Posts Tagged by social contracts

GMingAdvice05

Reading Walt’s recent Fair or Foul: Death by Fiat article reminded me of a related incident from many years ago — one that’s interesting to look back on, and which includes a surprising number of serious GMing problems. I was probably around 13 or 14 at the time, and was a the lone player in a solo Warhammer Fantasy Roleplay campain. My character was ambushed by brigands and wasn’t able to fight them off. No problem — that’s part of the game, and I could…

GMingAdvice05

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 as it were. So lets skim the top and get this Social Contract 101 class started. Concept…

roleplayingcrap

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 using it in another RPG. Sometimes that involves conversion from one system to the…

GMingAdvice012

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 of the game is less important than the others.” I wanted all of us to…