Almost Done: Some Thoughts After the Penultimate Session of a Very Long RPG Campaign
The most read posts on this website, year after year, are Thirteen Things I’ve Learned About Superhero Games After Running 30 Sessions Of Mutants And Masterminds and its follow-up Fifteen Things I’ve Learned About Superhero RPGs After Running 150 Sessions of My Campaign. They’re both RPG-centric posts about an ongoing superhero game I’ve been running […]
SMAX #174: Breaking the Broan
The most recent session of our Superhero RPG was an interesting one in terms of seeing the gap between our style and the nature of the system we’re using. With this in mind, I’m going to quote from the player notes Adam keeps from session to session on his gaming wiki: We have a terrible […]
SMAX #173: Panic on Earth-Adrift
I was a GM before I was an writer, which means I occasionally awful affliction that many gamers suffer from where I get all Let me tell you about my game. I’m also a GM who’s had a few recurring items on my to-do lis like run better sessions, do better prep, and test drive rules from […]
15 Things Learned About Superhero RPGs After Running 150 Sessions Of My Campaign
So back in 2012 I wrote up a list of 13 things I’d learned running a Superhero RPG campaign for thirty sessions, and it quickly became one of the most read posts I’ve ever done. Now, six years later, we’ve just played session #150 of the same campaign, which definitely makes this one of the […]
Some Thoughts on Disconnection and Narrative in Marvel Heroic
I’ve been running a superhero campaign for a few years now, and tonight we hit ninety-seven sessions. In contrast to our usual approach, this one was dice heavy – the heroes raided the compound of an demonic ninja cult, fighting lots of guys in black outfits along with mystically endowed sumo-wrestlers, shadow-warriors, claw-wielding pretty-boys, and […]