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	<title>Comments on: Improve Your Game &#8211; Guaranteed</title>
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		<title>By: Time Stop, Sept 16th</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-7379</link>
		<dc:creator>Time Stop, Sept 16th</dc:creator>
		<pubDate>Wed, 16 Sep 2009 18:15:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-7379</guid>
		<description>[...] The Gnome Stew promises to Improve Your Game &#8211; Guaranteed. [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7379&#039;,&#039;Time Stop, Sept 16th&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] The Gnome Stew promises to Improve Your Game &#8211; Guaranteed. [...]
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		<title>By: Tacoma</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6719</link>
		<dc:creator>Tacoma</dc:creator>
		<pubDate>Tue, 21 Jul 2009 22:29:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6719</guid>
		<description>I once noticed that sometimes it&#039;s not fair how treasure gets divided because some encounters carry no treasure (a panther out hunting) while others gave more than usual to make up for the lack. One player might be there for one session where they didn&#039;t find much treasure, then the next session they found a lot. 

So I started making sure the treasure-to-monsters ratio was solid by the end of the night. 

This was my bad habit. Life in unexpected, and in a game the unexpected is desirable. You don&#039;t want to know that every urn your character kicks apart will have 1d6 GP in it. You don&#039;t want to know that every monster you kill will have a lair a few steps away with a pile of bones and that Flaming Dagger you asked the DM for earlier. 

So I&#039;ve worked on it and things are unequivocally better. There&#039;s a reason we wrap Christmas presents, you know?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6719&#039;,&#039;Tacoma&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I once noticed that sometimes it&#8217;s not fair how treasure gets divided because some encounters carry no treasure (a panther out hunting) while others gave more than usual to make up for the lack. One player might be there for one session where they didn&#8217;t find much treasure, then the next session they found a lot. </p>
<p>So I started making sure the treasure-to-monsters ratio was solid by the end of the night. </p>
<p>This was my bad habit. Life in unexpected, and in a game the unexpected is desirable. You don&#8217;t want to know that every urn your character kicks apart will have 1d6 GP in it. You don&#8217;t want to know that every monster you kill will have a lair a few steps away with a pile of bones and that Flaming Dagger you asked the DM for earlier. </p>
<p>So I&#8217;ve worked on it and things are unequivocally better. There&#8217;s a reason we wrap Christmas presents, you know?
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		<title>By: Sewicked</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6376</link>
		<dc:creator>Sewicked</dc:creator>
		<pubDate>Sat, 20 Jun 2009 01:32:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6376</guid>
		<description>I finally bought a deck of weather cards, just to remind me to 1) have it rain or windy or whatever and 2) seasons change.

For my Buffy game it was easier. I had a weekly planner and noted down the weather, just a line or two, every day. That governed the weather for the game.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6376&#039;,&#039;Sewicked&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I finally bought a deck of weather cards, just to remind me to 1) have it rain or windy or whatever and 2) seasons change.</p>
<p>For my Buffy game it was easier. I had a weekly planner and noted down the weather, just a line or two, every day. That governed the weather for the game.
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		<title>By: peter</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6200</link>
		<dc:creator>peter</dc:creator>
		<pubDate>Sun, 07 Jun 2009 09:31:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6200</guid>
		<description>@ dnaphil

I used to have the same problem you had. always forget the date. But since I did send my players on a quest to retrieve a weapon before a specified date, they remind me every session what the date is

weather is something I need to learn and think about&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6200&#039;,&#039;peter&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@ dnaphil</p>
<p>I used to have the same problem you had. always forget the date. But since I did send my players on a quest to retrieve a weapon before a specified date, they remind me every session what the date is</p>
<p>weather is something I need to learn and think about
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6173</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Thu, 04 Jun 2009 05:16:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6173</guid>
		<description>From Wil Wheaton on &lt;a href=&quot;http://www.twitter.com/wilw&quot; rel=&quot;nofollow&quot;&gt;Twitter&lt;/a&gt;, re: this article:

&quot;Great, simple D&amp;D advice from Gnome Stew: To improve your game, run a game. http://is.gd/Nj11&quot;

