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Award-Winning GMing Advice

Gnome Stew won the silver ENnie Award for Best Blog in 2011 and 2010 -- thank you for your support! Online since 2008, we've published 1,110 articles packed with GMing tips and advice, as well as two books for GMs. Our top 30 articles make a great starting point for new readers.

"I check Gnome Stew every day." -- Monte Cook
"fantastic blog for game masters, dungeon masters, and rpg fans" -- Wil Wheaton
"If you aren’t reading Gnome Stew, you’re missing out." -- Wolfgang Baur

Hints, Clues, and Description

IcebergTitanic had a question that will hopefully end more successfully than his handle's history. Similar to the questions on Metagaming, I would like to see an article on how a GM can give hints and clues for a story without the players immediately leaping upon it. You know, the old “if the GM mentioned it, it must be important!” Example: The PC’s are meeting an important dignitary for dinner, ...

Johnny’s Five – Five Tips For Getting Players Involved In The Backstory Of The Game

As Game Masters, I think we’ve all been in the place where we get wrapped up in creating a world or game with an intricate backstory or lots of details. (When I refer to backstory throughout the rest of this article, I mean the intricate details that surround a world or campaign. ) Whether it is the detailed story of the intricate social-politcal relationships at court, the ...

Simple Tricks: Name Lists

A couple of weeks ago I was at a convention and got to jump into a game of Apocalypse World. Definitely an interesting system with some unique elements and ideas, but one of the things that struck me most about it was a very non-unique element – something I remember doing a long time ago and that somehow slipped out of my library of gaming tools. It was ...

Defining Importance, Making Sure The Things You Want To Be Remembered About Your Game Are

As Game Masters we are in control of a lot of elements at the table. Not only are we responsible for adjucating the rules and mechanics of the game we are playing, we also are primarily responsible for crafting the story, playing the parts of the NPCs, engaging the players through their characters, and making a memorable play experience. At any one point in a game there ...

Loose Prep, Detailed Play

When I run my D&D 4e game I use a random encounter generator. I look at the stats for the various monsters, and I then put those monsters into the game. This might result in a zombie, some lizard people, a classic magical beast, and a handful of human minions being the encounter. If the PCs decide to travel into the woods that evening these monsters are suddenly ...

The Devil In The Details

I often find myself walking a fine line when it comes to the level of detail in a game. As both a Game Master and a player, I sometimes enjoy and sometimes hate the level of detail that a game setting provides. Sometimes I loathe being told the exact rights and duties of a particular cleric to a particular god and sometimes I love knowing how the ...

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