Category Archives: General

FINEST EFFECTS: Military Escorts

The BORELLUS CONNECTION manuscript was too nightmarish and vast to be constrained by any binding our printer could conceive; therefore, we were obliged to remove some material from the book. It’s preserved here as a series of Page XX articles. As Orne’s mysterious correspondent in Philadelphia warned us, “no Part must be missing if the finest Effects are […]

How to Tell If You’re a Blocker (and How to Stop Yourself)

Because most RPG play advice goes to GMs, we tend to focus on them as the source of possible roadblocks in a session’s pacing. However, although in most game systems players lack the narrative control of GMs, they can also throw wrenches into the machinery of any plot. I’m not just talking about moments when […]

Call of Chicago: The Phasmatological Society

They were a chance assembly of people who all happened to have some curious story current in their own family or neighbourhood which had puzzled them, and deserved (as they conceived) further investigation. Each had supposed that his own particular problem was a unique one, and was surprised when he found someone else with a […]

The Plain People of Gaming: Building an Investigative Ability list

When creating your own game with the GUMSHOE rules – or when hacking an existing game – one key early step is deciding which investigative abilities you’re going to include. Different games use radically different numbers and lists of abilities – compare the sprawling list of abilities in The Esoterrorists to the much more compact list […]

13th Sage: Thoughts on a Swords & Sorcery Campaign

When I asked the 13th Age Facebook group what they’d like me to write about in this month’s column, the first response was, “Sword & Sorcery for 13th Age! Some ideas for tweaks, reductions and hacking.” My initial reaction was, “No freaking way can I turn a game specifically designed to emulate the heroic fantasy […]

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