Archive for the ‘Ask the GMs’ Category

Ask The GMs: Penetrating the veil of mystery

Why are mysteries so hard?

Campaign Mastery was asked,
I’m making a Hero System 5.5 campaign for some of my friends. I wanted to do a non-power game that was mystery based. First session went off fine, and I had some good hooks and an o.k. story. Now I find myself looking to plan another session and [...]

Comments (7)

Ask The GMs: Essential Game Master Skills

What are the essential skills of a GM?

Loz is a frequent contributor to the comments here at CM. So when he submitted a question to Ask The GMs, we were inclined to pay close attention. Here’s what he had to say.
“Here’s a deceptively simple question: What are the essential Game Master skills? (Full disclosure: I [...]

Comments (13)

Ask The GMs: Systematic Systems Choice

How do you choose the right game system?

The Ask the GMs questions here at CM never seem to stop, which is great, because they never fail to inspire new discussion topics. This one’s been sitting on the backburner for a while because we had so many already cued up, so we’re pleased to finally have [...]

Comments (4)

Ask The GMs: PC Choices and Consequences

How can you make the players feel like their actions have an impact on the world?

Sometimes, the simplest questions have the most complicated or profound answers. So it was with some trepidation that we’ve approached this question, which was asked virtually exactly as it’s quoted at the head of this article.
The short answer is, you [...]

Comments (10)

Ask The GMs: When players make themselves immune, remember that “Resistance Is Futile”

How do you handle PCs who seem to be immune to magic?

A recent inquiry in Ask The GMs asked us,
Hi! I’ve just started an AD&D campaign where the all the PCs have got really good saving throws. Less than 50% of any spells I cast on them will work on the Dwarfs and Halfling Priests [...]

Comments (9)

Ask The GMs: Giving Players The Power To Choose Their Own Adventures

How do you create a campaign that gives the players absolute freedom but still leaves the GM in control?

Recently, Campaign Mastery was asked,
Is it possible to create a truly player-choice driven campaign (within reason)? I’m trying to create a campaign that’s anywhere from 75 – 90% roleplaying (there will be dice, but not battle so [...]

Comments (11)

Ask The GMs: “Let’s Split Up.” – “Good Idea, we can do more damage that way!”

What are the best ways to handle splitting the party up – especially over the long term?

An interesting question was asked of us recently:
I’m planning a pretty good science fiction game that will most likely involve party splits during a good percentage of the game. While this seems like it may be a bad idea, [...]

Comments (13)

Ask The GMs: Going Beyond The Rules

How do you extrapolate from existing rules to cover new situations?

Recently, Campaign Mastery was asked,
If a giant has rapid shot can he throw 2 rocks in a full round action? (d&d 3.5)
This sparked some debate over whether Campaign Mastery should answer rules questions of this sort; we aim to deal with big-picture and comprehensive situations [...]

Comments (10)

My Biggest Mistakes: Defying Expectations in the Zenith-3 Campaign

This entry is part 4 in the series My Biggest Mistakes

Some expectations are made to be confounded if it’s at all possible. If someone expects a dull and boring campaign, that’s one you don’t want to live up to. If someone expects to get favourable treatment because you owe them money, I’m happy to dissapoint them – and to repay the debt as soon as [...]

Comments (3)

Ask The GMs: In it for the long haul

How can a campaign last for decades, and what does such longevity imply?

A question recently asked us,
I remember Mike mentioning his decades-long superhero game a few times, and am currently planning my next campaign, so I was just wondering how y’all can extend a game so far. Even if the players are still having [...]

Comments (7)