Gamemaster’s Guidepost: A Novel Approach to GMing, Part III: Here’s the Plan

Guest Post by Scott “Rocketman” Rochat It’s the heart of a hundred novels and screenplays: the team of experts, moving like a well-oiled machine. With wit and muscle, they work their way past every obstacle, thanks to their intricate and well-rehearsed plan. But there’s a reason audiences don’t watch a rehearsal. Put it at the […]

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Gamemaster’s Guidepost: A Novel Approach to GMing, Part II: Do I Feel A Draft?

Guest Post by Scott “Rocketman” Rochat “…I do like to take a story and reorder it, put things in different places. This allows me to see things in a new and sometimes surprising way.” –Carol Windley, Boston Globe interview Revise. Revise. Revise again. Few words are hated more by an author. And few might seem […]

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Gamemaster’s Guidepost: A Novel Approach to GMing, Part 1: The Plot Thickens

Guest Post by Scott “Rocketman” Rochat “You’re a GM, not an author. Don’t railroad!” Sound familiar? Sooner or later, it seems every guide to gamemastering includes that little gem, a reminder that this is a collaborative hobby, where everyone’s imagination counts. Don’t lock the players into a restrictive plot, we’re told, don’t predetermine your ending, […]

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Carpe Blogiem: When Is a Dungeon Fantasy Campaign No Longer A Dungeon Fantasy Campaign?, Part II

Peter Dell’Orto talked a bit about how to not let your Dungeon Fantasy campaign become a fantasy campaign. It’s extremely well-written and if you want to avoid the situation that I describe in my first post then you should follow it to the letter. If not, read on. Many have used GURPS Dungeon Fantasy as a way to […]

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