Any gamer who grew up playing some sort of Palladium product probably knows what a hook, line, and sinker adventure is. But to those who don����t, I thought I would introduce the concept since it is a great down and dirty way to build an adventure. It����s quick, it����s easy, and it includes a little […]
Five Environmental Challenges for Your Gaming Session
It is a frigid and snowy day out today. Days like this remind me of the various challenges of life that people forget because they only come by on occasion. Even though everyone where I live deals with snow each and every year, that doesn����t stop numerous individuals from falling victim to the elements when […]
Dungeon World: Foes on the Fly
One of our readers commented on an article the other day [Dungeon World: Adventure Builder] and said he had some difficulty putting together an exciting “boss encounter” without any real prep work. He asked for some advice on how to whip up an interesting and memorable opponent on the fly. Fortunately, the way in which […]
Dungeon World: Running a Mystery
Recently in the Dungeon World Tavern I saw a posting by a gamer wanting some insight into running a who-done-it��style game in Dungeon World. While the conventional wisdom for this kind of scenario revolves around the GM making detailed notes and a comprehensive outline, I think that goes against my minimal-prep/throw out the script philosophy […]
Dungeon World: Forget the Script
Gamemasters new to Dungeon World often ask about scripted adventures and how they should prep for running the game. Those of us that enjoy the powered by the apocalypse games have discovered that they play well without the need for pre-designed adventures and require very little prep work. In fact many of us have��come to […]