Author: Phil Vecchione

About The Author

A gamer for 30 years, Phil cut his teeth on Moldvay D&D and has tried to run everything else since then. He has had the fortune to be gaming with the same group for almost 20 years. When not blogging or writing RPG books, Phil is a husband, father, and project manager. More about Phil.


Gaming Groups – Keep or Build

I had my main gaming group for over 20 years. That’s quite a feat in terms of people being around, sticking together, etc. In some ways it was quite a treat, I always had a group to game with. In some ways it was a challenge, working to keep the group together, deciding on what games we wanted to play, etc. Today, my gaming life is a bit more fluid. I know more gamers than ever before, and I have access to dozens of new and exciting games. The question becomes, do I keep the group I have and...

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Poking at Lingering Wounds

For the most part, RPGs deal with damage in a numeric sense, with the most common being the Hit Point. There are other games that explore different ways to represent physical damage, but for the most part damage is a resource mechanic. Take too much damage, you run out of that precious resource, and you are dead. In the real world, we never take 10 HP of damage, we suffer something like a punctured lung, a broken arm, etc. When we heal, we don’t just get back our 10 HP, we go through a process where bones mend, and...

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Location-Based Campaigns

I have recently started a Corporation campaign, and unlike my other campaigns for this game, which spanned the solar system, I wanted this campaign to remain rooted in one location. I wanted to be able to improv a large amount of the campaign, and if the game spanned numerous locations it would be harder to have re-occurring NPC’s and consequences from the players actions. So, I rooted in the game in a Beanstalk. In doing so I altered my prep to account for running out of a central location, and modified how I manage the campaign between sessions. I...

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Asymmetrical Play Experiences

Recently, I was given a chance to run a game for a group that I previously GMed. This was back before my playing style changed over, from a more traditional prep-medium, linear story, to where I am now with a lite-prep, more improv/collaborative style. At first, I was a bit hesitant to run for this group, since their focus is not improv play, and more on what might be labeled as “traditional play”. My concerns centered on if my improv style would mesh with their play style. After some thought, I decided to run for the group, despite my...

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Planning Well

On a recent episode of the Misdirected Mark podcast, Chris and I talked about why planning never really works in RPGs, and why mechanics to emulate planning fare better at the table. If you are interested in that discussion go and check out the show. Understanding that planning is never going to leave RPG’s, I want to take this article to talk about ways to make planning less painful. This article is aimed at the Players, so send this link out to them and hopefully their next plan will be more fun. Hello Players, lets talk about planning… The...

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The Player-GM

Recently, I was a guest at the Tacticon convention in Denver, Colorado. One of the things that the convention organizers stressed to me was to not only run some games, but to play in games that were being run. I enthusiastically followed their advice, and in any time slot where I was not running something or on a panel, I played many great games. As I was sitting on the other side of the screen, I realized that I could use my GM skills to not only be a good player, but also to be helpful to the GM....

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Artifacts of Play

Recently, I have become interested in the idea of artifacts of play, those things that are part of the game that persist after the game has been played. They act like souvenirs of the game played; touchstones of the game, linking memories of adventures taken, challenges faced, and treasures gained. While most RPG’s have some kind of artifacts of play, I found myself looking for something different, something both collaborative and informational. This article contains my current thoughts on this topic. I cannot promise a neat conclusion, but rather I hope this also sparks some thoughts and ideas of...

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Your Con Game is not a Home Game

Gen Con was a just a few weeks ago, marking the height of the convention season. This year, I was fortunate to play in a number of games, run by some great GM’s. But as with other years, I heard numerous complaints from people about games that were less enjoyable, and in some cases downright painful. After talking to different people about the games they played, and talking about what worked and did not work, I realized that a number of the issues that caused so much pain were only issues because the game was being run at a...

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Filing The Serial Numbers Off

I love movies, comics, and books, and it never fails that as I am consuming them, my mind grabs on to parts and tries to drag them into the campaign I am running. They say that imitation is the highest form of flattery, and that is true, but what is also true is that putting something anachronistic into your game breaks immersion. So how do you take that awesome think you just saw and get into your game, without jarring your players? Today’s Topic… This article is inspired by Christopher R. on G+, who asked me about… Retooling popular...

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Getting Handy with GM Handouts

It is getting close to that time…Gen Con. A time when I need to run games for strangers. A time when I have four hours to introduce a setting, characters, and a problem; and then GM the players through a hopeful solution to the problem. Along the way, I may have to teach one or more people the game system I am running. That makes for a pretty intense and jam-packed four hours. The faster I can convey things to the players, the faster we focus on the action. That is why I rely on GM Handouts. The Info...

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Avoiding the Shiny

Last week, I nearly dropped my Night’s Black Agents campaign because of something shiny. It’s been years since I got caught by the “Oh, Shiny”, the lure of a new game, the rush of creativity about thinking up a new campaign world. In the past, I would have either asked my players to stop playing, or seeded them with ideas of a new game, in hopes they would tank the game for me. This time though, I managed to resist the urge and my group will be hunting vampires this weekend. Knowing I am not the only GM to...

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GMing Dead Games

I recently had the opportunity to obtain a copy of the Ghostbusters II RPG, by West End Games. This game has been out of print for over 25 years (cough, cough), and I had not seen a copy of the game, nor run it, in the same amount of time. Being someone who does not run games a second time, and is of the “cult of the new”, I had reservations about bringing a classic like this to the table. I also had concerns about how my contemporary GMing style would mesh with a game this old. Today, I...

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Another Take on GMing Types

We spend a lot of time talking about different types of players and the best way to GM for them. But what about GM’s? Do GM’s have types? Most certainly we do. In my years of doing panels and playing games at conventions, and hanging out with all sort of GMs, I have seen certain types. Even my own introspection on the kind of GM I am now, and have been, has revealed different stages or types. So what are those types? And what kind of GM are you? Not Our First Rodeo This topic was first presented on...

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An Apology to Some Min-Maxers

One of the side-effects of playing a large number of games, and starting to design your own, is that you start to see what the mechanics of a specific game are doing or not doing. As my understanding of game mechanics has begun to grow, I came to a few realizations about games, especially d20 games, which made me realize that I have been too hard on my fellow gamers who have been min-maxing those games. I feel like an apology may be in order… What is Min-Maxing? Let’s get some terms set, starting with Min-Maxing. This term has...

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Gearing Up For a New Game

Last time I talked about the need to learn how to GM the new game you are running. This time, I wanted to look at another aspect of running a new game: GMing Gear. That is, what gear do you need to bring to the table as a GM to run the game? Having the right gear to ease the play of the game is an important component to running a good game. If done well, your games will run smoothly, while done without thought and you may be stumbling through your sessions. Your GMing Gear Let’s put this on...

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