Tag Archives: See Page XX

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 […]

March 2018: View from the Pelgrane’s Nest

Both Senior Pelgranes are freezing our pinions off here in these Pretanic Isles, as inclement weather descends on us. I can hear the mocking laughter of Toronto-based Robin and Chicago-based Ken as we complain that -4C is cold. At least we can all agree that Farenheit is a nonsense, eh? From London, it feels like […]

The Plain People of Gaming: Shadow in Night’s Black Agents

The upcoming SOLO rules introduce a new concept – the lone player has a Shadow score that measures how aware and aggressive the supernatural threats are right now. You gain Shadow problems when you attract the attention of vampires and other horrors, and you can suppress your Shadow by taking precautions like staying on holy […]

New See Page XX out now!

The latest edition of See Page XX is out now! Featuring articles on hitting your best GUMSHOE stride from Robin D. Laws and experienced GM Lisa Padol, factions and chaos magicians for 13th Age, and a recruitment call for Gen Con and Origins GMs. Plus, pick up the 13th Age demonologist class among other hellish goodies in […]

See Page XX – February 2018

We’re getting close to the end of New Gamemaster Month, and our new GMs will be getting ready to run their first game. If you’re an experienced Trail of Cthulhu GM, we’d love for you to jump into the NewGMMonth social media sites (the Facebook group is here, and it’s @NewGmMonth on Twitter) and share the benefits of […]

See Page XX: GUMSHOE Says Yes

A Column about roleplaying by Robin D. Laws Many moons ago I encountered a phenomenon I later termed an unrule. A rule, as goes without saying, is text the designer includes into a game to explain how it is played. An unrule is text you have to include to prevent players from making a mistaken […]

TimeWatch and Backstory Cards

by Eric Paquette During my first TimeWatch campaign, I decided to use Backstory Cards to help define the group. Backstory Cards are a rpg tool which helps to establish links between the agents (PCs), other individuals, groups, places, and events in your group’s campaign. Backstory Cards were designed by Ryan Macklin and published by Brooklyn […]

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