In which we talk about various approaches to planning coherent and successful rpg campaigns. - Modules and Railroading - The improv/spontaneous/"ideas-in-a-cloud" approach - Event-based approaches; the campaign "timeline" - Site/Setting-based a
In which we talk about running horror games. Our perspectives on what it takes to make a really good horror game, some useful tools and tips, and things to watch out for. - Horror Scenes vs Horror Campaigns - Laying the Groundwork / Player Buy
In which we talk about encouraging passive, unengaged, or otherwise minimal-effort gamers to get a little deeper into character, narrative, and roleplaying. Plus the usual tangents and related bits. - The 'problem' and what it means - Passive
In which we talk to Keith Baker and Jenn Ellis of Twogether Studios about Illimat - the modern classic card game they dreamed up with the Decemberists. Editor's Note: Technical issues resulted in a somewhat garbled audio quality. We attempted
In which we discuss the various forms of "problematic" tabletop RPG players we've encountered, and how we've addressed those issues + some related tangents. - Is there really a problem? - Differing play styles / what people want out of the game
In which we kick around some tips for those new to running tabletop roleplaying games - i.e., "GMing" - and what to do when you're setting up your first session. - A game, and knowledge thereof - A Setting - Something To Do - The Preface and Fi