Doing away with editions is a noble idea, but it's hard to see it working that way.
Being a GM makes us feel like we're the shepherds of the story, but sometimes it's better to share that responsibility.
Back where it all started, the Valkyrie team struggles to save the galaxy while enduring a terrible loss.
The Valkyrie team is facing a dangerous foe, one whose plans may be a greater threat to the galaxy than even the Empire.
After two years of fighting in the rebellion, the Valkyrie finds itself caught up in an ancient mystery.
The Valkyrie's crew is captured by the Empire. But even if they escape, their lives will be changed by destiny.
The adventure of the Valkyrie's crew continues, as they accept an offer of work from a crime lord.
A long time ago in a galaxy far, far away, a ship known as the Valkyrie takes flight.
Open world games are wonderful, but you need to keep a few things in mind before diving in.
Is it fate, or is it a coincidence? If you're a storyteller, you can't afford to believe in either.
It may seem obvious, but putting more work into your game outside your scheduled sessions involves doing more work.
Think a sandbox game will let you and your players get creative? Think again.
Having a couple at the table is fun, until it isn't.
It's the quintessential party. A fighter, a mage, and a thief roll into town, ready to do their business. What is their business, exactly?
I have the best damn job in the world, even though I don't have a spandex outfit.
GM credos are a thing, and I've got one. Let me share mine with you so you'll know what they look like.