:-)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6173&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>From Wil Wheaton on <a href="http://www.twitter.com/wilw" rel="nofollow">Twitter</a>, re: this article:</p>
<p>&#8220;Great, simple D&#038;D advice from Gnome Stew: To improve your game, run a game. <a href="http://is.gd/Nj11" rel="nofollow">http://is.gd/Nj11</a>&#8221;</p>
<p> <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6172</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Wed, 03 Jun 2009 23:43:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6172</guid>
		<description>Sorry, scratch the above statement about being an &quot;Armchair GM&quot;.  I agree: Be a player when you play, not a GM.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6172&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Sorry, scratch the above statement about being an &#8220;Armchair GM&#8221;.  I agree: Be a player when you play, not a GM.
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6171</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Wed, 03 Jun 2009 23:42:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6171</guid>
		<description>&lt;a href=&#039;#comment-6148&#039; rel=&quot;nofollow&quot;&gt;@DNAphil&lt;/a&gt; - I&#039;m right there with you on tracking dates.  Nothing more embarrassing than realizing the lycanthropy character has never had to deal with a full moon because you keep forgetting about when that was or just telling him no to worry because you&#039;re sure its still a few days off when it&#039;s been 6 weeks of game time.

For what it&#039;s worth, I&#039;ve learned that one of the simplest things to do for a campaign is to buy a spiral bound notebook and just write down actions as they happen in the game.  Short one liners, nothing too complex.  To help with dates, I try to put the game date and the real date next to each other.  A game may be 1 or 2 pages, but at least I have a compact log of what happened.  I also usually write up a 1 page agenda/outline for the game which effectively serves as a form of checklist of what I&#039;ve planned (which also indirectly helps with pacing of the game).

And as for the &quot;Armchair GM&quot;, don&#039;t forget that we do need to take a break once and awhile and be players too.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6171&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6148' rel="nofollow">@DNAphil</a> &#8211; I&#8217;m right there with you on tracking dates.  Nothing more embarrassing than realizing the lycanthropy character has never had to deal with a full moon because you keep forgetting about when that was or just telling him no to worry because you&#8217;re sure its still a few days off when it&#8217;s been 6 weeks of game time.</p>
<p>For what it&#8217;s worth, I&#8217;ve learned that one of the simplest things to do for a campaign is to buy a spiral bound notebook and just write down actions as they happen in the game.  Short one liners, nothing too complex.  To help with dates, I try to put the game date and the real date next to each other.  A game may be 1 or 2 pages, but at least I have a compact log of what happened.  I also usually write up a 1 page agenda/outline for the game which effectively serves as a form of checklist of what I&#8217;ve planned (which also indirectly helps with pacing of the game).</p>
<p>And as for the &#8220;Armchair GM&#8221;, don&#8217;t forget that we do need to take a break once and awhile and be players too.
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		<title>By: Micah</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6161</link>
		<dc:creator>Micah</dc:creator>
		<pubDate>Wed, 03 Jun 2009 17:42:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6161</guid>
		<description>The real secret is that you can get 90% of everything wrong and it&#039;s still a fun game.  Forget treasure? XP? No stats for the NPC they decided to piss off and fight?  No problem!  Just make it up and keep playing!

It&#039;s truly remarkable how robust the &quot;fun&quot; aspect of the game is.  You can break just about every rule and the game keeps moving.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6161&#039;,&#039;Micah&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The real secret is that you can get 90% of everything wrong and it&#8217;s still a fun game.  Forget treasure? XP? No stats for the NPC they decided to piss off and fight?  No problem!  Just make it up and keep playing!</p>
<p>It&#8217;s truly remarkable how robust the &#8220;fun&#8221; aspect of the game is.  You can break just about every rule and the game keeps moving.
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6160</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Wed, 03 Jun 2009 17:16:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6160</guid>
		<description>It is amazing how &quot;easy&quot; game mastering is when one is sitting in a player&#039;s chair. :D&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6160&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>It is amazing how &#8220;easy&#8221; game mastering is when one is sitting in a player&#8217;s chair. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6153</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Tue, 02 Jun 2009 21:36:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6153</guid>
		<description>&lt;a href=&#039;#comment-6152&#039; rel=&quot;nofollow&quot;&gt;@Kurt &quot;Telas&quot; Schneider&lt;/a&gt; - I&#039;m at the other end of the spectrum. I&#039;m wrapping up one campaign with the next session, and then I have just 4-6 more sessions for my other campaign. Once both campaigns are done I am taking a break from GMing to recharge the batteries with.

So with that said, my advice to those who are waist deep with GMing duties is to plan an end to each of your campaigns and then take a break. If you can be a player for a bit great! If not, well let the group be on hold until you are ready to GM again (which when I tell my groups &quot;Fine, we just won&#039;t game until I am ready to GM again.&quot; results in a volunteer suddenly stepping forward!).

