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The Sticky GMThis book is all about making running your role-playing sessions more dynamic, responsive and simply more enjoyable for you, the Game Master/Dungeon Master/Keeper of Secrets or whatever your favourite game calls it. The game makes little or no difference.You are just as much a player as those on the other side of the screen, it is just your role that is different. You deserve to have as much fun as they get. The Sticky GM aims to make running role-playing games more fun.The Humble Sticky NoteThe suggestions in this books centre around using sticky notes to organise every element of your game notes. Creating a structure that can be changed on the fly to ratchet up the tension or build a more convincing world. If something is in the wrong place, you can quickly move it to the right point in the story.This is not one of those massive tomes on game mastering technique. It is a short, step by step, practical guide on how to organise your game notes in a different way.If you apply this method to your gaming, you will get to use more of the great ideas you come up within your games, you will have less frustration when players walk right on by your plot hooks. Even combat scenes will be more exciting and dramatic.
Every game is a mystery or contains mystery elements. Whether you are investigating an eldritch horror or trying to find a secret door. As a GM, it can be very frustrating when your players fail to grasp your obvious trail of clues or cannot roll a successful searching skill test to save their own lives. This book hopes to guide you through running more successful mystery adventures and doing so with less effort spent on GM prep. This book grew out of a run of blog articles I ran in 2021, and they grew out of a video series I posted on YouTube and the comments I received from my solo community.>As a GM, it can be very frustrating when your players fail to grasp your obvious trail of clues or cannot roll a successful searching skill test to save their own lives. This book hopes to guide you through running more successful mystery adventures and doing so with less effort spent on GM prep. This book grew out of a run of blog articles I ran in 2021, and they grew out of a video series I posted on YouTube and the comments I received from my solo community.
Horror seems like it should be ideal for roleplaying games, we have all the monsters you could dream of in your worst nightmares. The reality is often disappointment. Players brought up on killing all monsters are just not scared by things that go bump in the night. This book is a collection of tips, advice, and examples on running scarier horror games. This book grew out of a run of blog articles I ran in 2021, and that grew out of a video series I posted on YouTube, and the comments I received from my solo community.
You may be new to solo roleplaying or an old hand, either way we all run our solo games our own unique ways. This does mean that we rarely get to see how other people are doing it. This books contains tips and advice that I have picked up over the years that I have incorporated into my own play. Some of these may be new to you, some you may accept as obvious truths. Each of these work for me, and I have included examples of either the tip in use, or how I came about incorporating the advice into my own play. I share lots of examples of my own playing to illustrate each tip. This book grew out of a run of blog articles I ran in 2021, and that grew out of a video series I posted on YouTube, and the comments I recieved from my solo community.
This book adds solo role playing options to Dungeon Crawl Classics. Rules are given for playing in a sandbox campaign of your own devising and playing through published adventures.
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