Posts Tagged by rules

GMingAdvice05

I love my Underground campaign. Its been one of the best things I have run in some time, and it has done wonders for breaking me out of my slump. The game has been rolling along well, until we came to a small bump in the road…the rules. After some debate, we decided to pull a rules shift, and swap out one set of rules for another. This is the first of two articles about Rules Shifting. In this article I will talk about the…

GMingAdvice04

Every year my local game shop hosts a Halloween party. Part of the tradition of costumes, good food, and gaming is that I run a game of Dread for whoever wishes to play. Each year this game of Dread has a full table, and it always turns into a sort of spectator sport for non-players who follow the story as it unfolds. There has just been one significant problem with this game of Dread: Character creation takes too long for people to focus on while…

This image swiped from Big Bad Con's web site. Clicky the pic to see the orginal.

*Author’s note: A draft version of this article was accidentally published on 12/08/2011. That version did not accurately convey Lenny’s ideas and thoughts and was quickly removed. This version is the approved final draft.* A fairly common discussion, or argument in some cases, that I have observed gamers having is whether or not a GM should run a game exactly as the rules are written, or if it is better to use house rules or even hand wave certain rules instead. I have my own…

GMingAdvice012

Legend is a reimplementation of the d20 System core rules from Rule of Cool — a d20 fantasy RPG that does things differently. It’s as much of a change from core d20 as d20 Modern was from D&D 3.0. Through January 14, 2012, it’s available for a pay-what-you-like donation to Child’s Play. If you have the slightest interest in d20, it’s well worth checking out (see my recent post on Google+ for a bit more about why), but that’s not why we’re here. We’re here…

GMingAdvice03

Variety is the spice of life. You may have your favorite game system, but it does not need to be the only game system that you play. One of the joys of this hobby is that by using a different set of rules you can have a completely new experience at the game table even if you are still playing in the same setting. Trying a new set of rules out is the GM equivalent of a chef tasting different types of cuisines in order…

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Every gaming system handles magic a little differently, but one thing holds true in any gaming system that has a magical component. At some point it is going to be used to move the narrative along. When magic becomes a McGuffin, it’s going to break the rules. “I’m sorry Vansha. While you can clearly see the princess is in this castle, she is protected by a magic force field that can only be breached with the sword of Armun.” “This poison is very strong, and…

A while back my group got to the end of a campaign I was running and I was 4 steps beyond GM burnout. Deciding that no one wanted to pick up a new campaign of a couple of months, and deciding that we didn’t want to do a string of one shots, we bandied about many ideas for what we wanted to do. Finally, someone suggested we take turns. I suggested we make use of published adventures or the like until higher levels. Everyone agreed…