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The Lost GM Scrolls: Harley Stroh on Playing for Keeps

Back in the fall of 2009, Chris Dinkins and I interviewed a host of game designers and novelists who were also experienced game masters. We sent around too many questions to too many GMs and received far too much material for one article to hold. As a result, a lot of great material got scrapped. […]

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The Lost GM Scrolls: Mike Mearls on Stepping Up and Taking a Poke at the World

Back in the fall of 2009, Chris Dinkins and I interviewed a host of game designers and novelists who were also experienced game masters. We sent around too many questions to too many GMs and received far too much material for one article to hold. As a result, a lot of great material got scrapped.

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The Lost GM Scrolls: A Friday Funny with Mike Mearls

Back in the fall of 2009, Chris Dinkins and I interviewed a host of game designers and novelists who were also experienced game masters. We sent around too many questions to too many GMs and received far too much material for one article to hold. As a result, a lot of great material got scrapped.

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The Lost GM Scrolls: Will Hindmarch on Clearly Stated Goals

Back in the fall of 2009, Chris Dinkins and I interviewed a host of game designers and novelists who were also experienced game masters. We sent around too many questions to too many GMs and received far too much material for one article to hold. As a result, a lot of great material got scrapped.

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The Lost GM Scrolls: James Jacobs on His First, Worst, and Funniest!

Back in the fall of 2009, Chris Dinkins and I interviewed a host of game designers and novelists who were also experienced game masters. We sent around too many questions to too many GMs and received far too much material for one article to hold. As a result, a lot of great material got scrapped.

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The Lost GM Scrolls: Will Hindmarch and the Ship of Fools

Back in the fall of 2009, Chris Dinkins and I interviewed a host of game designers and novelists who were also experienced game masters. We sent around too many questions to too many GMs and received far too much material for one article to hold. As a result, a lot of great material got scrapped.

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The Lost GM Scrolls: Mike Mearls on Encounters with More at Stake

Back in the fall of 2009, Chris Dinkins and I interviewed a host of game designers and novelists who were also experienced game masters. We sent around too many questions to too many GMs and received far too much material for one article to hold. As a result, a lot of great material got scrapped.

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The Lost GM Scrolls: Mike Mearls on Legos, Cinder Lords, and the City of Brass

Back in the fall of 2009, Chris Dinkins and I interviewed a host of game designers and novelists who were also experienced game masters. We sent around too many questions to too many GMs and received far too much material for one article to hold. As a result, a lot of great material got scrapped.

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The Lost GM Scrolls: James Jacobs Lists His Pet Peeves

Back in the fall of 2009, Chris Dinkins and I interviewed a host of game designers and novelists who were also experienced game masters. We sent around too many questions to too many GMs and received far too much material for one article to hold. As a result, a lot of great material got scrapped.

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Unconventional Dreaming:
A Conversation with Jeff LaSala

Novelist and game designer Jeff LaSala is perhaps best known for his Dungeon Crawl Classics: The Transmuter’s Last Touch and his Eberron novel, The Darkwood Mask. Both of these, it is important to note, involve kobolds. Lots and lots of kobolds. In fact, it is safe to say that Jeff LaSala is a bona fide

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A Conversation with Jeff LaSala
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How Would You Stop the Seasons? A Conversation with Kevin A. Ross

Kevin Ross is back. Miskatonic River Press is back. With a Call of Cthulhu license from Chaosium, Cthulhu is once again dreaming, and all across the world, investigators are being scared witless. A veteran horror RPG writer, Ross has contributed to over 30 products, for companies such as Chaosium, Pagan Publishing, and Miskatonic River Press.

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Leaving Room to Breathe:
A Conversation with Steve Kenson

Steve Kenson is a geek—a professional geek. He’ll proudly tell you as much. Case in point: not only did he write three novels about his first Shadowrun character, he also named his company, Talon Studio, after him. Kenson has worked on games and sourcebooks for White Wolf, Wizards of the Coast, and Steve Jackson Games,

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A Conversation with Steve Kenson
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As Much of the Story as Possible:
Map Talk with Sean Macdonald

Sean Macdonald never intended to become a freelance RPG cartographer. An internet programmer by trade, he got into RPG cartography through his work as a website designer. He started his freelance cartography career in 2003 mapping the Dragonlance Campaign Setting. Three years later he won a gold ENnie for Tasslehoff’s Map Pouch: War of the

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Map Talk with Sean Macdonald
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The Awesome-ication of the PATHFINDER RPG: The Grand Design of Sean K Reynolds

Sean K. Reynolds is the developer on Paizo’s PATHFINDER roleplaying game, but he didn’t start his career there. It took him a while to land at Paizo Publishing. In 1995, Sean left his job at a video game company to become the online content coordinator for TSR. When Wizards of the Coast bought out TSR

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Hidden Assumptions: A Pact with Dario Nardi

By day, Dario Nardi is a lecturer at the University of California Los Angeles, where he teaches classes in “artificial intelligences and robotics, personality and organizational behavior, modeling and simulation of complex systems, and undergraduate curriculum design.” He uses computer models, group simulations, and he encourages students to pursue their own interests in their own

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