New GM Advice: The Sandbox Game

The sandbox game. In role playing, this evokes the idea that there is no driving plot, but rather the players have the freedom to do what they want, go where they want, and generally have a free hand in the world.  The problem is, most RPGs are story driven and it can prove to be... Continue Reading →

Do You Homebrew, Bro?

Silly title, I know. Everyone homebrews, right? I’d like to know what you homebrew or house rule that is different than the core rules of Savage Worlds, or whatever other system you like. Such as Genesys, as many of my Nerds-International community like (That’s you J.Pierson!), or the Index Card RPG like The Murder Hobo... Continue Reading →

Finding Inspiration in Audio Dramas

As a gamer, I find inspiration for adventures and settings everywhere I look. Movies, T.V. shows, books, Pintrest, even hikes in Starved Rock State Park in Illinois. I hear other gamers mention a similar penchant to find inspiration in just about anything. I’m sure I’m not the only one who thought a fairly cheesy movie... Continue Reading →

One Shot or Campaign

When I first got interested in Savage Worlds and started looking online for resources and communities, I noticed that there seemed to be two camps when it came to playing the game. The first was the traditional home campaign, where the GM and players run through a series of adventures creating a larger story arc.... Continue Reading →

D20 or Why I gave up the splat race

WARNING! Soapbox rant to follow!   Still interested? Well then! In 1999 when it was announced that D&D 3rd edition was coming out, I was excited. I was currently running or playing in several games including Alternity, D6 Star Wars, D&d 2e, and a few of Palladium Books games, especially Rifts. I loved Rifts. Even... Continue Reading →

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