John Arcadian

John Arcadian is a writer, gamer, art director, web designer, crafter, and kilt-wearer.
You can find more of his writings on gaming over at http://gnomestew.com.
For web-design projects, check out http://beezenwebdesign.com.

I can be a better Game Master by…

“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” ― Ernest Hemingway GM’s day was just a few days ago, and I was pleased to be thanked on social media by a few people I’d run for in the […]

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International GM’s Day

Today is International Game Master’s day  (http://gmsday.com/) in the tabletop gaming industry. For me, as a Game Master, I want to thank the players. With any game, so much of the success and fun is based off of who is playing and what they bring to the table. It’s work […]

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February 18, 2014 John Arcadian

Savage Insider #10

I’m very pleased to have contributed an article about power trappings to the latest edition of Savage Insider.  A topic near and dear to my gamer heart, the article examines the thematic elements of powers and how to hand off narrative control to make their use truly epic. Pre-order here […]

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Various Stuff And Things

Well, I finally got around to  setting up the blog on my website. It’s been on my todo list for a while, but I’ve just now gotten enough of the main site design worked out that I felt comfortable incorporating a wordpress component. So, why the hell is my blog […]

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Getting The Most Out Of Brevity

I’ve been thinking about one of my writing foibles recently, being too loquacious and long-winded when I write out a sentence like this one that keeps going on and on to convey a topic better revealed in smaller chunks. Wheww. It’s just the way my brain strings things together, but […]

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Hero Forge Kickstarter Interview

A few days ago, I came across a kickstarter for a thing I’ve known was coming in the next few years and dreamed of doing if I ever won the lottery – combining 3d printed miniatures with the character creators from various mmorpgs. Imagine being able to use sliders and […]

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Eliminating Frustration Points

There are always moments in games that frustrate us as players. It’s inevitable. We’ve all got different play styles and most games provide a little something for everyone. Maybe it’s the long drawn out narrative based scenes that are frustrating to the action-minded player, maybe it’s the overly complex combats […]

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Collaborative GMing The Same Session in Numenera

I recently made a trip up to Chicago to see my long-time brother-in-kilt, Matt Solomon. Both being gamers who are usually the GMs or who have limited access to gaming groups, we wanted to get into some good gaming during the trip. But there were only two of us and […]

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Hot Button – How Much Information Do You Need In Published Scenarios?

I’ve always been a fan of the theory that less is more. When it comes to running my own games, I tend to need very little information to run them. Just the bare bones of the plot and a couple of stats or maps from the books. When I use […]

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‘Because Plot’ Is Not A Good Enough Reason

I just finished a major project the other night and celebrated by taking most of the next day off and watching old cartoons from my childhood. I’m not talking just watching a few episodes, more waking up at noon and watching a full season in one sitting. I get pretty […]

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John Arcadian