Tag Archives: robin d laws

See Page XX: Getting Betrayal Right with the Ordo Veritatis

A column about roleplaying by Robin D. Laws One of my core dicta for The Esoterrorists setting is that its good-guy, anti-occult covert agency, the Ordo Veritatis, never turns out to be have been the secret villains all along. Although this horror game draws heavily on the technothriller, where betrayals of protagonists by superiors remains […]

Cocktails From Carcosa

Are you afflicted by reality slippage? Seeing pallid-masked pursuers behind every tree? Waiting for the final results of a terrifying printing process that has left you on the precipice of your Final Shock Card? It’s summertime in the Pelgrane’s Nest, and that means cocktail recipes to cool your brow and chill your blood. Remember, always […]

See Page XX: DELTA GREEN Meets the Dreamhounds (Part 2)

A column about roleplaying by Robin D. Laws Continuing from last month, we look at the Dreamhounds of Paris player characters who survived to the 1960s and how they might make cameo appearances as sources of information in The Fall of Delta Green. Agents seeking Giorgio de Chirico (1888- 1978), painter of eerie, depopulated landscapes […]

So You’re In the Weeds

Six Tips for Achieving Power Over the Revision Process I was recently asked how to handle the sense of frustration that comes when a writer feels stalled out during a revision process. My answers were all pretty general, so in the interest of sharing, and of turning my development work for Pelgrane into a web […]

See Page XX: DELTA GREEN Meets the Dreamhounds (Part 1)

In a previous post, I floated the idea of using events from a prior Dreamhounds of Paris series as backstory in The Fall of Delta Green. This column, first in a two part series, dives deeper on that with a series of FoDG plot hooks centered around the historical figures from the earlier book who […]

Dreamhounds of the Pop Art Sixties

Officially, the Delta Green setting never indicates that the Dreamlands underwent a radical transformation at the hands of Parisian surrealists in the 1920s and 30s. However, in the privacy of their own Gaming Huts, GMs who ran a Dreamhounds of Paris series and want to connect it to their current Fall of Delta Green games […]

See P. XX: 5 Tips to Sharpen Your RPG Prose

See P. XX a column about roleplaying by Robin D. Laws   As the field of roleplaying expands its audience, and new platforms appear to provide an ever wider array of ways to get material into the hands of gamers, more folks than ever have jumped in to try their hand at writing. Whether you’re […]

The No-BS Guide to a Key GUMSHOE Ability

GMs sometimes fear that certain RPG abilities give away too much to the players. In GUMSHOE the abilities that most trigger these fears are the ones that actually act as the GM’s best friend. Intuition in The Yellow King Roleplaying Game is one of these. We can get to that one later. The classic example […]

See P. XX: Bar the Gates!

See P. XX a column about roleplaying by Robin D. Laws Buffy’s hometown had one. You fall into one when you open a Hellraiser cube. The Stranger Things gang can’t seem to stay out of them. Like any basic horror trope, the sinister portal to another world fits any GUMSHOE game that journeys into fear. […]

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