Tag: Narrative

Dec 12

Updated: Yes/No, but Little Wizards

  This article is a synthesis of two previous posts. Both looked at ways to make the outcomes of skill checks interesting, and ease the process of narrating the results. First, there was Totally Yes/No and But which expanded the graduated outcomes in HeroQuest. The second post was Little Wizards and Making Failure Interesting.   …

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Dec 11

Forgotten Scrolls 64: Week 227

  The Forgotten Scrolls series is a weekly look at articles previously published during over four years of blogging. Before the usual rummage through the dusty archives, I direct you to my regular guest post at Ennead Games. Here I reprint an old essay.   This article has been given a fresh edit, a little more polish, …

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Dec 05

Updated: Totally Yes/No & But

  Describing the outcome of Heroes’ actions forms one of the major roles of the GM. Can the Hero hit the goblin, climb the wall or bargain with the merchant? For many games, this is a binary decision. To paraphrase, the Hero climbs the wall or does not climb the wall, there is no try. …

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Nov 23

Kickstarting Kids on Bikes

  As 2017 winds down, my Kickstarter habit has been absent. However, as a regular listener to the Misdirected Mark Podcast, this cannot last. Phil and Chris at the podcast are definitely on my gaming wavelength, making it even harder to resist their recommendations.   The latest project they found for me is Kids on …

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Nov 20

Updated: Random Narrative Dungeons

  I rarely use dungeons as the primary adventuring location for my story arcs. However, there remains space for an underground complex in a narrative game. If drama comes from conflict, then there is sure to be plenty of drama in a dungeon packed with antagonists.   Here is one method for a narrative GM …

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