Six Bad Behaviors GMs Must Prevent

The assassination of Julius Caesar.

Most GMs understand their responsibility to facilitate a fun story for their players, but there’s another side of the job that isn’t so obvious. In addition to planning a great speech for the main villain, the GM must ensure that their players do not abuse … read more »

Blue Rose Is a Neat Setting With a Boring System

A queen on the cover of Blue Rose.

Blue Rose is a roleplaying game in the romantic-fantasy genre. What is romantic fantasy you ask? Blue Rose describes it as fantasy with a more optimistic and open-minded outlook than traditional high fantasy or sword and sorcery.* Relationships are very important in this subgenre, though … read more »

Dogs in the Vineyard Holds Up Fairly Well

Two of God's Watchdogs from Dogs in the Vineyard

Contrary to what you might expect from the title, Dogs in the Vineyard (DitV) is not about playing the puppies of a wine merchant. Instead, it’s a game set in a fantasy version of the Wild West but based off of early Mormon settlements* instead … read more »

Six Tips for Running a Ship-Based Campaign

Have you ever considered running your campaign upon the deck of a ship, with the players taking on the roles of officers most noble? If so, you’ve probably realized that running a game set on a ship presents both unique opportunities and unique challenges. Read more »

100 – Action RPGs

The Mythcreant Podcast

Roll for initiative: it’s time to talk about action systems in roleplaying games. This week we are joined by special guest David, a veteran of many a dragon fight. We discuss the difference between realistic systems and abstract systems, how tactical combat should be, and how much … read more »