GMing and Writing – Identify Stakeholder and Collect Requirements
Everyday I review my PMBOK with ANKI. I realize that Players are the Stakeholders – End Users of the TRPG. Applying PMBOK – thus we identify the players and what…
Read more →Everyday I review my PMBOK with ANKI. I realize that Players are the Stakeholders – End Users of the TRPG. Applying PMBOK – thus we identify the players and what…
Read more →Realizing that Good-Cop/Bad-Cop is a tactic meant to Divide Targets resources. When you are making a decision and trying to predict your outcomes. Creating two sets of outcomes based on…
Read more →the more I understand about the body, the more uncomfortable I am in killing scenes. One cannot help it as a GM, World Builder, and Storyteller – getting some powerfully…
Read more →Because of the Stress Mechanic (its like HP but the Stress doesn’t go away so quickly without coping mechanisms like Vices and Habits; unified Conditions see 200425 GITB Quick Combat –…
Read more →In a TRPG there is a strange paradox where the higher the stakes, I expect a harder and harder roll. If I’m the GM, doesn’t that make players fail more…
Read more →I got distracted writing my Game Prep. After some thought while I stretched and hygeine I realize I can break the problem down by approaching it Iteratively. This follows the…
Read more →What is the Social Equivalent of Flanking? Options in Combat engage us by giving us Power over the situation. I believe that the thrill of Combat is in the Thrill…
Read more →There is more World Building Tools and Settings than the market can explore, learn, use, and share. That at this point everyone is making worlds and making tools to allow…
Read more →Its easy to progress in Game mechanics since there are so many to learn, but the Collaborative Storytelling, Preparation, and Session Running seems to have a greater weight per Scene…
Read more →So I’m preoccupied in updating my Game Mastering Skills and Heuristics Document. I found this so much easier to update than blog posts because blog posts have an expectation to…
Read more →I am currently working on several long posts that would take up about 5-10 hours to fully edit and make. My sickness and exercise regiments is going to hamper a…
Read more →I’m moving to failure is OK mindset because of the influence of my work and studies. In GURPS this means the having roughly a success quota of 2 in 3-4…
Read more →The Pareto Principle is the 80:20 Rule. What it means is that there are patterns in our everyday surroundings that occur with the 80:20 ratio. These patterns can be noticed…
Read more →A continuation from the Narrative Mass Combat notes on rules of thumb. This is Workload. a useful rule of thumb. In my studies its been very usable in many things…
Read more →This post is for GMs who want to tackle mass combat or scale the game at the level of armies and states. Strategikon and the Art of War has rules…
Read more →Fear in war should be better explored. There is Fear of the enemy, fear of… … the minor tyrants who use violence and coercion for men to fight a battle…
Read more →3 part post about Narrative Mass Combat. This helps in running Mass Combat since it gives some basic principles to consider. I will give more specific examples and show how…
Read more →Realizing Each Session as a Unique Dialogue is a new mnemonic/coping mechanism and tool for me. A session is not just a Game, but a Conversation where we deep dive…
Read more →Early on I realized that information is a barrier between people. As much as Shared Interests can connect us, differences in Interests separate us. I hated the vicious cycle of…
Read more →Inspiration from work kinda makes me want to introduce a STRESS penalty rule. Basically responsibilities and worries accumulate, these distractions represents how much levels of mastery in skills are there…
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