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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 1,186 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

Whose Campaign Is It, Anyway?

When I was writing "My Players" and "Your Players," Not "The Players," this question was also kicking around in the back of my head, and it seemed like it was meaty enough for its own article: Whose campaign is it, anyway? In other words: When you run a game, is it your campaign? In terms of how you refer to it in conversation, I'd wager that -- like every GM I've ...

The Three Motivators: A Character-Building Tool

There are many ways to build a good character, but one aspect that often gets overlooked -- or conversely, over-worked -- is motivations. If you know what motivates a character -- PC or NPC -- you can extrapolate a lot of other things on the fly. The trick is not to make your motivators too broad or too focused. Too broad, and they're meaningless ("She's motivated by a desire to ...

“My Players” and “Your Players,” Not “The Players”

There is a vast gulf between the phrase "my players" (or "your players") and the phrase "the players" when used to refer to your gaming group, or to another GM's group. It's not just semantics -- it really makes a difference in how you think about GMing, how you approach the games you run, and how you treat your group. It can be hard to break the habit of saying ...

Dealing With A Player Who Wants It All

Years ago, with a different group than I run for now, I had a friend who was a “colossal dick” at the table. He was a spot-light stealing player.  He had a solution to everything and wanted to take the party lead role in everything that was done. He was a friend of ours. Everyone was polite and didn't overtly challenge him, but the frustration levels spiked every ...

An Unpleasant Truth: Your Players Have Stopped Enjoying Your Game

Over in our Suggestion Pot -- the section of Gnome Stew where you can request articles -- Crushnaut related the following problem: The game started off well. Everyone seemed excited about playing, but now I get the feeling that my player’s interest has waned, although they do not seem to want to admit it. I ask the players if they are enjoying the game and they tell me, “YES! ...

It’s Getting Late: Seven Ways to Stop Playing Before the End of an Adventure

We've all been there: The game is going gangbusters, but it's getting late. People have work or school in the morning, and you have to stop soon -- even though the adventure isn't over. Before my baby daughter Lark was in the picture, I was up for gaming until two or three in the morning on Saturday nights. I could sleep in the next day without any worries, so ...

Four Ways to Make Your Players Happy

Happy players (and remember, you're a player, too) make for a good game. So how do you make your players happy? Try these four tips on for size... 1. Make props Have you ever met a player who didn't like props? Even the lamest attempt at making a prop of any kind makes my eyes light up when I play -- and if you go all out, I will frame your ...

James Cameron on Creating Fun RPG Adventures

Reading through the April '09 issue of Wired, I came across this quote from James Cameron (yes, that James Cameron): But the beauty of [adventures] is that they don't have to be logical. They just have to have plausibility. If there's a visceral, cinematic thing happening that [your players like], they don't care if it goes against what's likely. That's more or less how I read it, too -- I ...

Player Buy-In Trumps GM Interest

I didn't come up with this, but it's become a truism in my current gaming group -- one worth articulating here: When it comes to choosing a game or campaign, player buy-in trumps GM interest. What do I mean by that? Let's talk about a few terms, then pull them all together into a useful rule of thumb (bearing in mind that these are all defined in the context ...

So You Want to GM a Roleplaying-Intensive Game, Part 4

This is the fourth and final article in this series -- the home stretch. My definition of "roleplaying-intensive" is in Part 1, along with tips 1-3; tips 4-6 are in Part 2 and tips 7-9 are in Part 3.) 10. Driftable Mechanics (This topic was suggested by Gnome Stew reader Irda Ranger -- excellent suggestion, IR.) "Drift" just means taking an element -- usually a mechanic -- from one RPG and ...

Ah, the good old Scry and Fry.

Ah, the good old Scry and Fry. The term Scry and Fry was brought to my attention recently and it got me thinking about information gathering techniques in games. In most any type of game setting there is always some element of information gathering that the player characters engage in. Whether it is asking the village elder about the dragon’s cave, going into deep intel mode before attempting ...

NPCs: Filthy Liars

There are lots of ways to use NPCs to motivate your players to take a particular course of action (by motivating their PCs, of course), but I've recently discovered one that surprised me: lying. Specifically, having an NPC that they would like to trust -- or perhaps have trusted in the past -- turn out to be a filthy, lowdown liar. This is along the same lines as stealing the ...

So You Want to GM a Roleplaying-Intensive Game, Part 3

(The first three steps, and my definition of "roleplaying-intensive," are in Part 1; tips 4-6 are in Part 2.) 7. Make Good on Your Promises By this point, you've made two promises to your players, one explicit and one implicit: Here's the kind of game I'm going to run. This is the explicit promise you made in in step three, when you pitched a roleplaying-intensive campaign to your players. The follow-through ...

Signposts: “This is important”

When I started up my current Mage: The Awakening chronicle, I made a conscious decision to not use battle maps. When combat or exploration comes up, I doodle sloppy maps on the huge white board in our game room, and adjust them on the fly. Signposts Could I have used battle maps instead? Sure -- but I wanted to put up a signpost for my players that says, "This aspect ...

The Gospel According to Synnibarr: Fun. Is. PAIN.

Immortal. Classic. Throbbing with manly manhood. Everything a roleplaying game should be. Synnibarr! All others are just pale imitations. Never heard of World of Synnibarr? You owe it to yourself to buy a copy on eBay (mine was $10), or at the very least to read the classic RPGnet review. Thus Begins the Gospel According to Synnibarr I. Thy character is made of that bamboo from Rambo. "Never wish to be an ...