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  • August 2010

    Superheroes Tips Series, Final Part

    Readers chime in with good advice about Big Boss Guys and more sources of GM superhero inspiration. Johnn rambles  on about why GMs fear game preparation so much. A guest author tells us a bit about Medieval peddlers and merchants.

  • August 2010

    GM's Guide To Adventure Writing

    Old school advice means tough love for PCs and GMs, 
    but a compelling and challenging game because of it. 
    Plus a new contest. Send in your pick pockets contents
    ideas for a software giveaway.

    A small graphic marking the end of the paragraph

  • August 2010

    GMing Gods, Demons And Immortals

    Tips on running encounters with all-powerful beings. 
    Plus tips on how to prepare for game sessions using my loopy method.

  • July 2010

    Superheroes Tips Series Part 2: Super Tips For Beginners

    You can't run a superhero game and not read comic books. Better yet, read comic books that feature superhero teams.

  • May 2010

    Roll-Play And Role-Play

    Readers respond to a tips request on how to add panache
    to dice rolls and results.

  • April 2010

    The Care And Feeding Of Your GM

    Tips for players to help their game master enjoy each session and keep running adventures for the group

  • April 2010

    How to Run a Better Superhero Game in 8 Easy Steps

    Great advice and easy To Dos for the GM or player new to the superhero genre.

  • March 2010

    Game Master Tips and Tricks

    Four tips and tricks for Game Masters to help you improve your adventures!

  • March 2010

    From Roleplaying Tips #479 http://www.roleplayingtips.com

    6 Things Divinity II Taught Me About Running a Better Game 
    by Hannah Lipsky

    I received a review copy of Divinity II a while back. It's a game with an interesting premise: your character starts out as a dragon slayer, and eventually becomes a dragon. You can find out more of it here: http://www.divinity2.com/

  • February 2010

    From Roleplaying Tips Weekly #477 by Johnn Four

    Go here for the online version.

    When Adventures Are Too Easy
    by Kate Manchester

    You spend hours planning and mapping out your adventure and sit down to begin the game session. An hour later, your PCs have managed to breeze through your carefully crafted encounters and handily win the day. And to add insult to injury, one of your players look at you and says, "that was too easy!"