Posts Tagged by ideas
| September 25, 2012 | Posted by Patrick Benson |
Recently I had a game to prep for and I was mentally bankrupt. I had no good ideas whatsoever. Every concept that I came up with seemed tired and mediocre. Nothing clicked for me. I thought about just foregoing my prep work and improvising the entire session, but I am making a serious effort to no longer rely on improvising as a GM. If a game goes over the edge and I have to rely on an improvised plot or encounter that is fine. I…
| March 21, 2012 | Posted by Matthew J. Neagley |
As a GM, you’ll often have extra ideas that you have no current use for or ideas for some future game. Stealing an idea from writers, you can write a few sentences about each one (so that you don’t end up stumbling across a note like “junkyard angel and transceiver of the gods” and wonder what the hell you were thinking) on a post-it note and stick the notes on an idea board. If you like, you can certainly color code them, putting all characters…
| January 23, 2012 | Posted by Martin Ralya |
This article was written for the first annual New Year, New Game blog carnival hosted by Gnome Stew as part of the 2012 NYNG challenge. This past weekend I wrapped up a 16-month Star Trek campaign, and ending it (always a tricky affair) made me think about how I started it — which in turn seemed like a pretty good topic to cover for NYNG. I’m going to talk specifics because this stuff all worked for me, and for this particular game, but the trick…
| August 16, 2010 | Posted by Martin Ralya |
In le Pot de Suggestiones, Gnome Stew reader scoopsy asked this excellent question: I’m fairly good at coming up with adventures and adventure hooks (and Eureka! is there for those times when I’m not), but I frequently find it difficult to tie them into a larger, compelling campaign. If we spend more than 2-3 sessions on a villain or plotline, it seems I start losing people and then it’s time for something completely different. My question is this, then: what makes a campaign more than…
| November 13, 2009 | Posted by Phil Vecchione |
As a GM the most important tool you have is your creativity. Your creativity is what allows you to create amazing adventures, thrilling NPC’s, witty dialog, enthralling descriptions, and the ability to shape your game in response to your players. Your creativity needs to be taken care of and cultivated. When treated well the power of your creativity is at your disposal, but when it becomes fatigued it can lead to the dreaded burn-out. But fear not, for I have the Creativity Owner’s Manual, and…
| October 30, 2009 | Posted by John Arcadian |
With Halloween being tomorrow, I figured I would lay down a few ideas for horror/monster themed games that I’m not going to have time to run. My regular game will take the party into a city where necromancy is legal. My party plans for Saturday night will have me carrying along a block tower and characters so that I can co-opt whoever is awake at 3 in the am into a game of Dread. So I’m covered for horror themed games this Halloween. How about…












