Interview: The Wizard of Oz (AUS) – Joe Sweeney from StoryWeaver Games, Part 2

Yesterday we started chatting with Joe Sweeney of StoryWeaver Games on a variety of topics… (You can read Part 1 here.) What do you think about continuing that now?

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Joe the GM!

Q: What are the keys to exploring the world of horror at the game table without sacrificing sanity to the Old . . . → Read More: Interview: The Wizard of Oz (AUS) – Joe Sweeney from StoryWeaver Games, Part 2

Interview: The Wizard of Oz (AUS) – Joe Sweeney from StoryWeaver Games, Part 1

It’s been a long while since I’ve had an opportunity for an interview! Thankfully, Joe Sweeney of StoryWeaver Games was kind enough to subject himself to a few questions about his gaming career, StoryWeaver, and more…

So let’s get started! (Note that this interview was SO HUGE I had to break it up into two . . . → Read More: Interview: The Wizard of Oz (AUS) – Joe Sweeney from StoryWeaver Games, Part 1

Creighton’s Corner: Encounter & Adventure Design

When considering adding an adventure or encounter to a campaign a GM should always view it from his players’ perspective. A GM should already know the general interests of the participating players (Know Your Players). However, while a GM may know if a player prefers combat over role-playing or vica versa) he should aim to . . . → Read More: Creighton’s Corner: Encounter & Adventure Design

The Gassy Gnoll: Time in a Bottle Summary – Advice from the Trenches

Greetings from the world of the Gassy Gnoll. Last week I asked the question – How do you continue to game as you age and still keep your obligations the next day? I offered a $10 gift certificate for DriveThruRPG/RPGNow.

First, I want to thank the 15 people who commented on the post. By far, . . . → Read More: The Gassy Gnoll: Time in a Bottle Summary – Advice from the Trenches

Book Review: The Kobold Guide to Board Game Design by Mike Selinker and Others from Open Design

Games. We all play them. It’s what makes us “gamers,” right? Whether you enjoy the occasional card, board, or roleplaying game, the one constant for me has been the “fun factor.” If I’m not having fun playing a game, it’s probably not worth playing. But until I started writing my own game materials more than . . . → Read More: Book Review: The Kobold Guide to Board Game Design by Mike Selinker and Others from Open Design

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