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A Reminder About Social Contracts

Social contracts. The concept isn't new to gaming, nor is it a foreign entity to the great gnome stew readers. While most of us are familiar with the concept, it is one that benefits from being brought up and discussed regularly. I'm hoping that this post will outline social contracts and point people to other sources that delve much more deeply into the subject. An outline and paraphrasing ...

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 ...

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 ...

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