Review: “Lords of Waterdeep” for iPad & iPhone

Lords of Waterdeep for iOS brings together two things I already like, so you can probably predict the result. So to say I was excited about these two coming together, announced months ago, would be an understatement. And thankfully, the end result is as good as I’d hoped.

“13th Age” Musings: Story Hook-Based Adventure Prepping

Last week, I was scrambling to prepare for my bimonthly 13th Age game session. We’d just completed the campaign’s first story arc, one I’d run with tight narrative control (That’s fancy jargon for “railroading”). I wanted the next arc to be more episodic in nature and allow players to chose where to the story would go. I am, however, well aware of the chaos and paralysis that can occur on both sides of the proverbial gaming screen if the GM opens up the world and waits for the players to do something. As I was brainstorming to find a good compromise, I stumbled on an idea.

Interview: Rob Heinsoo on “13th Age”

On November 5th, Mike Shea of SlyFlourish interviewed Rob Heinsoo, one of the lead designers of 13th Age, live on Google Hangouts.

Soft Skill Check

It comes as little surprise to me, then, that when I look back on all the really good DM’s I’ve ever played with, I see a 10d6 fireball made out of people skills. These people manage to complete the cat-herding ritual that is holding a weekly game night. A lot of them work with their players individually to give each one something personal to enjoy in-game. They manage interpersonal conflicts, both in and out of game. They manage the expectations of their players. And they do it while running a game.

The State of D&D, Post-Gen Con 2013

I feel like this post should start with a Star Wars crawl: “It was a time of great change in Dungeons & Dragons…”

13th Age Musings: Of Templates, Uniqueness and Adventure Hooks

On one hand, I’m excited about creating stories, plots, and themes needed to establish the best possible campaign. I know the game provides me with some solid tools to do just that. On the other hand, I want to fiddle with the very same tools to make them even more useful.

Review: “13th Age”

30 Second Summary 13th Age feels like the spiritual successor of 4th Edition Dungeons & Dragons mixed with the storytelling mechanics of games like Fate and Fiasco. Rob Heinsoo and Jonathan Tweet give us a fully refined RPG mixed with a pile of house rules we can drop into any d20 game. While it’s great […]

MODOK’s 11: A Marvel Heroic Roleplaying Event

This is an event for Marvel Heroic Roleplaying, based on the comic mini-series Super-Villain Team-Up: MODOK’s 11 by Fred van Lente and Frances Portela. MODOK recruits a gang of D-list villains to steal a powerful prize from a formidable adversary, while the superheroes of the world have their attention drawn elsewhere. It is designed for […]

RPGs for Kids: “Castle Death” Revisited

Last year, I wrote a short series of posts about a dead simple roleplaying game I played with my son Nico. I thought I should revisit it and add more meat to the concept. The Game Based on the first RPG system I created when I was my son’s age, Castle Death is a simple […]

First Impressions: “Fate Core” Roleplaying Game

After roughly a year with extremely limited time for roleplaying games, I was invited by a close friend to play in his newly starting modern day, Cthulhu-esque campaign using the early release Fate Core rules from the Kickstarter from Evil Hat Productions. I had heard quite a bit from Dave and other friends about the Dresden […]