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New to the Stew? There are 617 articles packed with GMing tips and advice in our archives. Why not start with our Top 30 Game Mastering Articles?
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Heroes in Horror: When GM expectations and PC design don’t mix

A modern variant of the mythical "grim and gritty" fantasy campaign is the "standard horror" campaign. How many of us have dreamed of running a horror adventure (horror generally doesn't lend itself well to campaigns without high PC turnover rates) where all of the PCs are regular people forced to confront something horrific? How much fun would it be to have a flight attendant, a bookish college student, ...

From Con to Con: 2009 edition

Last year I wrote a series of articles on my experiences from Gen Con 2007 and 2008, focusing on my prepping to be a GM. This year was a bit different, as I wasn't sure that I'd be able to go so I made no GMing plans. That left me with a lot of time to play, so play I did! While I had a lot of fun, there ...

The Perfect GM?

Fang asks, What Makes the Perfect Gamemaster?. It is having fascinating world, scenarios and characters? Being able improvise, but not railroad? Perhaps if one lets players act whenever / however they like? I’m a big proponent for keeps things moving; is that it? Maybe a perfect gamemaster can handle a split party with perfectly equal spotlight time? Memorizes all the rules? Is fair to the players but not ...

Hot Button: Majority Rules?

In my last Pathfinder session, one of the PCs was hit by a confusion spell from an unseen enemy and began attacking the rest of the party. As it turned out, this PC had only joined the existing group in the previous session under somewhat mysterious circumstances.  Given the situation (and numerous failed Sense Motive checks) it wasn't a stretch for the PCs to feel that they were betrayed. They ...

Hot Button: Who Trumps Who?

Not long ago, I was surfing the boards (I won't mention where) and I came across a post from a gamer who insisted that it was the GM's job to serve the players. I'm paraphrasing, but it seemed to me that he was saying that the GM should always allow player decisions to trump her designs. It's a viewpoint I've heard echoed before. In the early 90s, I played ...

There’s No Place Like Home…Until It Changes

I've been involved with many campaigns over the years that were location-based; that is most, if not all, of the campaign took place within a single location. The classic example is the superhero city; other examples from my campaigns include seaside resort towns, space stations, and pirate ports. I really enjoy running location-based games; over time, the location really gets fleshed out. I get to know the streets, ...

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