Running a roleplaying game is fun and rewarding. A great way to bond with friends, sometimes even creating lifelong friendships. It can also be stressful, and sometimes boring. The nightmare scenario would be stressful and boring. But what if yor game needs to sometimes be boring to become great over time? Here’s some GM tips. Continue reading “GM Tips for Dealing with Stress: Allow Your Roleplaying Game Session to be Boring”
Call of Cthulhu, first published in 1981 by Chaosium, is one of the classic roleplaying games. Call of Cthulhu is a game that rewards cowardice and missed perception checks. It is brilliant. Continue reading “Getting Started with Call of Cthulhu”
Deep in the desert are tombs of past rulers, priests, and wizards – half-forgotten relics of lost kingdoms now buried in the sands.
The map should work for virtual tabletops (vtt), and the One Page Dungeon for most fantasy roleplaying games is a dark flair. Continue reading “The Desert Tomb VTT Map and One Page Dungeon”
Mercenary work can be harsh business, leaving the characters with some hard choices. Here are twenty new sellsword contracts for mercenary characters in fantasy roleplaying games. Continue reading “Twenty Sellsword Contracts for Fantasy Roleplaying Games”
The Fellowship of Assassins, the assassins’ guild, much like their less prestigious cousins, the thieves’ guild, plays a vital role in the cloak and dagger games of big cities. Continue reading “The Oldest Art: Life in the Fellowship of Assassins”