How I Manage Events & Clocks in My Game

I’m an unashamed fan of the idea of clocks within RPGs, if you’re not familiar with this concept the clock (a concept I encountered first in Apocalypse World) is simply a method of tracking how many intervals of time have to pass before an event occurs. Clocks tend to be represented in Apocalypse World and other such games as a circle divided into segments.

In the clock to the left there are eight segments, each time certain criteria were met you–as the GM–would fill in one or more segments, when they are all filled in the event (whatever that might be) occurs in your games.

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Mongrelmen

In this episode we’re discussing the mismatched product of evil magic, the patchwork creatures known as Mongrelmen.

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Hangman Tree

For this¬†Friend or Foe Friday¬†episode–as chosen by the voters in our Twitter poll–myself and Hannah are talking about the Hangman Tree, a dangerous intelligent plant, and how you could use it in your game.

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RPG Review: The Adventurer’s Guide to the Yol’Najj Forest

In this review I’m looking at a zine made as part of last year’s Zinequest 2 initiative run by Kickstarter, at the time of recording it is available for $7.99 USD as a PDF from Itch.io

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Zinequest 3

Inspired by a recent episode of Pete Jones’ excellent Dragons are Realpodcast I thought–for this episode–I’d talk about some of the RPG zines that I’ve backed on Kickstarter for Zinequest3.

If you want to find out more about Zinequest click here.

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