Tag Archives: See Page XX

Call of Chicago: Survey Says — Write About More Stuff, Monkey! Dance! Dance!

I didn’t take any advanced statistics courses in college, so that title may not be precisely accurate. Survey, survey. Oh, yes. Simon sent out a survey to all the current subscribers of Ken Writes About Stuff, upon whom may blessings shower without sensible restraint. We got about 180 responses back, which is a pretty good […]

13th Sage: How to Create Meaningful Icons For a Setting

by Wade Rockett Greyhawk. Golarion. Eberron. Mystara. The names of these settings ring out in the history of roleplaying games. It’s no surprise that many 13th Age fans want to run campaigns in them, or others that are equally beloved. And one question comes up all the time: how do I figure out who the […]

See P. XX: Ten Symptoms of Membrane Thinning

…or, When Your Car Battery Goes Dead Outside the Jorgamundr’s Lair, It Ain’t No Coincidence A Column on Roleplaying by Robin D. Laws Your assignments for the Ordo Verititas take you into zones where the membrane between our reality and the terrifying realm of the Outer Dark nears the breaking point. In such places you […]

Avoiding the Gimmick

 Avoiding the Gimmick by Kevin Kulp TimeWatch, Pelgrane Press’s recently Kickstarted game of investigative time travel, falls into the same category of games that play quite differently as a one-shot than they do as a continuing campaign. Feng Shui, Trail of Cthulhu, and Night’s Black Agents fall into this category as well, as does Paranoia… […]

Call of Chicago: A Tremor of Foreboding

And so the time has begun for teases of Dracula Dossier content. Not least because the time is being taken up writing Dracula Dossier content instead of “Call of Chicago” content for See p. XX, but be that as it may. (If you’re wondering what The Dracula Dossier might be with all this content of […]

Cluebats and Flashbacks – Unusual Clues in GUMSHOE

In The Zalozhniy Quartet, there’s a scene (not really a spoiler) where the PCs are outmatched and are ‘supposed’ to flee, leading into a tense chase. Expecting player characters to take a particular action is always hazardous design – you can set up a situation where there’s only one valid route for the PCs to […]

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