When I got into gaming (somewhere around 1980, plus or minus a year), at first it was just with friends. My gaming really kicked into high gear, though, when I visited the Little Tin Soldier. It was located at 909 … Continue reading
Category Archives: Gaming
Along similar lines: wow, wooden dice. And apparently, they’re going make dice out of aircraft aluminum, too. With dice made out of wood and precious stones, we’re getting closer and closer to gold dice with ruby pips. … Continue reading
Hopefully, you’ve already seen these two videos. In them, Lou Zocchi explains in grand style why his GameScience dice are the best around. They’re pointy, sharp, untumbled and unpolished. GameScience dice are also usually sold uninked, and they’re available in … Continue reading
As part of catching up on Twin Cities gaming history (and specifically of local FLGSs), I’ve been reminded of a pernicious falsehood that still floats around: the rumor that Phoenix Games went out of business. A lot of people seem … Continue reading
Having gotten into gaming in Minneapolis in the early 80s, it’s hard not to have some interest in the history of RPGs. Where did Arneson & Gygax get their ideas from? How did gaming spread? Where were ideas first expressed? … Continue reading
The beginning of the year also seems like a good time to address calendars and worldbuilding. Does your game setting have a calendar? Do you keep track of time within it? A calendar can be a really valuable piece of … Continue reading
Happy New Year! And happy holiday festival of the moment to PCs in any of your game worlds. Festivals can be tremendously useful in RPGs; here are some of the things I’ve found them handy for. One of the biggest … Continue reading
If you haven’t seen it, go watch the “Kanye the Giant” sketch from Key & Peele. It has its problems — it plays into some of the sexist stereotypes in gaming culture, certainly. It gets a few small details wrong … Continue reading
We’ve discussed random and semi-random ways of awarding luck points. We’ve also discussed luck point sources such as Aspects, Attributes or Traits to keep the flow steady. What other methods are there? Players in control How about if the players … Continue reading
I discussed earlier how much a luck (/fate/hero/plot/benny) point system can resemble a monetary economy. The recent downturn has a valuable lesson for RPG luck point economies: it doesn’t matter how much money is in the economy, if it all … Continue reading