Good advice, Matthew.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6153&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6152' rel="nofollow">@Kurt &#8220;Telas&#8221; Schneider</a> &#8211; I&#8217;m at the other end of the spectrum. I&#8217;m wrapping up one campaign with the next session, and then I have just 4-6 more sessions for my other campaign. Once both campaigns are done I am taking a break from GMing to recharge the batteries with.</p>
<p>So with that said, my advice to those who are waist deep with GMing duties is to plan an end to each of your campaigns and then take a break. If you can be a player for a bit great! If not, well let the group be on hold until you are ready to GM again (which when I tell my groups &#8220;Fine, we just won&#8217;t game until I am ready to GM again.&#8221; results in a volunteer suddenly stepping forward!).</p>
<p>Good advice, Matthew.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6152</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Tue, 02 Jun 2009 18:39:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6152</guid>
		<description>I agree entirely, and sadly I&#039;m starting to slip into just another armchair GM.  My excuse is my daughter, who was born about a year ago.  

I&#039;ve always &lt;b&gt;hated&lt;/b&gt; the armchair GM, so I&#039;m working the next campaign up, and should be well into it when Gen Con rolls around.  Yay!

BTW, my D&amp;D 3.5 weak points were selecting spells for the opponents, and calculating XP.  As a GM, I avoided casters specifically so I wouldn&#039;t have to read pages of spells.  And I just started guesstimating XP, which also let me manage level gains around the storyline.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6152&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I agree entirely, and sadly I&#8217;m starting to slip into just another armchair GM.  My excuse is my daughter, who was born about a year ago.  </p>
<p>I&#8217;ve always <b>hated</b> the armchair GM, so I&#8217;m working the next campaign up, and should be well into it when Gen Con rolls around.  Yay!</p>
<p>BTW, my D&amp;D 3.5 weak points were selecting spells for the opponents, and calculating XP.  As a GM, I avoided casters specifically so I wouldn&#8217;t have to read pages of spells.  And I just started guesstimating XP, which also let me manage level gains around the storyline.
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		<title>By: pseudodragon</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6151</link>
		<dc:creator>pseudodragon</dc:creator>
		<pubDate>Tue, 02 Jun 2009 17:14:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6151</guid>
		<description>For me, it&#039;s NPC names. I love to roleplay and when the characters take a different turn than I expected while in a town, city, or other large gathering, I improvise. I can whip up a physical description and even have some idea of class and abilities for an impromptu NPC, but if one of the players asks what his/her name is, I freeze. I really should keep a list of suitable names sorted by gender and creature type handy during my games. The other bug-a-boo for me is the campaign world. I don&#039;t design detailed campaign settings, either using a prepublished one or making it up as I go. It&#039;s more about the story for me.

I do like the idea of tailoring encounters and treasures to the PCs. I start PCs out in my campaigns with one very minor magic item, a legacy or family heirloom, if you will. It usually has some distinctive property about it that sets it apart from the run of the mill magic items listed in the manuals. In return, I ask them to provide me with a modest background and at least one goal they have for their PC (i.e. to become rich and powerful and rule my own duchy, to discover obscure magic and create my own unique magic items, to free my sister from the slavers who took her three years ago, etc). This enables me to weave character-specific motivations and hooks into my adventures and, generally, keeps my players interested and on their game.

Oh, and I don&#039;t play 4E precisely for the characteristics you mentioned. Everything is over scripted. PCs get treated like spoiled rich kids who develop special superpowers just for breathing. It&#039;s too much! Give me a character that earns everything he gets and has to invest skill or feat points and experience to develop a new ability over time. That&#039;s the recipe for adventure!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6151&#039;,&#039;pseudodragon&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>For me, it&#8217;s NPC names. I love to roleplay and when the characters take a different turn than I expected while in a town, city, or other large gathering, I improvise. I can whip up a physical description and even have some idea of class and abilities for an impromptu NPC, but if one of the players asks what his/her name is, I freeze. I really should keep a list of suitable names sorted by gender and creature type handy during my games. The other bug-a-boo for me is the campaign world. I don&#8217;t design detailed campaign settings, either using a prepublished one or making it up as I go. It&#8217;s more about the story for me.</p>
<p>I do like the idea of tailoring encounters and treasures to the PCs. I start PCs out in my campaigns with one very minor magic item, a legacy or family heirloom, if you will. It usually has some distinctive property about it that sets it apart from the run of the mill magic items listed in the manuals. In return, I ask them to provide me with a modest background and at least one goal they have for their PC (i.e. to become rich and powerful and rule my own duchy, to discover obscure magic and create my own unique magic items, to free my sister from the slavers who took her three years ago, etc). This enables me to weave character-specific motivations and hooks into my adventures and, generally, keeps my players interested and on their game.</p>
<p>Oh, and I don&#8217;t play 4E precisely for the characteristics you mentioned. Everything is over scripted. PCs get treated like spoiled rich kids who develop special superpowers just for breathing. It&#8217;s too much! Give me a character that earns everything he gets and has to invest skill or feat points and experience to develop a new ability over time. That&#8217;s the recipe for adventure!
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6149</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 02 Jun 2009 16:52:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6149</guid>
		<description>100% right on. The &quot;take notes with reminders&quot; idea is one I need to implement-- there are always little bits that rub during the session... then rub again during the next, but never quite make it on the &quot;must fix&quot; list.

