Tag Archives: see p. xx

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. […]

See P. XX: What Happened in Aftermath

A column about roleplaying by Robin D. Laws It’s the present day. After a hundred years, the totalitarian Castaigne regime has fallen, and ex-insurgents like the player characters intend to make America a better place. But the vestiges of Carcosa left behind have other ideas. This is the third in a series of four columns […]

Running DramaSystem at Conventions

Some of the most powerful roleplaying experiences I’ve ever had have come from running DramaSystem games. Starting with the Hillfolk roleplaying game, and continuing with Blood on the Snow and Series Pitch of the Month, DramaSystem offers a wealth of setting options for players to inhabit, and create compelling stories of interpersonal conflict and emotional […]

See Page XX: The History of No

A column about roleplaying by Robin D. Laws Previously on See Page XX, I talked about the difficulties we occasionally hear about when GMs who have trained themselves to say “no” come to the GUMSHOE system with those assumptions in mind. This time I’d like to look at how early roleplaying culture took on that […]

See Page XX: Improv and GUMSHOE Scenario Structure

A column about roleplaying by Robin D. Laws GUMSHOE core games present the GM with a default scenario structure you can use when creating your own mysteries to challenge your players. By following it you can ensure that the investigators have at least one, and preferably many, routes to solve the adventure’s key question, whether […]

Cards on the Fly in One-2-One

Cthulhu Confidential and other upcoming One-2-One games recommend using physical cards (or the digital equivalent) in play. Giving a player something to hold onto has several benefits. It’s a reminder. In a multiplayer game, key plot elements get discussed endlessly at the game as players speculate about what’s going on, how they rid themselves of […]

See P. XX: Dreamhounds Confidential

a column on roleplaying by Robin D. Laws On a recent episode of our podcast, Ken and I talked about adapting Dreamhounds of Paris as a GUMSHOE One-2-One setting. In a moment of rash exuberance I promised to provide character cards for some of its key figures. Use these as a model for your own […]

See Page XX: Tone Maintenance and One-2-One

See Page XX a column on roleplaying by Robin D. Laws In his influential book on the films of Howard Hawks, the late film critic Robin Wood identified one of the director’s key themes as “the Lure of Irresponsibility.” This phrase has stuck in my head over the years, connecting itself to a subject far […]

13th Sage: Secret Origins of the Escalation Die

Jonathan and I usually agree on the mechanics of 13th Age, but our memories don’t always agree when it comes to how key mechanics were created.* The escalation die is a prime example. I remember using the escalation die in a bizarro 4e game, fighting minions of Torog, back before we started work on 13th Age. […]

Designing the 13th Age GM’s Resource Book

Pre-Order the 13th Age Gamemaster Screen and Resource Book, and download the PDF now! “We have targeted the game toward experienced gamemasters and players at all levels of roleplaying experience.” – 13th Age core book 13th Age assumes you already know how to run an F20 roleplaying game—in fact, you’ve probably already done it more than a few times. You’re […]

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