4 has been announced, and already it is providing inspiration. How is that … Continue reading

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SEP State of Play

Every week I’m trying to get two articles up on the website, but some weeks it’s tougher than others. Tuesdays I generally like to have an advice column while on Thursdays I write about inspiration. This time, instead of providing … Continue reading

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Edge of Inspiration: Bond Contains Multitudes

On Tuesday I wrote about niches and how important I believe them to be. What if you are looking for inspiration for niches from mass media? There you are in for a bit of trouble, because in many cases the … Continue reading

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