Cooperative play is nothing new in video games. But with major publishers like Rockstar Games, Bungie and others designing unique experiences that require Internet connectivity and coordination to pull off, are we entering a new age of gaming?
If you want to add a bit of life to a character without explaining large amounts of backstory, just add a quirk. This post will contain a massive list of quirks that can be applied to any character PC or NPC. Take a character, add a dash of oddity.
Whether you’re creating a hero or villain, prince or pauper, enemy or friend, we’ve all had difficulties. Both DM’s and players alike have hit that creative wall. This will be a quick guide to help you stencil out your character idea.
As a DM do you find yourself without much time to plan out the details of each quest? On the other hand do you feel like your players are running the show and you want more control? This post is for you, as I discuss two different styles of storytelling, and a couple of games that exemplify these styles.
Just because you have a game that runs for awhile does not necessarily mean it’s a campaign. It needs some glue. In this post I’ll talk about some of my past campaigns as well as some examples from movies and books.
In April, we posted several things the House of Wolves expansion for Bungie's 'Destiny' needed to do in order to expand upon a great framework of a game that still hasn't hit its potential. Ten days after launch, we check back in.
Technology stuff, Game reviews, poorly photoshopped images and offbeat humor from the geeks who run spokesman.com and spend too much time on Imgur/Reddit.
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