A round tabletop surface with a polyhedral die, scattered character sheets and a worn paperback RPG rulebook, in muted candlelight tones.

How Do You Start an Adventure?

Posted in 2011

Every Game Master faces the same question when the session begins: how do you pull players into the story? This post offers practical guidance on crafting opening scenes that grab attention, establish tone, and give each character a reason to care about what happens next.

What A GM Needs To Start A GURPS Adventure

Posted in 2011

A concise checklist of essentials for running a GURPS adventure. Covers the core rulebooks, a solid adventure outline, pre-generated NPC stats, and a clear understanding of the campaign's power level and tech level. Aimed at helping new GMs avoid common preparation pitfalls.

GURPS NPC's for TL-3

Posted in 2011

Building believable non-player characters for a low-tech (TL-3) setting presents unique challenges. This article discusses archetypes suited to a medieval world — from village blacksmiths to traveling merchants — and how to give each NPC motivations that drive the story forward.

More GM resources: Cheeseshop also covers character creation guides, the Inkworld setting, and links to external RPG communities including RPG Circus, Fear the Boot, and Obsidian Portal.