How to run a megagame - part 3
Our series detailing how to run a megagame continues with part 3 containing information on how to sell tickets and marketing your game.
How to run a megagame - part 2
In part 2 of our series on how to run a megagame, Chris Brown covers finding the perfect venue, setting a budget and setting the date to run your game.
How to run a megagame - part 1
In the first part of this series about organising a megagame, Chris Brown covers setting a realistic date to run your game, planning tools and picking the right team to be by your side.
Being your megagame group's biggest fan
Greg Evans explains how being your local megagame group’s biggest fan can really help.
Megagame design: not just a big board game
Ed Silverstone discusses a common trap that megagame designers fall in to when designing their mechanics.
Building a better megagamer
Greg Evans provides some hints and tips for pulling off the ultimate plays at megagames.
Why megagames are better than LARPs
Tony Dougherty rebuts a previous article on these pages with why megagames are indeed better than LARPs. Read on to learn more.
Megagame Designer Thoughts: Are You Now Or Have You Ever Been...
Rob chats to Andrew Shiel Dods about his 1950s McCarthyism megagame about small town America that is also full of cultists and conspiracy.
Why LARPs are better than megagames
Jonathan Pickles lets everyone know why LARPs are better than megagames. We’re going to need some convincing here…
Megagame Designer Thoughts: The Real Heroes
Rob Grayston speaks to Jonathan Pickles and Paddy Rose about the recent online run of ‘The Real Heroes’.
Megagame Designer Thoughts: Starships & Six Shooters
Rob Grayston chats to Ben Hirsh about his game - Starships and Sixshooters and why going digital in megagaming is a good thing.
Megagame Designer Thoughts: By Other Means
Rob Grayston catches up with Ed Sliverstone about his game - By Other Means - and how the big day went
Introducing East Midlands Megagames – and Den of Wolves!
Announcing a new UK megagame group - East Midlands Megagames (EMM)!
Free (and cheap) online tools to run a megagame
Chris Brown from Very Large Huge Games discusses what he and the team used to organise First Contact: 2035 - a 200-player megagame about aliens visiting Earth.
First Contact: 2035 – a view from the Indo-Pacific
Rob Grayston tells his story of the time in the facilitator trenches at First Contact: 2035
Fête of a First Time Megagame Designer
Holly Wall outlines four thoughts on her megagame, Fête of the World which is about a typical village fête after the end of the world.
So, you want to run a megagame?
You want to run a megagame huh? In this article, Ed Silverstone lays out the pros of picking a game that already exists to make life easier.
In defence of creative play and wizard wheezes
Rob Grayston shares his thoughts on why wizard wheezes - the way players can play in between the rules - are essential to a great megagame experience.
Collegium – post-match analysis
Rob Grayston, designer of the magical university megagame, Collegium, writes his post-match analysis.