Category: Hot Buttons

Hot Buttons

The discussion on how much we GMs should play instead of run has been a bit of a hot topic here at Gnome Stew. John F. just did an article discussing the many good reasons for GMs to make sure to occasionally sit on the other side of the table, and Matthew posted one yesterday discussing Exiles of the Wicked Maze, a unique solo game that would give a GM a chance to play to a certain degree. I’ve also been thinking about this subject, […]

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It’s pretty obvious that the My Little Pony game is the the setting of the future, but for gamers weaned on hack and slash and brutal rules debates, stomaching the saccharine sweetness of the MLP philosophy of friendship and tolerance and happiness can be like swallowing a horse pill. For those of us with a little more starch in our shorts than the average Brony, I present the solution in a conveniently familiar package: Edition wars! Deep down, every Brony has a favorite Generation. It’s […]

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“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” ― Ernest Hemingway GM’s day was just a few days ago, and I was pleased to be thanked on social media by a few people I’d run for in the past. It’s nice to get recognition for the work we put into running games and helping to enable the fun of our players. (You could always go buy your GM something nice from the Drive […]

Hot Buttons

If one of your players feels the need to drop out of your campaign, what should you do? This hot button is relevant for me because I’m actually in this situation. I’m currently running a campaign that the rest of the group is thoroughly enjoying, but one player simply isn’t into it. It seems my choice is whether to end the campaign or go on without him. When starting a new campaign, this isn’t an issue. I never start a game without buy-in from everyone […]

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I’ve always been a fan of the theory that less is more. When it comes to running my own games, I tend to need very little information to run them. Just the bare bones of the plot and a couple of stats or maps from the books. When I use a published adventure, I prefer to have less to read in order to get the feel of the scenario – I’m only going to mine it for information and ditch most of what the author […]

It’s accepted convention that the loss of player agency is demotivating and to be avoided whenever possible. It’s just not fun, be it mind control, alien parasites, or plain GM fiat. But what can you do as a GM when the rules themselves deprive a player of agency? Hold Me Now I personally had the misfortune to find myself in this role quite recently as my character was grappled with no chance of escape. And when I say “no chance of escape” I’m being quite […]

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I’ve recently completed a move to Mississippi and I have two new groups of players in two very different games. I’m running a very new player friendly game for some people who are unfamiliar with role-playing in general, and I’m running a somewhat advanced game with a mix of experienced players and new to gaming players. As I get used to the new play styles, I’m noticing some interesting things about the groups. The game for the new group is tailored towards teaching what role-playing […]