Posts Tagged ‘ game tips ’

Sandboxes and One Shots: Designing for Your Target Audience

Nov 7th, 2011 | By | Category: The Razorwise Report

Since I’ve got design on the brain lately, I’m going to carry on with discussing a few more points about building adventures. This is targeted largely at you, the hobbyist, who is wanting to create a setting or a scenario for your group (though, I’m sure, some of these points could be extended to the developer, they aren’t the thrust of this article). When you sit down and decide you want to run for your crew, there is one important question you have to ask. This question helps us determine specific bits and make certain we’re tailoring the experience.  I’m […]



Ia! Ia! Snicker-Snack: Tips on Playing Lovecraftian Swords & Sorcery

Jun 17th, 2011 | By | Category: The Razorwise Report

Last night the power went out and I was sitting in the dark. Why do you care? Either because you’re concerned with my well-being or, far more likely, you’ll find a degree of interest in the chain of events which prompted today’s topic. I had been reading a number of novels on my NOOKcolor, but have not read any long matter for a bit, nor could I browse the online store. (I’m sitting in the dark, remember?) I go through my library and decide I’ll reread the HPL stories I downloaded in alphabetical order and, I’ll confess, there were some […]



A Wand of Magic Missiles…

Jun 13th, 2011 | By | Category: The Razorwise Report

This past weekend, ghost though I may be, I noted an interesting thread where folks were asking a question I wrestled with once upon a time–having worlds where high tech could exist, but said high tech does not disrupt the world. You may want to have a setting like where all these elements exist merrily hand-in-hand or, at least, the possibility of them existing doesn’t undue any of the hard work put into the system. The answer is as simple as the nose on your face, my friend, and it’s something GM’s having been doing since dice first tumbled across […]



Campaign Lessons Courtesy of Spartacus

Mar 13th, 2011 | By | Category: The Razorwise Report

Today (and the bulk of yesterday), I spent watching Spartacus, a rousing good show with a surprising depth of intrigue, far more than I expected from glancing at the little blurb. I figured it was a series “inspired” by the like of Gladiator, and I wasn’t far wrong–at least on the surface. Once things get going, there is a lot of good stuff going on. There are lessons to be learned by such a tight focus. Let’s hit a few things and all get used to the time change, shall we? Keep the motivation strong. Our hero wants to survive […]



In Praise of Prose

Jan 5th, 2011 | By | Category: The Razorwise Report

Words, words, words. We all write them. We all read them. They are in our blood. They are in our bones. They bleed from our fingers when we near a keyboard. And yet, we sometimes face a blank screen and nothing wants to gush out. Certainly words readily fly when we are on Facebook or Twitter or are bandying about emails to friends and colleagues, but the important words sometimes scamper under the bed, and hide in the shadowy recesses waiting for us to coax them out. For some, this is often the case when it comes to game writing. […]



In Praise of Prose

Jan 5th, 2011 | By | Category: The Razorwise Report

Words, words, words. We all write them. We all read them. They are in our blood. They are in our bones. They bleed from our fingers when we near a keyboard. And yet, we sometimes face a blank screen and nothing wants to gush out. Certainly words readily fly when we are on Facebook or Twitter or are bandying about emails to friends and colleagues, but the important words sometimes scamper under the bed, and hide in the shadowy recesses waiting for us to coax them out. For some, this is often the case when it comes to game writing. […]



Don’t Sweat the Details

Jan 3rd, 2011 | By | Category: The Razorwise Report

Today’s report shall be short and sweet, and shall be revisited (rest assured) in the not-too-distant future. The subject: painting the proper picture and getting your players to be your partners in crime. Essentially, have all the necessary details you need for any particulars which drive your story forward, but provide a little bit of space for your players to throw their two krona in (forgive me, I”m reading Stieg Larsson lately). The details you have (or the ones brought forward by the players) can be used to propel the plot line or create new and interesting side treks and […]



Keep the Torch Lit

Dec 28th, 2010 | By | Category: The Razorwise Report

Yesterday, I spoke a bit about the demands of our time when it comes to getting in some game time, but let’s flip it just a bit, and discuss what happens when you’ve got the time, the inclination, but you can’t get any of your buddies together for a game? There are still a number of options to explore. You can: 1. Throw in the towel, and take up another hobby, like hang gliding. 2. Find a different creative outlet related to your hobby, such as miniature painting, writing, or board gaming. 3. Start creating your very own world for the […]



Borrowing from Ourselves

Dec 26th, 2010 | By | Category: The Razorwise Report

Today’s tip? Taking from yesterday for tomorrow. Yes. You heard me right. If you’re like many gamers I know, you have a closet full of notebooks (or files hidden away on computers) about campaigns that were and some which never saw the light of day. Perhaps your group moved on, perhaps you did. Perhaps you changed systems, and conversion was too much of a hassle or you got a setting which caught your fancy and abandoned your work. Or you got bored. That happens to. We’ve all been there. However, that was yesterday, and it’s a pity to throw out […]



A Quick Note About Multi-Threading and the Payoff

Dec 24th, 2010 | By | Category: The Razorwise Report

We all like resolution and satisfaction. We want to know what is going on and the affirmation of our own cleverness by figuring out story elements before the big reveal. As a GM, we need to remember this too. While it’s all well and good to interweave brilliantly puzzling enigmas for your players to unravel, if not properly handled, it can be an exercise in frustration for your gang, and you aren’t really being clever any more, you’re just plain being mean. Here are a few quick tips to walk this fine balancing act. 1. Have micro-resolutions: Provide intermittent “A-ha!” […]