Tag Archives: game advice

See Page XX: Fakebooking It

This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws Like most creative endeavors, the GMing craft comes with its share of eternal conundrums. One classic example is the question of whether you carefully prepare adventures, or improvise them in response to player choices. Carefully prepared adventures […]

See Page XX: Red Herrings and Ticking Clocks

This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws For the past couple of installments we’ve been examining investigative scenario construction from a macro perspective, mostly looking at the way scenes interact with one another. This time let’s zoom in a bit and talk about a […]

See Page XX: The Internet is Your Cheat Sheet

This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws I’m still not sure where I come down on the whole laptop at the gaming table issue. Maybe my mind would be definitively made up if I were to see a GM make brilliant use of one. […]

See Page XX: When Planning Turns to Wrangling

This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws Whenever I serve as a guest at a gaming convention, I make it a policy to ask the seminar organizer to set up a panel on Game Mastering Troubleshooting. On a minute by minute basis, I’ve learned […]

See Page XX: The Creeps and How to Get Them

This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws Almost all popular RPGs are adventure games – escapist, wish-fulfilling power fantasies. We play heroes evincing varying degrees of ass-kickitude, overcoming villains and other obstacles, saving the day and otherwise demonstrating their reverberant mastery. The fantasy genre […]

See Page XX: Driven in a Fiat

This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws One of the powerful abilities of a roleplaying rules-set is to provide compromise without negotiation. The normal process of conversational give-and-take through which people normally resolve issues of mutual preference or gratification is inherently distorting. Let’s say […]

See Page XX: Make It A Gimme

This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws A few columns back, I mentioned the iron rule of theatrical improv: never negate. The idea is this: when you’re working together to create a scene on the fly, you have to accept, and build on, any […]

Caught on Tape: Recording Tabletop Games

The following article originally appeared in an earlier iteration of See Page XX in April 2008. It discusses several technical details about podcasting, which the reader should bear in mind are now over 12 years old. By Paul MacLean [Editor] Paul, also known as Paul of Cthulhu is the head honcho over at Yog-Sothoth, and […]

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