And I&#039;m with you on the &quot;know I should include individual background/challenge&quot; elements, but never find a good place to work them in. Part of it is the setting, but a lot of it is spending too much time trying to make good fights and get CR right. (Which still doesn&#039;t work very well...)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6149&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>100% right on. The &#8220;take notes with reminders&#8221; idea is one I need to implement&#8211; there are always little bits that rub during the session&#8230; then rub again during the next, but never quite make it on the &#8220;must fix&#8221; list.</p>
<p>And I&#8217;m with you on the &#8220;know I should include individual background/challenge&#8221; elements, but never find a good place to work them in. Part of it is the setting, but a lot of it is spending too much time trying to make good fights and get CR right. (Which still doesn&#8217;t work very well&#8230;)
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		<title>By: DNAphil</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6148</link>
		<dc:creator>DNAphil</dc:creator>
		<pubDate>Tue, 02 Jun 2009 16:26:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6148</guid>
		<description>Great article! For me it was things like Weather and Dates that I never thought about.  All my sessions took place in some eternal spring day, where time never really moved.

The way I got around that, and the advice I would like to pass on, is that rather than trying really hard to remember to add weather and dates, I created a template for my sessions that included a box for Weather, and for Date.  This way, every time I wrote a scene, there were those two boxes looking up at me, and requiring me to fill them in.  

If you don&#039;t write your scenes electronically, you can make a little card with a list of things you need to include, and put it as a bookmark in your core rulebook.

The bottom line is, that the chance you are going to make yourself remember some of these things, is slim.   What you remember behind the screen compared to the next day is quite different.  So rather than try to force your brain to hold that detail, as well as 1000 other things going on in your life, leave yourself a breadcrumb trail.  Create a reminder or tool that helps you overcome the things you forget.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6148&#039;,&#039;DNAphil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great article! For me it was things like Weather and Dates that I never thought about.  All my sessions took place in some eternal spring day, where time never really moved.</p>
<p>The way I got around that, and the advice I would like to pass on, is that rather than trying really hard to remember to add weather and dates, I created a template for my sessions that included a box for Weather, and for Date.  This way, every time I wrote a scene, there were those two boxes looking up at me, and requiring me to fill them in.  </p>
<p>If you don&#8217;t write your scenes electronically, you can make a little card with a list of things you need to include, and put it as a bookmark in your core rulebook.</p>
<p>The bottom line is, that the chance you are going to make yourself remember some of these things, is slim.   What you remember behind the screen compared to the next day is quite different.  So rather than try to force your brain to hold that detail, as well as 1000 other things going on in your life, leave yourself a breadcrumb trail.  Create a reminder or tool that helps you overcome the things you forget.
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		<title>By: ben robbins</title>
		<link>http://www.gnomestew.com/gming-advice/improve-your-game-guaranteed/comment-page-1#comment-6147</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Tue, 02 Jun 2009 15:10:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3651#comment-6147</guid>
		<description>&lt;i&gt;The best way to improve your game, is to run a game.&lt;/i&gt;
Abso-frickin-lutely. &lt;a href=&quot;http://arsludi.lamemage.com/index.php/47/bottling-gm-skills/&quot; rel=&quot;nofollow&quot;&gt;It&#039;s all in the reflexes.&lt;/a&gt;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6147&#039;,&#039;ben robbins&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><i>The best way to improve your game, is to run a game.</i><br />
Abso-frickin-lutely. <a href="http://arsludi.lamemage.com/index.php/47/bottling-gm-skills/" rel="nofollow">It&#8217;s all in the reflexes.</a>
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