Category: GMing Advice

GMingAdvice012

Today’s guest article was written by Will Jobst. Find him @dm_ilf and at www.willjobst.wordpress.com, before he finds you. Hurry. Oh God, I hear him. Will is based in Boston, MA. This is his second guest article; his first was Blank Check GMing. Thanks, Will! –Martin D&D provides a state-of-the-art power fantasy, but all GMs can do is neuter their players. Gross. Don’t neuter your players, let them be super badass! Let them describe killing blows, feats of athletics, and their guile and charm. Let them […]

GMingAdvice012

Assume that you are invited to join a Star Wars campaign (RPG system doesn’t matter for this exercise). As you sit down, the GM mentions that the first movie (Star Wars IV: A New Hope) is the only canonical source. The GM then informs you that the campaign starts a few months after the destruction of the Death Star. The galaxy is plunged into chaos as the Rebel Alliance discovered that Grand Moff Tarkin had been head of a military coup that had been manipulating […]

GMingAdvice012

Recently I went to a Project Management conference and sat in on a great session about how Disney creates their customer experience for their customers. While taking notes for things I need to bring back to my office, I realized that creating an enjoyable experience is one of the responsibilities (though not the sole job, nor sole responsibility) of the Game Master. At that moment, the seminar became doubly valuable, as I knew that I would also be taking what I learned to the gaming […]

quillpen_small

In high school and college, I wanted to learn how to draw like Walter Simonson.  He was one of the most influential comic book artists of the 80’s, and continues to draw to this day.  In an interview or on a letters page, he revealed that he did all of his inking using a Hunt 107 ink nib.  These are those little metal tips that artists use to ink cartoons and comics; the descendants of the quill pen. However, owning the same pen as Walt […]

GMingAdvice04

Thanks to Dungeons & Dragons and Tolkien, the fantasy baseline of “demihumans” (as we used to call them back in the day) were dwarves, elves and halflings. You create a fantasy setting, and there is either an expectation or casual acceptance that those three player races are in it. But let’s wipe that board clean. Let’s imagine a new fantasy world. What races could — or should — we include? Now this is one of those nice thought experiments you can do at home with your […]

Déjà Vu can work in a time travel game, but this wasn't how I wanted. (Digging the new Doctor, BTW.)

A couple weekends ago, I volunteered to run a spur of the moment game for some friends. I had Doctor Who: Adventures in Time and Space on hand along with the cast of PCs I had created for conventions and one-shots, so it was easy enough to hand them out and jump right into the game. Being spur of the moment, I didn’t have anything prepped, but I came up with an idea I thought would work. The PCs set about investigating a mystery, got […]

breadcrumbs

  Much like a movie or a novel, a roleplaying adventure depends on the flow of information. A game can grind to a halt when players don’t know where to go or what to do next. If players are exploring or clearing out a dungeon, this may not be a big problem. However, most GM’s will want to run an adventure with more of a plot at some point. Even in a dungeon, you may want to lead up to a big fight at the […]