I'm going to be starting a new series of posts about Frequently Abused Powers. Things that can overpower a game and kill the fun factor. Something like a really high Dexterity. I'm going to call it . . .
F.A.P. (Frequently Abused Powers): The Problem With Dexterity
Ahh Dexterity, a god stat by any other name. In any game system that emphasizes any sort of combat it is ...
I remember my first time GMing. It was after the third game I'd ever played in any system, ever. I caught the bug. I wanted to GM and do a better job than our current GM. Boy were there LOADS of things that I didn't know. I hadn't read enough of the powers and skills to know how to use them, I was too eager to ...
So if you didn't catch Dr. Horrible's Sing Along Blog while it was around then you missed out on something incredible and must now go purchase it on Itunes. For those who missed it, Dr. Horrible's Sing Along Blog stars Neil Patrick Harris as Dr. Horrible, a low rent Villain trying to get into the Evil League of Evil. He has a crush on Penny, played by the ...
Ah, the good old Scry and Fry.
The term Scry and Fry was brought to my attention recently and it got me thinking about information gathering techniques in games. In most any type of game setting there is always some element of information gathering that the player characters engage in. Whether it is asking the village elder about the dragon’s cave, going into deep intel mode before attempting ...
I'm going to be running a few convention games at Origins this year. Mostly demo games for a new system, so they will be structured with all the elements layed out before I go. However, a few of the games will be games that are fairly standard but very short. 2 hours for the full game. I'm a little nervous that I can get a good enough game ...
One of the things that I love to do at the gaming table is to create a sensory experience for the players. I like to use music to set the mood, handouts and props to give a tactile feel, and unique pieces of scenery on the gaming space to create a sense of perspective. I love to get the players mentally involved in the game with outside props ...
Almost as big as the debate over GMs fudging or not fudging die rolls is the debate over whether games should be balanced to the rules or cater to the players enjoyment. Well maybe not so much, but it is definitely something we talk about in my gaming group.
Game Balance
Games (in any system) that focus more on the balance of the game elements and the rigidity ...
I talked a bit before about what inspires cool gaming moments. The hardly subtle (the b is silent) tone of that post was about GMs molding their games to the players to make cool things happen. This is one of many ways to get players to talk about a game's moments after the fact, but it is far from the only one. Here are a few more ways ...
For all the times that I have run a game, it is never a full campaign that is talked about after the fact, but the individual moments that make the characters shine. When Sun the warrior battled the mythic beast in one on one combat, or when Quincy, Harq, and Rikana broke into the banking guild, teleported out, blamed Merrix D'Cannith and turned the Lord of Blades ...
The way a GM sets up their personal fortress of solitude at the gaming table is very indicative of their style. Some GMs run their games behind a stack of books and official published material, while some GMs run their games with just a pair of dice, a pencil, and a notepad. Some of us turn everything digital and call their laptop savior, while some of us make ...
As I've started to run more and more published settings and adventures, I find myself doing something new to my GMing style. I've been turning the adventure/setting/rule book to my players and just pointing to art that is built into the product.
Using pictures to backup description isn't a new practice to me, but I usually try to first use a verbal description to hook the players into the ...