My Latest Experience with Experience

A steady improvement curve for heroes makes sense in certain roleplaying genres. Fighting foes, getting stuff from them, and becoming increasingly powerful is not incidental to F20—it’s the core activity. The journey of a D&D character from first to twentieth level mirrors that of Conan as he progresses from scruffy barbarian to implacable king. Improvement […]

Player-Facing Combat in GUMSHOE

by Simon Rogers In most cases, GUMSHOE puts the dice in the hands of the players. Instead of the GM making a Stealth test for a creature to sneak up on a character, players make a Sense Trouble test to avoid being surprised. When the roles are reversed, it’s the players who make a Stealth […]

Eternal Lies Campaign Play Pacing and Management Suggestions

Over on the Google+ Pelgrane Press RPGs community, Johan Lundström voiced concerns about the order in which his players would tackle the locations of Eternal Lies, our world-spanning Trail of Cthulhu campaign, and the impact that might have on plot and pacing of the campaign. Eternal Lies writer Will Hindmarch responds as follows (***CAUTION*** Contains spoilers for Eternal […]

Call of Chicago: Assassination Station

I’ll wager we have some readers who can (unlike your humble correspondent) answer the question “Where were you when Kennedy was shot?” But can your Fall of DELTA GREEN Agents answer that question? How about when the other Kennedy was shot? When Dr. King was shot? Malcolm X? Ngo Dinh Diem? Medgar Evers? George Lincoln […]

View from the Pelgrane’s Nest – April 2018

The Pelgranes have been out and about this month. Cat attended the GAMA Trade Show, met retailers and fellow publishers such as Chaosium, as well as taking a look at the secret desert base of our US fulfilment house DOJ, Inc. I joined my ProFantasy Software colleagues Mark Fulford and Ralf Schemmann in the Mosel […]

See P. XX: Your Guide to GUMSHOE Horror

A column about roleplaying by Robin D. Laws Since investigative roleplaying first burst from its sunken atoll and called itself Call of Cthulhu, mystery solving and horror have always been linked in the gamer mind. As a result, when Simon first asked me to design a system for investigative play, it made sense to debut […]

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