Archive for the ‘Game Mastering’ Category

The Keys to the Kingdom Of Literacy: Stylish Narrative Part 6

This entry is part 6 in the series The Secrets Of Stylish Narrative

This entry is part 6 in the series The Secrets Of Stylish Narrative So here we are on a sunny Saturday afternoon in Spring (at least in my neck of the woods, YMMV). What on earth am I doing posting something on a day like this, when I am usually Gaming (or catching up on […]

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Pearls Of Spontaneous Prose: The Secrets of Stylish Narrative Pt 5

This entry is part 5 in the series The Secrets Of Stylish Narrative

This entry is part 5 in the series The Secrets Of Stylish Narrative This series has been predicated on the belief that the real difference between game prep and a lack of game prep could be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of […]

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The Impact Of Polished Text: The Secrets of Stylish Narrative Part 4

This entry is part 4 in the series The Secrets Of Stylish Narrative

This entry is part 4 in the series The Secrets Of Stylish Narrative This series is predicated on the belief that the real difference between game prep and a lack of game prep could be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of that […]

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Words, Like Raindrops, Fall: The Secrets of Stylish Narrative Part 3

This entry is part 3 in the series The Secrets Of Stylish Narrative

This entry is part 3 in the series The Secrets Of Stylish Narrative At the start if this series, I argued that the real difference between game prep and a lack of game prep could be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of […]

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Bullet To The Point: The Secrets of Stylish Narrative Part 2

This entry is part 2 in the series The Secrets Of Stylish Narrative

This entry is part 2 in the series The Secrets Of Stylish Narrative The real difference between game prep and a lack of game prep, in a lot of ways, can be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of that characterization, and more […]

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Polished Loquacity: The Secrets of Stylish Narrative Part 1

This entry is part 1 in the series The Secrets Of Stylish Narrative

This entry is part 1 in the series The Secrets Of Stylish Narrative What’s the real difference between game prep and a lack of game prep? I think the most overt differences can all be summarized as felicity of style: better-presented maps and illustrations, better thought-out plans, better characterization of NPCs, better depiction of that […]

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Seven Circles Of Hell – Creating Politics for an RPG

Politics is one of those inevitable conditions, like death and taxes, that every GM has to master to some extent because it will make its presence felt in every campaign. There’s always something more to say on the subject. In this article, I’m going to look at the basics of political relations between similarly-scaled entities; […]

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Shades Of Suspense Pt 2 – Fourteen Types of Cliffhanger Finishes

For those who came in late: Cliffhangers are a wonderful way to end a gaming session. Ending play at a moment of high drama leaves players anxious to get back to the gaming table, and makes a gaming session memorable. They serve as milestones within the adventure. In Part 1, I listed eight general tips […]

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Stormy Weather – making unpleasant conditions player-palatable

Following the publication last week of the rules on Windchill and other weather-based environmental effects, I was asked a very profound question by Rob, one of several GMs that I associate with on Twitter: Any tips on the drama side, Mike? My players have always felt a bit meh about weather – deadly but dull […]

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Vampire’s Creep and other stories: Working With Places

What’s the first thing you think about when considering a location in an RPG? There’s no one right answer to that question. A lot depends on why I’m thinking about that location at all. Location: a place for things to happen A location is not a simple thing to pin down. Let’s say that we’re […]

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3 Feet In Someone Else’s Shoes: Getting in character quickly

It’s not easy being a GM. Not only do you have to create dozens or hundreds of characters for every one PC, but you have to create adventures and encounters that bring those characters to life in an entertaining way for the benefit of the players – all while refereeing a complex simulation of a […]

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Ask The GMs: My table runneth over (too many players)

How do you GM when you have more players than you can handle?

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