This is a 1 page rpg I've been mulling over for a while. It's inspired by reading the Angry GM's overhaul of the initiative system in D&D 5e and thinking "I wonder if you could make a whole rpg out of that?" Well, it's not quite a whole rpg, but here you go. I set … Continue reading Hanging by a Thread (1 page rpg)
This sounds like something a drama teacher would say, but don't worry, I mean something very specific by it, which I'll go into in detail. This is the Advanced section of Rule #2: Present your checks properly. Like that rule, it focuses on GMing manner, and how you present the game to the players. Unlike … Continue reading Rule #3: Present your world as if it were real
I haven't done any new painting projects since lockdown; I rarely actually end up using the minis I paint at the table, but something about even having the option is enough to get me motivated to paint them. But that's not been the case for the last few months! So here's some of my backlog … Continue reading Ghouls and Greeblies!
There are a few traps GMs can fall into when presenting their world to the players. These problems will subtly decrease the players' trust in your adjudication, and some of them will start to erode the sense of a shared, discoverable world by reminding the players that everything is, ultimately, determined by GM fiat. This … Continue reading Rule #2: Present your checks properly
For the inaugural post on this thread, and indeed this website, I thought I'd start by digging into something that I've been thinking about for a while: How combat runs in D&D 5th edition, and why it needs to run fast, on pain of causing some serious pacing problems. To start as we mean to … Continue reading Rule #1: Run super-fast combat
I mean "metagame" slightly differently in the title to how it's most often meant. The way I mean it, it's what holds your group together. Some people talk about a social contract at the gaming table, but I want to go a little bit deeper - I want to show how the dynamic between you … Continue reading Healing the metagame: The “One Nice Thing” rule