This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

Monthly Archives: March 2012

Use GM Merit Badges to Set Player Expectations

By |March 27th, 2012|

I think it can be a nice touch to set player expectations (especially if it is a multi-session campaign you are planning) about the nature and tone of the game you’ll be running. One nice tool for this is GM Merit Badges which serve as a great check list of things to consider telling your players […]

Savage Worlds Tricks for Virtual Tabletop Play

By |March 24th, 2012|

I’m considering using the new Tabletop Forge 2.0 beta which is in the works to run some Savage Worlds games. There are a couple of Savage Worlds mechanics which aren’t currently supported by the tool (they are, by contrast, supported in Fantasy Grounds). Not to worry though — here are two workarounds which will give […]

RPG Gamemaster Zen Part 2: Understanding Player Motivations

By |March 23rd, 2012|

What elements are present in an ideal roleplaying game session? The answer will vary of course, depending on the particular game and (more importantly) the interests of those playing the game. Given that many groups have players with different interests, it’s important to understand different player motivations.

Based on this industry study of roleplayers, there are […]

Tabletop Forge 1.0 Beta Shows Promise

By |March 17th, 2012|

I’ve used the virtual tabletop Fantasy Grounds as played with out VTTs (virtual tabletops) such as RPTools. I really like them, but the hurdle to get people to install software, open network ports, and deal with cross-platform limitations can really dampen VTT adoption.

Enter Tabletop Forge. It is in Beta, and will work as an add-on to Google+ Hangouts (which is a nifty video chat room that works really well — many tabletop gamers are using Google+ Hangouts already to host games, and Tabletop Forge will make that experience even better).

Here is a list of features, and here are some video tutorials that give you a feel for the power of the tool.

Google+ Hangout apps are still not released as a public product, so there are some hoops you have to jump through to get the tools running (see below), but still, if you’re an early adopter, I strongly encourage you to check it out and give feedback.

Now, on to my notes and to some feature wishes (I’ll also be posting this to the Google+ Tabletop Forge discussion which is the best place to track news on the development of this tool). […]

RPG Gamemaster Zen Part 1: GM Techniques for Hassle-Free Campaigns

By |March 1st, 2012|

This is the first of several articles I’m writing with tips (some proven, others soon to be play-tested) on running hassle-free tabletop RPG campaigns with rotating players.

Recently I started GM’ing for a group running Space 1889 in the Savage Worlds setting. I had some misses during my first game (my 4 hour adventure got started late, so we ended in the middle of the story), and by the time the next game came around, some of the first session players couldn’t make it, while new players were ready to join.

Having struggling with the woes of rotating players in the past, I gave some thought to managing sessions with rotating players. I also consulted with other GMs on the Savage Worlds forums and reviewed my notes from observing other GM’s techniques at convention games.

What follows is a collection of GM techniques to make four-hour episodic sessions which accommodate rotating players and cater to a variety of gamer play-styles. […]