Representational artists must consider the value scale when planning a drawing or painting. Without light, dark and mid-tones, a picture can look bland and flat. When actually executing the picture, the artist must decide whether to work light to dark, dark to light, or something in between. A similar process can be used when planning your sessions. In this article, we’ll use the painting process as a metaphor for game prep, and we’ll look at three possible approaches. LIGHT TO DARK Most watercolorists work in this manner. They put in their lightest values and colors first, then gradually add...Read More
Author: John Fredericks
About The Author
In the early 1980's, John was given the Moldvay Red Box set as a birthday gift. The Blue Expert set soon followed and the mania has yet to subside. Over the years, he has played and GMed various flavors of D&D, Star Trek, Star Wars and the odd superhero game. Most of his recent GMing has been online using virtual tabletops.
While not a current photo, John assures you that he has never looked better. Sad, but true.
He is the sole proprieter of Sharp Mountain Games on drivethrurpg.com.
Resolution mechanics are a lot like grading scales. Some are simply pass-fail, some have a few levels like letter grades, and some are even more granular like percentages. In this article, we’ll take a look at some of the strengths and limitations of various levels of resolution. It won’t be an exhaustive, academic survey of every possibility. Rather, it will be a chance to think about success, failure, and what happens in between. If you ever decide to design your own system (or modify an existing one), you’ll definitely have to consider the question of granularity. PASS-FAIL Call it...Read More
Is this going to be more work? If you are considering running an online game for the first time you may be asking yourself this question. The purpose of this article is to try to answer it, and perhaps put your mind at ease. We’ll look at the work involved before, during, and between sessions. In the big picture, it’s not really more work, just different work. Let’s take a look. BEFORE A SESSION Most of the work for online games has to be done beforehand. It’s very difficult to just “wing it” or run a pickup game online....Read More
Organization is one key trait for effective gamemastering. Every GM needs some kind of system to keep important information accessible during play. During session prep, a good format reminds us to vary our encounters. It may even help spark our creativity. In this article, we’ll look at the IARR method: INTRO, ACTION, ROLEPLAYING, and REWARDS. Each row of the chart contains information about a single, possible encounter within a planned adventure. THE DETAILS Take a notebook and divide the page into four columns as shown below. (Click on the picture for a larger view). Examples of what might go...Read More
Word processing and web technology is great. It allows ANYONE to produce produce professional looking manuscripts and pages. However, they may not be the best tools for the early stages of session preparation. Sometimes all the bells and whistles, not to mention the potential distraction of the internet, can hinder the creative process. This article will be a love letter to the old school physical notebook, my preference for starting the planning process. I will look at the general advantages of a physical notebook (I like the marble kind with the stiff back), and how it fits into my...Read More
Gamemastering is built on hope. We write our session notes, draw our maps, and paint our minis hoping for a great game. And sometimes things don’t work out. It’s happened to all of us. In this article, we’ll look at three tough situations, and how (maybe) to make something good out of them. It Doesn’t Run This happens to all of us. You’re all ready to run, and you don’t get enough players to have a session. Often it’s unavoidable, people are busy and sometimes real life has to take priority. But it’s still tough in the moment. You...Read More
Can most of us run without prep time? Probably. Can we run well without prep time? Probably not. While prep time differs for different GM’s, we can’t eliminate it entirely. There are outlines to be prepared, maps to be drawn, statistics to be looked up, and so on. Sometimes we don’t have the time we’d like, and sometimes we don’t have the energy. So are there any silver linings in all of this? Here’s a few thoughts. Limited prep time helps us refine our time management. For example, I always carry my notebook with me (or use Evernote on...Read More
If you’ve been running online games for any length of time, well, you may have made a few missteps along the way. At least I have. Some were the kind of mistakes that any GM could make, and some were more particular to online games. So this column will be kind of a GM’s examination of conscience. Don’t worry, it won’t be a cringe-inducing tell-all. Just a chance to look at some major lessons I’ve learned over the years, and hopefully to provide you with some food for thought. Here’s some things I’ve learned: SAME DAY AND TIME, EVERY...Read More
Recently I needed a forest road map for an encounter, and my creativity was running a bit low. The best I could come up with was the standard “road with trees on either side.” Online aerial maps helped me break out of the creative slump, and I thought I’d share some of my observations here. FINDING THE RIGHT MAP If you’d like to find an aerial map, you may wish to start close to home. Need a warehouse district for your modern game? I bet you know some areas in your town or from somewhere you’ve lived in the...Read More
I recently ran two games at our local gameday: fantasy in the first session, and Star Wars (using a VERY simple version of FUDGE) in the second. I wanted to sit down and evaluate what went well and what needed improvement in case I get to run those scenarios again. I’m not going to bore you with a blow by blow account (“Let me tell you about my game..”). Rather let’s focus on some of the big issues that come to mind, and may have application for your planning as well. Even if you don’t run these particular systems...Read More
In this article, we’ll look at the concepts of treasure and reward. My goal in our current campaign is to attempt to make most of those items “focused items”: items that have some root in the characters. Our last campaign ran about two years, so players acquired a bunch of stuff. I noticed that a lot of it went unused. Players latched onto a signature item and generally used that one alone. Maybe my approach of throwing a lot of stuff out there and seeing what they liked wasn’t the best one. Of course, not all rewards have to...Read More
This past Christmas I happened to hear Dean Martin’s version of “Rudolph the Red-Nosed Reindeer.” Ughhh. Martin’s snarky, “cooler than you” style completely drowned out whatever simple charm the song holds. So what does this have to do with gaming? As a GM, we have to be very careful when using cool, clever ideas. Otherwise we risk overriding the PC’s choices and roleplaying opportunities. Now, of course we need to be clever and occasionally ham up the NPC’s. That helps us put our personal stamp on the campaign, makes it more memorable for the players. But you’ll know when...Read More
Players love to go off the map. That’s one thing that separates traditional roleplaying games from computer games, the ability to try anything. In a face to face setting, there are a number of ways to handle players going “off map.” You can quickly draw a map on a clean piece of paper, wipe off your battlemat and start fresh, or move some terrain pieces and an oatmeal box to represent the changing scene. It can be harder to do this when using a virtual tabletop (VTT). As a GM, you have to find or create your maps beforehand,...Read More
If you’re like me, you pack too much stuff for your face to face games. Oh, we all try to bring just the essentials, but then we still throw in extra stuff, “just in case.” I know a GM who uses a rolling luggage carrier for all their rulebooks. But what do we really need? Now, I’m not the first person to address this issue. Two great articles that have appeared on this site are: Improv Game Kit My Gen Con Kit So the ground has been trod, but hopefully I can bring something new to the topic. My...Read More
Recently I’ve been reading articles on the differences between television and film writing. It got me wondering what could be applied to gaming as well. Obviously, there is one major difference between scriptwriting and running a game: as a GM, you can’t plan the ending. However, there are definitely some aspects of scriptwriting that apply to gaming. In this article, I will look at some of TV’s traditions. STATIC CHARACTERS TV characters don’t change much, if at all, over the course of a series. You’ll never tune in and find Andy Griffith drinking heavily and telling naughty jokes. Ain’t...Read More
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