Johnn Four

Author Archives: Johnn Four

Create a Communications Service for Your City

Soon after my Riddleport campaign started it became apparent we needed an in-game device to make communication fast and simple. With allies, contacts and leads to follow-up on, the PCs had lots to communicate. However, the city was too dangerous to allow casual movement. With NPCs averaging 8th level, the 1st level PCs did not […]

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3 Ways To Make 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 […]

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How Do You GM Great Droids?

In RPT #512 RND(axe) asked for help on running interesting droids in his Star Wars game. I received the following two great responses: Keep Droids Tools From Mark of the Pixie When I run droids, I stay focused on their purpose.  Droids are tools, not characters (helps stop them outshining PCs).  It colours their outlook […]

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GM Interview: Jared

We continue the GM interviews, or should I call it the J interviews? Jared joins Josh, Jenette and Josiah in sharing with us his GMing style. Jared Hunt (www.jaredhunt.ca) Section One: Opportunities What is your biggest GMing stumbling block right now? What could you do to fix that? I think I’ll go with the cliche […]

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Sorcery & Super Science Review

By Patrick Irwin Introduction This review will follow the material covered in the Sorcery and Super Science rulebook step by step, giving an overview of each section before closing with an overall look at the manual. Section 1: Cover and Intro All the usual RPG basics are covered here; a rousing description of the game […]

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