- [DramaScape] Secret Bio Lab
- [Mongoose Publishing] Traveller Element Cruiser Box Set Kickstarter
- [Mongoose Publishing] Traveller – Marches Adventure 2: Mission to Mithril
- [DramaScape] US M4 Sherman and German Tiger I WWII Tanks
- [Mongoose Publishing] Traveller – Great Rift Adventure 3: Flatlined
- [DramaScape] SciFi Research Station
- [Mongoose Publishing] Traveller – Great Rift Adventure 2: Deepnight Endeavour
- [DramaScape] Modern Zombies
- [DramaScape] SciFi Police Station
- Dark Times Issue 2 Now Available
All posts by Creighton Broadhurst
Adventuring Equipment Loads
Making characters is fun, but sometimes the minutia of mundane equipment can be boring, repetitive and take a lot of time to sort out – time that could be spent gaming! This article seeks to reduce the...
- Posted November 11, 2011
I remember repeatedly reading pages 107 – 109 of the AD&D Player’s Handbook almost thirty years ago in an attempt to not die as much as I was. Over almost thirty years of game play I reckon...
- Posted October 15, 2011
Ending It All
In previous instalments of this series, we’ve talked a lot about preparing for and starting a new campaign, but we’ve spent no time thinking about how we should end a campaign. Lots of campaigns come to a...
- Posted October 9, 2011
Encounter & Adventure Design
When considering adding an adventure or encounter to a campaign a GM should always view it from his players’ perspective. A GM should already know the general interests of the participating players (Know Your Players). However, while...
- Posted September 2, 2011
The First Session
There are two really important sessions in a campaign: the first one and the last one. While all sessions should be fun and enjoyable for all participants, these two are the most important. For now, I’ll constrain...
- Posted August 5, 2011
House rules; every campaign has them. Some are minor, representing small tweaks to the game system, while other rework major parts of the rules to better suit the participants’ style and enjoyment. House rules are cool; they...
- Posted July 1, 2011
Every campaign needs a campaign primer. A campaign primer is a GM’s chance to set the scene for the players and to provide them with basic information about the setting, upcoming adventures and other information of note....
- Posted June 3, 2011
Starting a New Campaign
There are two basic ways you can start a campaign. Both are valid and both have a number of pros and cons. As always, the one you pick depends on your personal preferences and those of your...
- Posted May 6, 2011
What’s a Campaign Anyway?
Last month we talked about taking a moment to think about what you and your players want to get out of a game. Armed with this knowledge, the GM can start to think about what kind of...
- Posted April 1, 2011
Know Your Players
So you’re a GM thinking about starting a new campaign. No doubt, you’ve got some cool ideas and are champing at the bit to get started, but how do you know your players will enjoy what you’ve...
- Posted March 5, 2011