I’ve been using index cards as a GMing tool a lot this last year. In July, I posted about using them to create adventures in your downtime. I’ve since found new uses for them and brought everything together in this post.
Target Mapping your Monsters: Worldbuilding via the “Monster Manual”
While I read the newest Monster Manual, I could feel the monsters coming together in and around dungeons and world events. There is easily digested lore for every monster in the main part of the book, and each of the 2-3 pieces of lore has something a GM can sink their teeth into and turn into a piece of an adventure.
Adventure Creation Hacks: Index Cards
I had to adapt my approach to prepping. I needed a way to do a little amount of prep whenever I had a short break: during lunch breaks, long meetings or at home. I got the original idea, of all places, in a task management book called From Zen to Done.
“13th Age” Musings: Story Hook-Based Adventure Prepping
Last week, I was scrambling to prepare for my bimonthly 13th Age game session. We’d just completed the campaign’s first story arc, one I’d run with tight narrative control (That’s fancy jargon for “railroading”). I wanted the next arc to be more episodic in nature and allow players to chose where to the story would go. I am, however, well aware of the chaos and paralysis that can occur on both sides of the proverbial gaming screen if the GM opens up the world and waits for the players to do something. As I was brainstorming to find a good compromise, I stumbled on an idea.
Worst. Session. Ever (Part 3)
The dust has settled, the Phoenix has risen from the ashes, and now he’s very confused how he’s going to run a D&D session because he is a bird doesn’t know how to communicate either verbally or through writing.
Crockpot Villainy
One of the best things about tabletop roleplaying games is that, in many cases, we find ourselves week after week weaving together a long story. In turn, one of the best things about a long story is that the tale can take its time and simmer, locking in all the delicious flavors. And, like a stew, most stories have villains and/or carrots. Savory fall-off-the bone simile aside, a carrot in it for the long haul usually has an amazing tale to tell. Unless you’re one of those weird people that doesn’t like villain stew, in which case, I’m not sure why you’re even here.
Collateral Damage #5: The Glass Crusade
In which Chatty reveals the latest adventures of the West Coast’s most unlikely superheroes. This month’s session introduces a new multi-issue story arc that brings the heroes in a church where they get attacked by a very devout foe! Don’t miss it!
Collateral Damage #4: Getting Hammered in Disneyland
The long awaited adventures of Collateral Damage continue as they face their greatest threat: Dr. Doom! Mud demons, an ancient sorceress and DISNEYLAND! This is an issue you do NOT want to miss!
Zen and the Art of Dungeon Mastering #6: Smash that Bottleneck
In which Chatty tackles a subject near and dear to his cold black DM heart: avoiding adventure bottlenecks. This multi-parter series starts with the basics: Skill-related bottlenecks.
Zen and the Art of Dungeon Mastering #5: Make it Mean Something!
In which Chatty DM reveals that he’s an impatient player and really really likes to find that each scene he runs or plays in actually meant something in the grand scheme of Adventuring. And no, XPs don’t quite cut it.
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