GM Toolbox
Generic material collected over decades of running games. None of it belongs to any one campaign, and most of it is system-agnostic. Much was gathered off newsgroups, mailing lists and roleplayingtips.com long before any of us worried about attribution; where I know the source I have said so on the page.
Running a Game¶
Adventure - building one, and the shapes they come in.
Plot - plot structures, twists and why they stall.
Encounters - designing them; making them more than a fight.
Events - things that happen whether or not the party is there.
Rumors - what the party hears, and how much of it is true.
Weather - weather generation and why it matters.
Party Origins - reasons these people are travelling together.
Player - handling the people at the table.
Rules - rulings, house rules and mechanics I liked.
Master - running one-shots, conventions and pick-up games.
Checklists¶
Run through these when prepping; they are the questions I kept forgetting to ask.
NPCs and Villains¶
Magic and Items¶
Magic - systems, flavour and how it shapes a setting.
Items - magic items that are interesting instead of numeric.
Bonewitz Magic Laws - the classic laws of sympathetic magic.
Tarot Magic - using a tarot deck as a magic system.
Curses - curses that are more fun than “you are dead”.
Tables and Inspiration¶
Odds and Ends¶
Thought Pile - the unsorted remainder.
Bookmarks - a link dump, mostly of dead sites, kept as an archaeology record.
GameStorm 2003 - convention notes.
