The basics behind the 100 Word Submission
The team is the functional core of a story, and as such, team building is vital to the flow of the story.
Learn how to apply one of screenwriting's most effective tools to your own campaign, for a game with better pacing and solid endings.
If you are new to the site, you might want to read this post.
Follow in MoonHunter’s Footsteps: 10 Steps to Better Posts MoonHunter Sayeth to do these and be a really useful member to this and other sites.
Critiques and critics are a necessary evil. Now before anyone gets riled up, let me explain. No one likes to have their ideas picked apart. But we put our selves out there and hope for the best. Here are some tips on being a better critic.
Larping is Live Action Role Playing. Instead of sitting around a table, play is done “in action”, up and moving about. Any resolution besides social ones are done by some “lite” mechanic. It can be a great deal of fun.
I am always giving advice to various gamers on various game forums. I am constantly giving the same advice over and over again (cut/ paste repeat). Once a year I think about the advice and put together The List.
A stylistic writing challenge
Let’s face it. GM’s need to be organized. When dealing with organization, one should look towards business… as an efficient business is a more profitable business.
After a little urgin gfrom Valadarr I've put togther a short article detailing how to organize your campaign on a compuiter to make finding notes and key images a breeze to show the players or print for handouts as desired.
This is where the citadellians share and collect our tales of playtesting each others submissions.
A similar sub to Mourns Voting Practices, simply how I vote on subs/vote in general.
This is devoted to those common problems facing a GM. How do you get enough players? What do you do when there is a bad atmosphere within the group?
Everyone, please post those tips and tricks that come to mind. There is no one true solution. Different GMs, different solutions.
Quick effective tips on making adventure design and gming a little easier.
The author's quips and comments on making the most of your first submission
The road has never been more than an overgrown mud track, little travelled and little cared for, petered out to nothing more than a flattened earthen line, barely distinguishable from the rest of the landscape. The soil is dark and fecund and dark oaks stand like sentinels at the forest edge, their branches high and leafy. From them hang grizzly human bones, skulls and shiny precious stones. Who put these strange totems there? Are they warnings? Do the PCs dare to take the stones?