What the Rulebook Didn’t Include: Glitch

This is the first in what I hope will be a series featuring folks with deep mastery of their favorite games sharing the techniques they’ve developed that aren’t in the text. Enjoy! -- PB One of my favorite games is Jenna Moran's Glitch. It’s a game about retired world-killing void-gods solving mysteries and forgetting to… Continue reading What the Rulebook Didn’t Include: Glitch

Throwing It Together: Making A Quick Game Out Of Bits And Pieces

It isn’t uncommon for me to be called on to run a game on short notice. Locally we rotate GMs and sometimes the GM du jour has to bow out. Sometimes we’re between GMs and just need a filler. Sometimes it’s my turn but I’m not really prepared. There are a lot of games specifically… Continue reading Throwing It Together: Making A Quick Game Out Of Bits And Pieces

Worldbuilding and Built Worlds

Part 4 of ? in the Cultivating a Storytelling Mindset series My home group has been playing UFO Press' Shattered City the past several months. It’s a setting-intensive game where the collaborative world-building is a major selling point of the exercise. It’s not exactly in the same vein as Microscope or The Quiet Year: everyone… Continue reading Worldbuilding and Built Worlds

Deciding What To Care About

Part 3 of ? in the Cultivating a Storytelling Mindset series The hardest thing I ever ask of a player is to decide what they're going to care about. Some games tell you what to care about, right? You’re dungeon delvers, so you’re supposed to care about the treasure. Advancement is a strongly implied goal… Continue reading Deciding What To Care About