Skip to main content

Posts

Featured

Prepping Plots, Part 3: Enter the Players

So you've gone ahead and  sketched out a rough outline  of where you want your campaign to go. Now all that's left is the most important ingredient: getting your players on board! In this installment of Prepping Plots, we're going to go over the two important parts of player onboarding: the Player's Guide, and Session Zero, and what kind of notes you should be taking along the way.  Good God that is an unflattering haircut The Player's Guide A lot of my inspiration for what a good Player's Guide looks comes once again from Paizo.  These things are comprehensive, offering recommendations for classes, subclasses, archetypes, skills, and so on, as well as providing a host of unique traits your characters. Fortunately, as a GM playing with a crowd of three to six instead of making products for an audience of thousands, we don't need to go that far-comprehensive information is only a Discord message or text away.  And that's good, because the player's gui...

Latest Posts

Black Fang's Dungeon: A Masterclass of Design

Prepping Plots, Part Two: The Rough Outline

What Elfgames Can Learn From Kingdom Come: Deliverance

Basic Terrain for Pointcrawls

Prepping Plots, Part One: Why Prep Plots?

Ginger and Exoticism

Against "Gameable Content"

Practicing Sustainable Agriculture in Vampire: The Masquerade: Bloodlines 2

The Lizzies 2025

Skill as My Balls