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 ...

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 ...

So You Want to GM a Roleplaying-Intensive Game, Part 2

(The first three steps -- and my definition of "roleplaying-intensive" -- are in the first post in this series.) 4. Choose Your System Wisely Suggested by the Stew's own Patrick Benson in the comments on the first roleplaying-intensive game post, picking a system that reinforces the kind of game you want to run is critical. Some games are just better suited to a focus on roleplaying than others -- despite all ...

So You Want to GM a Roleplaying-Intensive Game, Part 1

There are probably as many ways to define "roleplaying-intensive" as there are gamers, but for talking purposes here's the definition I use: A game in which mechanics take a backseat to character interaction, where all (or nearly all) in-game decisions are purely character-driven and where most (or all) in-game conversation happens in-character. I've been running a Mage: The Awakening chronicle since October of 2007, and from the outset I ...

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