Game Fodder: Mindmapping Encounters

Every GM has a different way of composing the different parts of a campaign. Typically I start with world design and cut the PCs loose to see where they end up. My process involves a lot of improvisation, which was fun and kept both me and my players on our toes.

Though I don’t do . . . → Read More: Game Fodder: Mindmapping Encounters

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

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