Empty Worlds

As an advocate of discovering a tale during roleplay versus telling one, my exertion for games occurs more often in formulating realistic interactions with the activities of the players and NPCs according to the framework established for the game, coupled with expansion of that framework based on the events of each session. When choosing to tell a … Continue reading

Serial Setting 2 ~ Week 2

The Casting Shadows blog’s second Serial Setting is set to run once a week over a six-month period, and provide details for heroic pulp adventures set across the peninsula, present a fictionalized community oppressed by faceless enemies and their own countrymen, and suggest routes, leads, and hooks for GMs to entice groups based elsewhere in … Continue reading

Serial Setting 2 ~ Week 1

Our second Serial Setting begins this week. NPCs presented during the course of the serial setting will conform to the Ubiquity rules and the setting itself will conform to the pulp stylings of Hollow Earth Expedition. Our location is a fictional town on the West coast of Korea in the year 1936.  Revolutionary stirrings among a people nearing their 30th … Continue reading

Divvying up the Divinations

I don’t play too many games where predicting the future comes up all that often. Additionally, I don’t find my players actually take this sort of past information-gathering skill too often, usually being more in favour of interacting with Contacts and so on, but when they do, I like to shoot for portraying things as … Continue reading

Fantastic locations & the fantastic things that happen there

This month’s RPG Blog Carnival, hosted by Keith J. Davies, covers the topic ‘Fantastic Locations’ and as I tend to run games set in one way or another in a version of the real world – my current games notwithstanding – I was left wondering if I would be able to participate. After a little thought, … Continue reading

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