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 […]

Superhero RPGs and XP Systems

I ran session 108 of my ongoing Superhero campaign last night. That’s rather a lot, for a campaign that started while the players were in their thirties, and I finally did something I probably should have done in session one: throw out the XP system. I’ve always hesitated to do this because XP is one of […]

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 […]

Three Uses for Splash Pages in Superhero RPGs

So the last time I blogged about Supers gaming, I was in the middle of putting together a list of things I could use to streamline my preparation for games. This is still a work-in-progress – despite my efforts, I  came to our  last session with fairly minimal prep work outside of NPC stats and […]

Post-Session Notes from Last Night’s Game

So we ended our Mutants and Masterminds hiatus last night, although in retrospect I wish I’d waited an extra week or two – working a whole bunch of weekends in a row means I don’t get a lot of time to prep sessions and, man, I really wish I’d had time to do a little […]

5 Tips When Returning From a Campaign Hiatus

It’s been five days since we wrapped up GenreCon and, well, I’m yet to bounce back to my normal self. Cons are mentally and physically exhausting, doubly so when you’re running them, and you always have to pay your body back for the sleep debt and three days you spend operating on adrenaline and caffeine. Net […]

Superhero GM Advice Borrowed from Kelly Link: Fine Tune Your Subconscious

For the most part I’ve been writing about superhero gaming while my regular game was on hiatus due to a player being in the UK, but as of last night the hiatus is over. We got together despite some jetlag and played the thirty-first session of Shock and Awesome, which involved some call-backs to the […]

Running a Villain Audit

A lot of people have been offering advice since I admitted that the fights in my Mutants and Masterminds campaign, Shock & Awesome, haven’t exactly been up to snuff. I’m still in the process of compiling it all, since the conversation seems to have spread to multiple message-boards in addition to the blog, but it’s […]

Campaign Resource Round-Up

So this is a heads up for the non-gamer folks – I’m dedicating my Friday blog post to the topics of Superhero RPGs for the next forseeable while, largely ’cause I’m a big ol’ gamer nerd who enjoys writing about games (and, lets be honest, I don’t have the time to spend on gaming messageboards […]