#29: Time to Say Goodbye (12/06/2006)
Keeping Kosher ends its campaign.
Keeping Kosher ends its campaign.
#28: Time Management (11/01/2006)
How to keep adventures on track.
How to keep adventures on track.
#27: Remember When ... (10/04/2006)
The use of flashbacks in RPG campaigns.
The use of flashbacks in RPG campaigns.
#26: Which Came First, the Character or the Story? (09/06/2006)
Designing characters before the campaign, and the consquences thereof.
Designing characters before the campaign, and the consquences thereof.
#25: Player Pet Peeves (08/10/2006)
A listing of GM actions that bug players.
A listing of GM actions that bug players.
#24: Balancing Characters and Stories (06/07/2006)
Character-focused and story-focused players in RPGs.
Character-focused and story-focused players in RPGs.
#23: Using Props (05/03/2006)
Fiction, computers, dry erase boards, music, and other props for RPGs.
Fiction, computers, dry erase boards, music, and other props for RPGs.
#22: Keeping the Faith (04/05/2006)
Clerics and religion in fantasy roleplaying games.
Clerics and religion in fantasy roleplaying games.
#21: Classroom Management (03/08/2006)
Using lessons learned from teaching to improve gamemastering.
Using lessons learned from teaching to improve gamemastering.
#20: Postmodern Trappings (02/09/2006)
Integrating aspects of modern life into RPG campaigns: computers, cell phones, GPS, and the end of Cyberpunk.
Integrating aspects of modern life into RPG campaigns: computers, cell phones, GPS, and the end of Cyberpunk.
#19: The Power of Three (01/11/2006)
Setting up a campaign using a three-adventure rule.
Setting up a campaign using a three-adventure rule.
#18: Being a Good Player (12/06/2005)
How to be a player that GMs will love.
How to be a player that GMs will love.
#17: Winner Takes All (10/19/2005)
Single die rolls for combat?
Single die rolls for combat?
#16: The Turning Point (07/13/2005)
How to react to a change of tone in a RPG.
How to react to a change of tone in a RPG.
#15: Staying Fresh (06/07/2005)
How to keep campaigns fresh.
How to keep campaigns fresh.
#14: The Joke's on You (04/07/2005)
Jokes, humor, and irony in your roleplaying game.
Jokes, humor, and irony in your roleplaying game.
#13: He'll Be Back! (03/28/2005)
Using movies and TV as inspirations for roleplaying adventures.
Using movies and TV as inspirations for roleplaying adventures.
#12: Keeping the Thrill of Victory (02/11/2005)
Increasing drama by allowing players to fail.
Increasing drama by allowing players to fail.
#11: Keeping Darwin at Bay (11/26/2004)
In search of well-rounded characters & combatting Gamer Darwinism.
In search of well-rounded characters & combatting Gamer Darwinism.
#10: It's Like a Television Series, but It's Not (09/30/2004)
When using a television model for campaigns, what to avoid.
When using a television model for campaigns, what to avoid.
#9: Rules and Roles (07/01/2004)
Identifying what makes players happy.
Identifying what makes players happy.
#8: Accomodating Real Life (06/04/2004)
How to devote time to your hobby as an older gamer.
How to devote time to your hobby as an older gamer.
#7: Dreading the Speed-Dial (04/30/2004)
Keeping NPCs from taking over your game.
Keeping NPCs from taking over your game.
#6: When GMs Play (03/25/2004)
The problem of the prominent NPC.
The problem of the prominent NPC.
#5: Prophecy and Change (02/26/2004)
Predetermination versus freewill in roleplaying games.
Predetermination versus freewill in roleplaying games.
#4: The Magical Mystery Tour (01/13/2004)
The problems of combining magic with mystery.
The problems of combining magic with mystery.
#3: Don't Fear the Reaper (12/08/2003)
Character deaths in RPGs.
Character deaths in RPGs.
#2: Elementary, My Dear Game Master! (11/14/2003)
Designing mysteries in roleplaying games.
Designing mysteries in roleplaying games.
#1: The Art of Seduction (10/16/2003)
Roleplaying, dicing, and keeping it fair.
Roleplaying, dicing, and keeping it fair.

