The Gassy Gnoll: Got Monsters?

Monster. Such an overused word. How do you define one? Merriam-Webster says a monster is:

An animal or plant of abnormal form or structure or one who deviates from normal or acceptable behavior or character. A threatening force. An animal of strange or terrifying shape or unusually large for its kind. Something “monstrous” such as . . . → Read More: The Gassy Gnoll: Got Monsters?

Book Review: The Game Master by Tobiah Q. Panshin

Being a game- or dungeon-master takes a ton of work. Doing it well takes even more work. And there are few voluntary jobs I know of that cross so many creative boundaries…

Writing Acting Storytelling Project Planning Conflict Management Human Resources Philosophy Cartographer Researcher And many, many more…

I’ll be the first to tell you . . . → Read More: Book Review: The Game Master by Tobiah Q. Panshin

Magazine Review: Adventure Quarterly, Issue #1 from Rite Publishing

Content is king, right? And he or she with the best content often wins, or at least gains more interest. One avenue to getting more content out in the ether is to create a blog. Or you could offer freebies to tempt folks to buy your products. Or… maybe you could create a magazine! d6 . . . → Read More: Magazine Review: Adventure Quarterly, Issue #1 from Rite Publishing

Creighton’s Corner: Campaign Primer

Every campaign needs a campaign primer.

A campaign primer is a GM’s chance to set the scene for the players and to provide them with basic information about the setting, upcoming adventures and other information of note. Ideally, a campaign primer should be available at the start of the campaign before character generation.

Contents

A . . . → Read More: Creighton’s Corner: Campaign Primer

DIY Digital D&D (Guest Post by Angela Taylor)

Computers make D&D a whole lot smoother, but if you don’t want to pay through the nose every month for D&D Insider, you’ll have to do some preparation on your own. Here are a few must-have tools for DIY D&D digitizing. SnagIt

If you’re splitting one set of rulebooks (or if you just don’t like . . . → Read More: DIY Digital D&D (Guest Post by Angela Taylor)

The Gassy Gnoll: Bits of Paper

This Gassy Gnoll is an old fashioned kind of gnoll combined chimera-style with a technologist. It’s an odd combination, let me tell you. (Gnoll hair is greasy and it smudges up my phone and iPad screens like you wouldn’t believe…)

In an age when PDFs enter the field of published resources daily, I find myself . . . → Read More: The Gassy Gnoll: Bits of Paper

Supplement Review: WCP’s Monstrous Garage, Volume 1 by William C. Pfaff from Escape Velocity Gaming

Ever felt like customizing a monster? Taking a look under the hood to see what makes it tick? Or perhaps you’ve thought a particular monster is too powerful or not powerful enough for a particular encounter? I’ve usually handled this in my games by making the monsters a tad more intelligent than they might have . . . → Read More: Supplement Review: WCP’s Monstrous Garage, Volume 1 by William C. Pfaff from Escape Velocity Gaming

Adventure Review: Who Watches the Watch Fires (for the AGE system) by Jonathan Roberts and Josh Jerman from Kobold Quarterly

Somewhere the gaming gods are smiling. It’s been a while since I’ve GMed regularly. And now that I may have the opportunity to do just that sometime in the next few months, I’ve started putting some ideas together for a fantasy campaign. I’m sure it’s like knocking the rust off your trusty old bicycle, but . . . → Read More: Adventure Review: Who Watches the Watch Fires (for the AGE system) by Jonathan Roberts and Josh Jerman from Kobold Quarterly

The Gassy Gnoll: Hook, Line, and Sinker for Setting/Adventure Design

This Gassy Gnoll loves settings. Whether the setting is fantasy, modern, or futuristic, if it’s done well, you can typically convince me to come on board. My recent reviews of Dark Harvest: The Legacy of Frankenstein, Blood Dawn: The Prophecy and Caladon Falls have really made me examine what it is about a setting that . . . → Read More: The Gassy Gnoll: Hook, Line, and Sinker for Setting/Adventure Design

Book Review: The Adventure Creation Handbook by Cherie “Jade” Arbuckle from rpgGM.com

Dungeon masters and game masters know that there are really only two ways to ready an adventure for a gaming group. You can buy it or you can make it. And most of the time, even if you buy it, you still have to do some preparation for how to get your party into the . . . → Read More: Book Review: The Adventure Creation Handbook by Cherie “Jade” Arbuckle from rpgGM.com

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