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Our game space and some ideas for yours!

WHERE you play the game is important. I mean, it’s not as important as having good people, and a good game, but a well-thought-out game space can enhance the enjoyment of any event. Here are a few design principles that I’ve uncovered in the process of creating game spaces in my own home, and in surveying game spaces in other people’s conventions, stores, and homes.

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An Elementary Alternative to Combat (Fire/Water)

As any number of language classes have taught most of us, stories are what happens when characters who have goals meet people, places, things, or ideas that prevent them from accomplishing those goals. Most of us can probably name off a handful of the more famous ones: “Gnome vs. Nature,” “Gnome...

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Missing Session Zero

As highlighted in a recent GnomeCast, Ang, Matt, and I talked about how to approach session zero and handle launching a campaign. Near the end of the recording, Matt pondered about how to handle a missing player. I decided to create an article (this one!) about that very occurrence.  What does the...

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Captivating Commoners

Many RPGs on the market assert that the PCs are heroic in nature, thus justifying higher stats, more skills, special abilities, better resources, and so on. I have absolutely no problem with this assertion and the resulting “better” characters. However, I feel there are some...

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Quick Quirks

Some games have quirks, traits, aspects, and other goods along those lines baked right into the game. I’m mainly thinking of GURPS, Hero System, Fate, and Savage Worlds. There are plenty more games that I didn’t list here that have some way to customize and define your characters beyond “I’m a...

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Have A Quick Story Framework

I am in the car on my way home from Thanksgiving at my parent’s house. It is the second leg of the trip, and I am now a passenger. We are due home in about two hours, just in time for me to run Scum & Villainy for my Sunday evening group. That was when the text came in. I am not feeling...

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