Mixed Signals

Straight-forward gaming

Not everybody wants to fight. I learned this through "subtle" clues given to me by one specific group of players, including blank stares in reaction to combat encounters, and persistent attempts to negotiate with villains so vile that even Dr. Who wouldn't bother parlaying with.

Yes, it turns...

In 2014, probably not on April Fool's day, Frog God Games released the Book of Dirty Tricks, a sort of DMG (Dungeon Master's Guide) addendum containing advice for dungeon masters on how to make a game more challenging.

It's a fairly small book, being only about 78 pages, but it's packed...

Many people think D&D just cannot be played in under 8 or even 4 hours. Yet I've been running one-shot campaigns with friends and at local conventions for the past two years, in about 4 to 2 hours per game. Look, D&D can be laborious if it's always only an epic. Sometimes D&D needs to be episodic,...

I was first introduced to role-playing games in Spring of 1978. At the time, I was spending most of my free hours at a local comic shop, hanging out with friends. One of these was a guy named Crash. That was the only name anyone knew him by for a long time. It turned out, he had some gangster/Mafio...

INTRODUCTION
Right off the bat, it's important to understand that every GM is different. No two styles of running a game match completely, nor should they. And while there is no one correct way to run a game, there are plenty of ways to do it poorly. The GM wears many hats, but in my opinion, th...

I've read my fair share of player handbooks and rulebooks, and lots of game mastery guides, and yet I still have a nagging feeling that nobody has yet provided a straight-forward, no-nonsense "recipe" for the mechanics of running an RPG session. Most books assume that if you're ready to take on the...