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Gnome Stew
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 Starting at Higher Level Posted: Wed, 23 Aug 08:00:38  
Game Mastering, GMing Advice
Starting at Higher Level
Some of your stories may involve a higher power scale than starting off at “level one” or the equivalent in your game system. Perhaps the tale you want to tell with your players is on a greater epic scale. Perhaps you tire of struggling to keep those lower-level characters alive. Perhaps it’s just time to […]
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 Design Flow: Gear Posted: Fri, 18 Aug 08:00:40  
Design Journals, Game Making, design flow
Design Flow: Gear
The last new chapter of Hydro Hackers that I wrote was about Gear. It is the last thing I designed for the game. After this, I will be just adding text and mechanics to all the existing chapters of the game. Gear was a tough thing for me to wrap my head around. I knew […]
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 Gnomecast #22 – How to Make Death Matter Posted: Thu, 17 Aug 14:59:38  
Game Mastering, GMing Advice, podcast
Gnomecast #22 – How to Make Death Matter
Welcome to the Gnomecast, the Gnome Stew’s tabletop gaming advice podcast. Here we talk with the other gnomes about gaming things to avoid becoming part of the stew. So I guess we’d better be good. This episode we have Avery & Ang talking about How to Make Death Matter. Links How to Make Death Matter
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 Tips For Starting Prep Posted: Wed, 16 Aug 08:00:46  
Tools for GMs, getting started, motivation
Tips For Starting Prep
For starters, take these tips with a grain of salt. First, different approaches to productivity work for different people. Second, I have to be the world’s worst person at parking my butt and getting prep done. These are all things I have tried with varying degrees of success, but I am certainly not the world’s […]
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 Playing Characters Gamers Hate Posted: Mon, 14 Aug 08:00:03  
Player Perspective, annoying characters, gungan
Playing Characters Gamers Hate
  There is one thing I can say on the internet in game spaces that I know will garner immediate eye rolls and groans of “oh, you’re one of those players.” All I have to say is, “I play kender.” Visions of spotlight hogging, thieving, obnoxious, self absorbed players dance into everyone’s minds like sugar […]
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 Which Game Changed the Way You Play? Posted: Fri, 11 Aug 07:00:51  
General
Which Game Changed the Way You Play?
If you’re out and about on social media with a preponderance of RPG loving friends, you may have seen the #RPGaDay thing that’s been going around for the month of August. I’ve been putting them up each day on my Facebook and it’s been sparking some interesting discussion. It’s especially fun to see friends that […]
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 Social Anxiety at Large Conventions Posted: Wed, 09 Aug 08:36:55  
General, conventions. social anxiety, gaming
Social Anxiety at Large Conventions
  It’s August 8th, 2017 and Gen Con is about a week away. I’m going through all of my pre-Gen Con rituals – planning for the Gnome Stew dinner at St. Elmo’s and the ENnies immediately afterwards, getting the books and materials for the games I’m running compacted into better traveling boxes, setting up the […]
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 How To Make Death Matter Posted: Mon, 07 Aug 08:00:05  
Game Mastering
How To Make Death Matter
Tell me if you’ve heard this one before: a character dies. Maybe the dice weren’t in their favor, maybe they made a tactical error, maybe they grabbed that glowing skull even though it was so completely obvious it was an evil relic, oh my god, it could not have been more obvious if you’d lit […]
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 Gnomecast #20 – Continuity Posted: Thu, 03 Aug 15:44:00  
Game Mastering, GMing Advice, Tools for GMs
Gnomecast #20 – Continuity
  Welcome to the Gnomecast, the Gnome Stew’s tabletop gaming advice podcast. Here we talk with the other gnomes about gaming things to avoid becoming part of the stew. So I guess we’d better be good. This episode we have Senda, Chris, & Ang talking about continuity in games.  
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 Alls Well That Ends Well? Posted: Wed, 02 Aug 08:00:00  
Gniblets, features, set pieces
Alls Well That Ends Well?
One of my long RPG love affairs is the well. I don’t know what exactly sparked it—a video game, a novel, an RPG adventure—but wells fascinate me. No RPG village is complete without one and every one holds a secret (well, that would get old and boring after a time, so most hold only water […]
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 Making a Thing: Prioritizing What Matters Posted: Mon, 31 Jul 08:00:46  
Game Making, General, design
Making a Thing: Prioritizing What Matters
Have you ever been working on something, anything, and you get a brilliant flash of insight? Something hits you, out of the blue, and your mind starts racing. You’ve got ideas, plans, you know just how to implement everything . . . . . . and it has nothing at all to do with what […]
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 Design Flow: Campaign Playtesting Posted: Fri, 28 Jul 08:00:01  
Design Journals, Game Making
Design Flow: Campaign Playtesting
One of the great joys and challenges of game design is playtesting. On one hand, seeing your creation doing what it is supposed to—and people enjoying it—is incredibly uplifting. On the other hand, watching your perfect mechanic break under play can be heartbreaking. Despite the emotional roller coaster, having people that are not you playing […]
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