For those of you who aren’t aware I’m currently running a Dungeon World campaign for my Sunday group, charting the progress of a group of heroes who have discovered a strange sickness or blight that seems to be plaguing the land. I wanted to try out the Perilous Wilds rules supplement for this campaign, which deals with hazardous journeys and provides some additional stuff for followers and advice on running your campaign.
Okay, so I’ve started the planning for my forthcoming Storm & Sails campaign, I’m currently working on a gazetteer style Google Doc that will contain setting information and character creation for the campaign so that my players can peruse it. Although it is not complete the document can be viewed here:
I’ll be updating the document over the next couple of weeks, once it’s complete I’ll be turning it over to my players to get some feedback before we start getting into the serious business of making characters.
As you may have read in my previous GM Tips: Campaign Fatigue post, I’m taking a break from running my 3Brothers D&D 5E campaign for a short while; during that break I’m going to be running a finite fantasy mini-campaign (probably about 10 sessions in length). To give me something different to get my teeth into whilst I’m having a break from my 3Brothers game I decided that this game should be more high-fantasy, and having always had a soft-spot for pirate stories and the like decided to make a nautically based campaign.
I plan to be posting updates over the next few weeks as the campaign ideas are fleshed out and then make as much of the setting as possible available as a PDF on this blog, so if you like Fate fantasy or the idea of swashing a buckle on the high seas stay tuned 🙂
In the meantime I’m adding images that are inspiring me for this campaign to my Pinterest account, you can check that out by clicking on the link below:
GM Tips articles offer advice and ideas for gamesmasters to help hone their techniques and run their games, these lists are not exhaustive but provide some tips to point a GM in the right direction. Continue reading
One of the most important things a GM can do when designing a campaign is to ask themselves questions, by doing so you ensure consistency and might also through up some important elements of your setting that can be woven into compelling stories. Continue reading
Since my Star Wars game has been cancelled this evening but I’m all caffeined up anyway, thought I’d write about the mapping that I’ve recently done for my upcoming Three Brothers D&D 5E Campaign. Continue reading
Adventures on the Outer Rim is the umbrella term that I’m using to refer to the loosely linked series of trilogies and one-shots for the FFG Star Wars RPGs that I’m going to be running over the next year and possibly beyond. When I first signed on with the Tides of Change FB group, a community dedicated to running Star Wars games Continue reading
I thought that I’d put a post up today to give a shoutout to an excellent game I’m playing in at the moment, the ‘Heart of the Empire’ game GMed by Michael Lashambe, it’s a Star Wars game (run under the auspices of the Tides of Change group) using the Age of Rebellion rules from Fantasy Flight Games. In it we play a motley cell of rebels who had just arrived on the Hoth garrison shortly before the famous Imperial attack (as seen in the movie Star Wars: Episode V The Empire Strikes Back), without any idea of where the rebel fleet was meeting, we stolen a Lambda class shuttle and fled the system, heading to the nearest rebel base that we knew of.
This evening we’re running the tenth episode of our Star Wars campaign Terror on the Outer Rim; our heroes are trapped on the planetary stronghold of the insane Garruda the Hutt, pursued by his droid minions. Can they disable his powerful shield generators, allowing the Bandit Queen to take out the aged Hutt once and for all? Continue reading