Professional Documents
Culture Documents
2400
SOME THINGS ARE
ADVENTURE?
PRETTY SCARY …
RUNNING AN RPG
$2
DOESN’T HAVE TO BE!
e
ret nd
REMEMBER GUIDE CONVERSATION! Say what the characters
o
P
WASTELAND
perceive. Ask, “What do you do?” (and “Why?” if not
TO PACK obvious). Make sure all get “screen time.” Check in Ga
mes
YOUR… FIELD during & after tough scenes. Offer quick rulings to
cover gaps in rules; when in doubt, favor players’
MINIMAL PREP! Ask kindly strangers for “good BEWARE OF RISK! In play, warn players of risks
post-apocalyptic adventures” to run, or improvise before they roll. Don’t hold back — they can alter
your own! On a real-world map, pick a spot for course or break armor! Need ideas? Think HARD!
Rust, a settlement with folks who need favors or HINDRANCES (fallen, dizzy, limping, bleeding)
jobs done — quests! Then pick wasteland sites — ATTENTION (noticed, exposed, pursued)
unexplored ruins, trading posts, “The Arena,” etc. RESOURCES (broken, dropped, out of ammo)
— each with some hazard (gas, flooding, radiation, DELAY (miss deadlines, need food, need rest)
overgrowth, traps, cave-in), encounters (robots,
raiders, scavengers, cultists, bugs, trogs, gaunts,
Templars), and valuables — like those below!
Kris & Chrissy
I’M READY! Please send me vague prompts “Fussy & Feisty” Tinkers
to inspire MY adventures! I need ideas for… Got junk? We’re buying!