Unending Tinkering

BEHOLD

Part I: The Whole Concept
Part II: How to Encourage Metagaming
Part III: Let the Dice be Fudged, but not by the GM
Part IV: The GM is not the Boss
Part V: You can't force Epic
Part VI: Assumptions about Game Play
Part VII: Traps and avoiding the game
Part VIII: Automatic Player Options
Part IX: The Biomagnification of Magic
Part X: Humour and how to use it
Part XI: Orcs, Undead, and Claims of Bigotry
Part XII: Remembering what is going on
Part XIII: Crapsack Worlds and Fairy Tales
Part XIV: Orval is not for Chugging
Part XV: The Other Type of Metagaming
Part XVI: A Dearth of GMs
Part XVII: Reading is for Nerds
Part XVIII: Rules Complexity and the Division of Labour
Part XIX: Dungeons as a Campaign Concept
Part XX: Why Gatekeeping is a Good Thing