See P. XX A column on roleplaying by Robin D. Laws Lovecraft specialized in tales of cosmic horror, in which the insignificance of mere personality pales when confronted with the utter indifference of a materialistic universe. His heroes go mad or are destroyed by monstrous stand-ins for a reality that takes no note of human […]
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Antioch, CA, a city of about 100,000 in the San Francisco Bay area. Mr. Verity meets the team in a sleepy old-fashioned coffee shop catering to truck drivers and retirees. He lays out your next assignment as follows: “A local medical doctor and hobbyist paranormal investigator named Randy Harb has been raising awareness of a […]
A Mutant City Blues Scenario Premise Backstory: The local chapter of the Genetic Action Front has long been a lightning rod for tension between the city’s enhanced and unaltered communities. The Crime: When a recent recruit to the organization is found murdered in its offices, slumped over a photocopier, its enemies exult in the scandal. […]
In my recent piece on the necessity of kicking out incorrigibly disruptive players, I briefly mentioned geek culture’s fear of ostracizing behavior. JS3’s comment on the post has me wanting to consider that in a little more depth. The idea that geeks don’t separate themselves from fellow members of the sub-culture due to their own […]
I’m glad tabletop culture still seems to respect elder wisdom. Otherwise I’d be reluctant to tell you how long I’ve been doing GM Masterclass panels. Over time a few questions change, but some stay the same. One question you don’t get much anymore: the once-standard, “How do we get new blood into the hobby?” This […]
In the world of Mutant City Blues, so-called muters pursue an obsessive hobby. Fascinated by people granted extraordinary powers by the Sudden Mutation Event, they attempt to log personal sightings of mutations used in the wild. Like bird watchers, they maintain journals logging their sightings. The object of the exercise is to tick off all […]
In Raymond Chandler’s short story “Nevada Gas,” Johnny De Ruse, one of his proto-Marlowe protagonists, pays a hotel detective for answers to questions. In GUMSHOE terms, he’s clearly using the Bargaining ability. Before De Ruse gives him the dough, he extracts a promise not to tip off the man he’s investigating. A few beats later, […]
GUMSHOE One-2-One is a system for designing and playing investigative roleplaying games and adventures for one player and one Game Moderator (GM). Together, you create a story that evokes the classic solo protagonist mystery format. In a GUMSHOE One-2-One game, the player character discovers something which triggers their investigation, and then the (GM) guides them through a number […]
Sometimes the difference between an urban legend and a hoax can come down to the cluefulness of those propagating it. Take for example the ineradicable 21st century viral urban legend claiming that Mars will on an August night loom as large in the sky as the moon. This comes up every August, thanks to a […]
See Page XX A Column About Roleplaying by Robin D. Laws A while back Cat asked me for guidance on an unheralded facet of tabletop RPG production, the gentle art of collating feedback from a group of playtesters into a single document of greatest use to the designer. After writing it up I figured that […]
