Flash Fiction: Unwelcome

Yet another post inspired by Chuck Wendig’s weekly challenges. I took the “three-sentence challenge” and decided to push it a little bit; I have used five sentences from those provided, and included a modified version of a sixth. I’ll include a list of the sentences I used at the end of the post. Until then, enjoy!

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More Miska: 1/28/2016 pt.2

And this is the end of my first pass through Miska’s story for now. At least until I have more time. Let me know what you think. If you missed it, the last post is here.

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Horror and Predetermined Outcomes

In my article on how I run a game, I mentioned that there are specific genres in which I’ll sometimes accept predetermined outcomes.  I’ve most often experienced this in horror games, where both the players and the PCs know that there will be certain terrible things that happen, regardless of the actions taken by the PCs.  But why does this work?  How could any player enjoy knowing that their terrible doom approaches?

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Player Action, Player Inaction

I have often focused too narrowly on what will happen when the players follow the trails that I have laid out for them.  But what do you do when the players don’t want to play with any of the plot you’ve got prepared for them?  And what happens with the problems that they’re ignoring?

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How I Run a Game

Much like with Jason’s article, this is not meant to be an exhaustive discussion of how to run a game.  It also isn’t meant to be prescriptive.  Like it says on the tin, I want to share with you how I go about running games these days.  Curious about success through brainstorming and improvisation?  Keep reading.

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