Over the weekend, I was chatting via email with a freelancer working on his first assignment for Raging Swan Press. During the conversation, I gave what I thought was a brief overview of my publishing and design philosophy.
Recently, I’ve been thinking a lot about how publishers shape our game. GMs—obviously—are in theory the ultimate arbiter of what appears in their campaign, but publishers wield considerable influence over what material makes it to the table.
I was writing an article recently when I discovered my musings had wandered off on an intriguing tangent. I felt compelled to turn it into a freestanding post.
Struggling figures swarm over the doomed ship’s deck as huge waves break over its side. Caught on barely submerged rocks, which have ripped its bottom out, the ship begins to break up as the PCs battle a group of monstrous, depraved cultists struggling to open an extra-planar gate through which their be-tentacled master will enter the world!
I’m a big fan of working smart not hard, I’m also a big fan of being prepared. I am a prepper GM!
I rushed out of class, Amorphis’ Tales from a Thousand Lakes blasting on my headphones. My schoolbag, covered in a menagerie of metal band patches, dragged low to the ground. I didn’t recall much from last hour’s math teachings, as my mind was on a totally different plane, thinking about how my players had just unlocked the clue to enter the next dungeon.
I’m in a bizarre situation in my Shattered Star campaign. It’s looking like the PCs are going to die because they are too clever for their own good…
Many heroes walk the land in search of gold and glory. Just as many villains lurk in the shadows ceaselessly plotting their nefarious schemes. However, not all heroes (or villains) are equal.
I was having breakfast with some gaming chums last week, when a rather interesting question barged into the conversation and plonked itself down at the table.