Tag Archives: advice

Steal My Freedom (Please)

The following article originally appeared on an earlier iteration of See Page XX in October 2007.  Or, How I Learned To Stop Worrying and Started Loving Losing Control by Fred Hicks When I sit down at the table, I’m looking to feel.  I want my character’s triumphs to exhilarate me, and when he makes a bad decision, I […]

See Page XX: Pardon Me, I Must Be Going

This post originally appeared on DyingEarth.com between 2004 and 2007, but could prove useful for the many subsequent GUMSHOE systems. A column about roleplaying by Robin D. Laws On a fundamental structural level, RPG sessions are their own beast, and are unlike movies, TV, and books. However, these related storytelling forms are always worth looking […]

See Page XX: Pitches and Misses

This post originally appeared on DyingEarth.com between 2004 and 2007.  A column about roleplaying by Robin D. Laws Last summer’s Origins convention in Columbus, Ohio gave me a platform for an eye-opening experience, and not an especially pleasant one, at that. It made me want to sharpen my own game as a designer and self-promoter, […]

See Page XX: Yes, But… Part Two (The Scenario)

This article originally appeared on DyingEarth.com, between 2004 and 2007. You can find part one here. A column about roleplaying By Robin D. Laws Last month we plundered the gilded halls of improv theory, appropriating for our own roleplaying purposes the “Yes, but” technique. GMs using this technique avoid answering player requests with a categorical […]

Read this Before Running GUMSHOE – Part Two

In Part One, I discussed the basics of running a pre-written GUMSHOE adventure. Based on a recent poll about half of you write your own adventures, or adapt ours, with a few brave souls improvising completely. This article covers the improvisation that’s required when characters go in unexpected directions or ask unexpected questions, whether in […]

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 […]

The Origin of TimeWatch Antagonists

[Editor’s note: This is an excerpt from the forthcoming TimeWatch GM Screen and Resource Book by Kevin Kulp] When you’re trying to figure out where your antagonists have come from, things can get confusing fast. Foes can be from the core or a parallel timeline, humans from Earth or aliens from another planet (or even […]
This site uses cookies to offer you a better browsing experience. By browsing this website, you agree to our use of cookies.