So a while back I mentioned in one of my HtSLaaGM (that’s how I refer to them in my head, pronounced ha-too-sel-ahh-gum) articles that I am quite seriously and unhealthily in love with the free GMing software package Masterplan. This amazing suite allows you to do virtually everything a GM would need to do for creating and running any sort of pen and paper RPG, and then some. I would go so far as to say it is the best tool available to any GM out there, save for your own mental capacity. That said, despite being immensely powerful and useful, there are a number of people out there who still don’t use it. I will attempt to educate you on how silly that is. Continue reading
Category Archives: Games
Into the Unknown–A Skyrim Adventure: Part 1
Welcome, gentle readers to the first part of Into the Unknown, my attempt to codify the massiveness of Skyrim in a way that…isn’t a review.
Look, I know Skyrim is good–you know Skyrim is good–it’s pointless to review a game that most of the world is already playing (and if my playtime is anything like yours, playing a lot). Instead, we’ll take a look into the various aspects of the game through the narrative path of my character. Continue reading
Game Review: Zombieville USA 2
There’s something you need to know about me: I love portable gaming. Ever since I bought my first Gameboy used from a friend in high school and caught my first Pokemon (guys, Squirtle. Squirtle.), I’ve been hooked. Ask my wife how obsessed I became with my imported Gameboy Advance (sure, it cost me seventy-five dollars more than the American version, but I got to play that thing like three whole months before you did!), I’m serious about playing games on the go. Continue reading
How to Suck Less as a GM: Rules Lawyering
Aaaaaaaaaaand we’re back! Continue reading
How to Suck Less as a GM: Destructive Players
A strange phenomenon occurred about four years ago while I was the DM (3.5) of a campaign setting of my own design. I won’t bore you with the details of that setting, though I could for hours. But the PCs were accompanying a caravan across the largely unpopulated western region of the continent, with the caravan leader just discovered to be a rather evil individual. A big bad evil guy for certain, and a planned recurring villain for the future. Once the players discovered this, it wasn’t long before they initiated less than diplomatic means to end him. I had planned at least three escape plans (through magic items and spells) that would allow him to get away in the event that the players proved too much at the time, though I didn’t think that would happen anyway. Boy was I wrong. Continue reading



