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

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

Tilting at Windmills – Good Gamers

Note: I expect this post to grow, but for now I want to get some thoughts out into the open air and see what comes of them. If we have the luxury, I think we can all agree that handpicking a crew of gamers to share a roleplaying experience is the holy grail of satisfying … Continue reading

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