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One-on-One Roleplaying: Running a One-on-One Session as Part of Your Group Game

There are a few reasons why you might choose to run a one-on-one session (one player, one GM) as part of your group game, some of which we’ll cover in depth in this post. Maybe the other members of your group were unable to meet, but you still want to play? Or perhaps one of

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Secrets of the Emerald Order: Emerald Order Initiate

The Emerald Order is one of the few organizations in Demon Cults & Secret Societies that is not actively malicious. There are certainly many evil members who pursue their studies in the order for personal power and gain; however, their overall goals are not necessarily evil. In the first installment, we provided you with an

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The Art of Skirmishing: Bailing Out

Selim’s dagger came free, the high priest’s corpse slumping over the altar. “That’s it then,” he said. “Let’s see what we’re getting out of this mess.” “Boss,” said Faridah, “we may want to nix the looting.” “Why would—” As he turned, Selim saw the ritual turned loose. The temple was falling apart, tendrils of noxious,

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One-on-One Roleplaying: How to Craft a Single-PC Campaign Arc

One of the biggest shifts you’ll need to make for your one-on-one game is from campaign arcs built to include many PCs to arcs crafted for a single PC. This is actually one of the changes that many people wind up preferring to group games, but it can feel strange or intimidating at first.

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The 4th Pillar: 5 Things to Avoid in an Imbalanced Campaign

We’ve discussed a lot about imbalance and taking your games off the rails, but before we jump into putting together a how-to for all of this, of course we’ve got to get some disclaimers out of the way. It’s important to know the disclaimers up front rather than as an afterthought. So here they are.

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