Tag Archives: Flashback Fridays

Weapons Permits

By Ralf Kruytzer This article deals with the questions, Why are there weapon permits in my Fantasy Medieval World? Why are there restrictions on wearing weapons? How the heck did our DM got that goofy idea? (As some players might ask themselves). This article tries to help the DM (or GM) to sell such an [...]

Big Secrets and Big Plots in Roleplaying Games

By Heather Grove So many roleplaying game plots revolve around secrets. GMs try to make sure that there’s always another mystery in the game for the characters to run after and solve – lots of people love a good mystery. Secrets add spice and interest to a game. They make your players go nuts trying [...]

3 Ways To Make Your Life As GM Easier

By Darren Blair Let’s face it. No matter how hard we try there comes a point where reality bogs us down. Last-minute errands, phone tag, burn-out at work or school, and other issues make it harder for GMs to plan and run the game, and it saps player energy and brainpower. So, what’s a good [...]

Guide to PBP / PBEM

By Scott Sylvester With busy schedules these days there seems to be precious little time for the more mature and adult gamers to indulge in their teenage passions of gaming. Once upon a time, there were countless hours in the day that could be carelessly frittered away around the gaming table listening to your favorite [...]

Fear in RPGs

by Delphine T. Lynx Fear. One of our strongest emotions, and yet one very difficult to conjure up unless it’s genuine. It can be fleeting or eternal, gentle or monstrous. But how does Fear apply to RPGs? It is important to note that not every roleplaying game would benefit from a sense of impending doom, [...]

Overused Standards of Fantasy Literature

by R.D.  Throughout my life I have read many fantasy novels and played many fantasy role-playing games. I have read the stories of Elric of Melnibone, The Lord of the Rings, and the many works of Piers Anthony. Other books I have read include the Deathgate Cycle, Dragonlance, the Icewind Dale Trilogy, The Wheel of Time, A Song of Fire and Ice, The [...]

Writing the Effective Villain

by Ruth D. Kerce A lot has been written about how to develop the hero and heroine in a story. An often overlooked, but equally important character, is the villain. He/She must also be developed properly to make the plot believable. Many of the techniques used to develop other characters will also work in developing [...]

GM Delegation

by Bill  Mahmet Below is some advice that ALL GMs can use, though “workaholic” GMs should especially benefit from the contents of this article. The problems the below listed tips are meant to solve often occur for GMs who are not as good at coordinating people as they are at writing and running adventures. Don’t [...]

The Logic Death Guide to Players

by Doug Lochery There are two breeds of RPG gamer – Players and Gamemasters. There are several subtypes of the Player breed that, when faced with our glorious hobby, try to ‘break it’ in some way or other. This is not always a conscious decision on the part of the poor player. Below is a [...]

Managing Intraparty Conflict

By Andrew McLaren Roleplaying is a group activity. One cannot enjoy roleplaying alone. Sometimes the GM’s job is made more complicated by conflict that takes place within the group, when arguments and fighting takes place between characters and players. Consider the following situation to get an idea of what I mean: Having defeated the evil [...]