Trinity: Planning and running the game ~ Part 2

In this installment, I’d like to go over how the characters were developed, and how they in turn were used to further develop the setting and themes of the Series. A little bit of time will be spent on how those design choices were used to prepare outlines for potential plots and appropriate scenarios to explore. … Continue reading

Trinity: Planning and running the game ~ Part 1

My current game is being run for two players I have known for years and have gamed with in many different games and settings as both GM and player. We recently felt the urge to play in a science fiction setting, and after some discussion, chose Trinity over some of our other choices – namely Prime Directive, Blue … Continue reading

“Success”

Each person had a good time. Each person had an opportunity to bring about character growth. Each story in the arc was told with skill, and each character played skilfully. The arc contributed something to the lives of the players beyond simple enjoyment.   Is there anything else?   Do you, like me, feel that … Continue reading

What’s the point?

There is no question that building a setting, or preparing to run stories in a setting is a lot of work. If you are going to go through all of that work, should it not have a point? Games should have a theme, or at least some form of underlying purpose other than being a … Continue reading

If you build it, why will they come?

Why do your players play? Why do they make the types of characters that they make? Why do they so often follow the same patterns and have those formulaic characters speak with the same voice, again and again? If you don’t believe that they are, you are not looking hard enough, or you never left kill-by-numbers … Continue reading

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