Game Mastery

Archive for October, 2013

Don’t stick your players in a fucking hole.

by on Oct.15, 2013, under GM

Lt. Aldo Raine: You didn’t say the goddamn rendezvous was in a fuckin’ basement.

Lt. Archie Hicox: I didn’t know.

Lt. Aldo Raine: You said it was in a tavern.

Lt. Archie Hicox: It is a tavern.

Lt. Aldo Raine: Yeah, in a basement. You know, fightin’ in a basement offers a lot of difficulties. Number one being, you’re fightin’ in a basement!


Ok, Inglourious Basterds isn’t really relevant.  At all.  But that dialog amuses me.  Here’s why you should keep your goddamn game out of a fuckin’ hole in the ground.

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More game design woes. Too many features.

by on Oct.07, 2013, under NoDice

My main source of gaming remains my custom system.  As usual I’m cursed with too many features.

This time most of my ideas are for combat and I’m too attached to cut any of them.

(continue reading…)

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