Previous posts in this series Part 1 / Part 2 Last time I talked about what some small-press D&D publishers1 are doing to make their modules easy to use at the table for the GMs. I believe publishers of other games – my focus is largely on investigation horror games, such as Call and Trail … Continue reading The Bone Orchard – Lessons learned
Category: Cthulhu
The Bone Orchard – Leaders of the pack
Previous posts in this seriesPart 1 Last time I talked about how most published scenarios and campaigns aren’t laid out and designed in the best way for GMs to use at the table. Some of the best examples for how to do this properly are in small-press D&D products1. These tend to be focused on … Continue reading The Bone Orchard – Leaders of the pack
The Bone Orchard – Introduction
Juggling rules, setting and scenario information, and roleplaying can make GMing a daunting activity. There are plenty of potentially great GMs either put off by the challenge entirely or from crashing and burning in their first couple of sessions. Published scenarios and campaigns are supposed to do a lot of the heavy lifting to making … Continue reading The Bone Orchard – Introduction
Cthulhu Dawn – Proto Edition
As much as I love extremely grim and gritty games, I can also be extremely silly. That's why I seem to be one of the only people who thought it was a natural fit to mash together Cthulhu Dark, the bleak and unforgiving game of cosmic horror with Og, the cavefolk game of slapstick hilarity. So, … Continue reading Cthulhu Dawn – Proto Edition