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About this blog

Discussion about writing game supplements and setting sourcebooks, hypnosis, immersion, ocarina music, and why I write material for Mythras.
About The Author
Occultist, practitioner of chaos magic, Klingon teacher, Welsh language poet, ocarina player, Games Master. Mutant. I'm not into science fiction. I am science fiction.

Entries in this blog

Hypnotic Games Mastery, Part 2

Last week's post covered the quest of the Games Master to stay relevant, and the introduction of hypnosis as a tool of Games Mastery; immersion; and the capabilities of the conscious and unconscious minds. This week, we move on to actual use of hypnosis in storytelling and in gaming, as used by the Games Master. The ABS Formula The crucial element of hypnosis is called the ABS Formula. It can be broken into three parts: Engage the Attention; Bypass the Conscious Mind; Stimulate th

Alex Greene

Alex Greene in writing

Hypnotic Games Mastery, Part 1

In the world of 2021, between the lure of video games and the rise of solo roleplaying where game engines have been developed to emulate the Games Master's role, the role of the Games Master can sometimes feel precarious. A tabletop game dies if the players desert - but even a single player can enjoy a solo game if they have a solo engine / GM-in-a-box book to automate the GM's role. Games Masters need to up their game, nowadays, more than ever. This is where the fine art of storytelli

Alex Greene

Alex Greene in writing

Connected

No character exists in a vacuum. One of the most important, yet overlooked, aspects of Mythras gaming is connections - Allies, Contacts, even Rivals and Enemies. Much old school gaming tends to focus on player characters being self-contained agents of their lives, yet life doesn't work that way. Connections are part of every Session Zero. Every character should go through the process of creating a possible family, background events, and their Connections. This might seem like a waste of tim

Alex Greene

Alex Greene in writing

Rewards

What rewards are you handing out to your player characters? Have you given a thought that maybe "gold coins, drop treasure, and magic items" might not be enough for your player characters? Rewards are an incentive for players to continue playing, to see the session, scenario, or campaign through to its end. Games Masters have to balance the quantity of the rewards with their quality, and also their variety and suitability for the players as much as for the characters. Short scenarios can be

Alex Greene

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Intuition

Intuition is a great guide for players in a scenario. Reason and logic are good, useful, solid tools for unlocking puzzles - but a player's intuition, the ability to induce rather than deduce, allows the characters to unlock understanding of what is going on in a story. An example: The city of Fioracitta. The Adventurers are sitting around a fountain in Piazza Centimani in Carbo District, carousing with soldiers and civilians, when they hear a loud boom in the distance - specifically, Old T

Alex Greene

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What Makes A Great Character?

What makes a player character a great character to play? All too often, I see people asking the most toxic questions in numerous online venues, along the lines of "What if orcs stumbled across Xenomorphs?" or "What if a sorcerer were assimilated by the Borg?" - and I realised something awful recently. What made those questions toxic was that those questions were about nothing but combat. At least, within the confines of roleplaying games and popular entertainment. The unspoken question

Alex Greene

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Greetings

This blog is about settings. And immersion, and getting a sense of belonging. And rejection of the hack'n'slash mentality of gaming. It is also about hypnosis, and hypnotic language, and high weirdness, and the ocarina. Everybody here got into gaming for their own reasons. Give me five minutes, and I bet I could draw out your reason for playing d100 games, or for playing tabletop games at all. What do you get out of your favourite d100 game / setting? What's the payoff for yo

Alex Greene

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Adventuring

The word "adventure" comes from Middle English: from Old French aventure (noun), aventurer (verb), based on Latin adventurus ‘about to happen’, from advenire ‘arrive’. It concerns things happening. Drama. Conflict. As any great screenwriter, playwright and storyteller will tell you, there are a lot of ways to stage and set a drama - many different sources of conflict. Let's look at some sources of drama. 90% of all drama and conflict is going to come from persons. The rest is environmental

Alex Greene

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Payoff

Let's talk more about the payoff. What's the payoff? It's the feelings you get from gaming. It's the pleasure, or other feelings, you get once a session's over, and the Experience Rolls and material awards are handed out. In gaming, as in many activities, there are goals - achievements, and the feelings associated with those achievements. Goals can be divided into true goals (also known as clean goals) and dirty goals. The aim of gaming is to reach a true goal - earning a victory in an

Alex Greene

Alex Greene in writing

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