Often, we treat games like work. We buy shelves of thick books. We plan detailed adventures. We memorise rules.
In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing. This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead;... [click here for more]
Many Cthulhu games feel the same. You shoot cultists. You do rituals. You unearth a buried god that's like every other god you've dug up. This book shows you how to make your games new and horrifying: by stealing from H. P. Lovecraft.
Stealing Cthulhu is my guide to Lovecraftian storytelling for roleplaying games. Its central idea is: by stealing, adapting and combining Lovecraft’s ideas,... [click here for more]