Random Sci-Fi Scenario Generator

Run by TT member drow, the demonweb features a neat little random sci-fi adventure generator. It generates 20 different scenario elements, from setting to red herring to climax.

If you’re stuck for inspiration, this generator could come in handy. Even just choosing from the menus of elements (rather than generating them randomly) can spur new ideas.

Not only that, but they offer a number of other generators, too — like this random fractal map creator.

Why You Should Use Props in Horror Games

Props are a good thing in any RPG, but they really shine in horror games (especially victim horror, like Call of Cthulhu). Why? Because in a horror game, the PCs tend to be extra cautious about their environment.

Saying that the party finds a mysterious carving is one thing, but actually pulling out a weird little statue and setting it on the table takes it to a whole new level. Now it’s not just the PCs who will be wary — your players will be, too.

To add a bit of icing to the cake, when you break out the prop, ask “Is anyone touching it?

The Rule of No Fudge and the Rule of Tactically Interesting

In a comment on The Tough Part About Tactical Encounters, Crazy Jerome made some great points about zero-fudge games and tactical encounters. I asked him if I could make part of his comment into a guest post, and he was nice enough to say yes. (Thanks, CJ!) Here it is.

Asserted as a hidden correlation:

Rule of No Fudge: Never allow a roll if you can’t live with the result.
Corollary: Replace a roll with something that the players can affect through informed choices, even if only an earlier decision.

Rule of Tactically Interesting: Players can affect results through informed choices.
Corollary: Never replace a chance for players to make an informed decision with a die roll.

What do you think of these rules?

Big Little Things: Powers that Change the Game

In many RPGs, the PCs acquire new abilities pretty regularly. D&D is the classic example of this — level up, and you get a new ability (or at the very least, your saves go up, etc.) — but it’s true in points- or skill-based games, too.

But some powers (or feats, or abilities, or spells — they have different names in different games) have a lasting dramatic effect on the nature, scope and tone of the entire game. Sometimes they seem like little things at first (after all, the PCs get new abilities every level, right?), but they’re not.

These are the Big Little Things — world-altering, game-changing powers.

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Rollin’ on d20s: New TT Shirt

My friend Darren Hardy put the finishing touches on a spanking new T-shirt design last night: Rollin’ on d20s.

Treasure Tables pimps your GMing — now let us pimp your wardrobe, too.

The design speaks for itself, so I’ll just mention that you can buy it in the Treasure Tables T-shirt store.

Our shirts come in classic gamer black, in both men’s and women’s styles (and in this case, as a coffee mug, too).

Captain Packrat

In the past, I’ve advocated not selling off old gaming books and taking pictures of your sessions. The same goes for your notes.

When it comes to your GMing notes, campaign notes, adventure ideas, half-finished map doodles and other paperwork, be a packrat. Stick them in a folder in a drawer in your garage, suspecting you’ll never need them again, but don’t throw them away.

I miss nearly every pile of campaign notes I’ve ever tossed, and even the drivel has value — if you can recognize that it was drivel, you’ve learned something from it.

Seven of the Worst Ideas in GMing History

Treasure Tables is usually pretty upbeat, discussing good stuff and challenging stuff, but rarely bad stuff.

For a change of pace, let’s take a look at seven of the worst ideas in GMing history.

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The Tough Part About Tactical Encounters

In Throwaway Encounters, Chris Chinn examines one reason it can be tough for GMs to come up with good tactical encounters: because they only see them once.

Other than through product support, there are only two approaches I’ve found to address this problem. One is to reuse encounters from past games (adjusted for current circumstances, of course).

The other is to use similar encounters (some distance apart) in the same campaign, which gives you a chance to test out some elements the first time around. GMing experience also plays a role, as it gives you some baseline assumptions to work with.

Particularly in games like D&D, how do you go about creating solid, fun tactical encounters?

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