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 […]
Archive for the ‘Game Mastering’ Category
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 […]
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; […]
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 […]
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 […]
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 […]
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 […]
How do you GM when you have more players than you can handle?
I love a good domino theory, but they aren’t easy to do, never mind to do them well. This article holds the secrets to creating and implementing a string of dominoes that will keep players coming back for more.
Back in “Exceeding the Extraordinary: The Meaning Of Feats” (April 2012), I promised that a future article would discuss the approvals process for feats, prestige classes, etc, in my 3.x Fantasy campaigns…
It’s almost impossible to prepare descriptions of everywhere. This article offers a way to shortcut and streamline the process so that you need never get caught short again.
A review of the promise of Witchmarsh, a promising new RPG videogame in development, and the lessons & value it holds for tabletop RPGs