In Defense of the Statblock

Apparently, nothing drives traffic like a controversy, and nothing gets Paul von Meersheidt fired up like a blog comment.

In his stalwart defense of the Apathy Stat Block, he describes our design philosophy. He also goes on a amusing rant. Read on for enlightenment, entertainment, and a chance to take part in a flame war.

Read More . . .

The best plotted adventure never survives contact with the players.

Once per week we go behind the bar at Apathy Games and discuss gaming in more personal terms and ask you to respond. The best response will be featured the following week. Drink of the day: Rusty Nail As a gamer one of the things I have excelled at is throwing a wrench in the [...]

Read More . . .

Share and Share Alike

Almost everything I do is collaborative.  Snooty Drunks is a collaboration between myself and co-host Brian, Apathy Games is a huge collaboration effort between the four of us.  Even all of my games are collaborative (though I’m still trying to figure out why Jeff thinks it’s a myth).  So why is it now that people seem to be [...]

Read More . . .

Running Short Campaigns

As something of a collector of RPGs, I’ve long since run out of time to play everything I want to play.  To compound this problem, I read a lot, and each book I read gives me ideas for new games that would be fun.  The result:  constant disappointment. My solution is to start running a [...]

Read More . . .

Experimentation and Innovation

As a rule, Apathy Games has more ambition than resources.  We always will, because we’re made up of a few people who think big.  As our resources grow, so too does our vision.  We’re at a stage, right now, where everything we do is an experiment.  Tyson J. Hayes, and his ongoing challenge, is one [...]

Read More . . .

How Valve Spins a Story

Recently the Internet has exploded about the Portal update. It got me thinking about how to keep a crowd interested in the gaming you’re creating. So what lessons can we take to our tabletop games?

Read More . . .

How to Keep your Campaign Personal

We can offer you all the tools in the world, but are they worth it if the game isn’t engaging? How do you make sure that your game has a personal touch and speaks to all of your players? Don’t Plan Ahead Focus instead on the here and now. What are the important tasks that [...]

Read More . . .

Establishing Tone in Your Games

Tone is a valuable aspect of your game. Here, I discuss what I know about tone and how to implement it.

Read More . . .

Establishing the End Game: Hitting the Abort Button

We’ve all been there; your epic adventure has stalled. It’s more than just writer’s block you’re just not feeling it, so what’s a GM to do?

Read More . . .

All My Games Play the Same

Every game I participate in is connected. Every game, it doesn’t matter if I’m the one running it, or if I’m just playing in it. All of the worlds and characters are connected on a deeper level

Read More . . .