Archive for the ‘Players’ Category

Beyond the Game III: Learning to Become a Better GM

This entry is part 13 in the series GM Toolbox

Written by Michael Beck, with contributions and editing by Da’Vane. GM’s Toolbox, looks at tools, tips, and techniques you can use to improve your games. Toolbox offers you a skeleton for running a campaign, rather than fleshed out tips. This series is presented in a discussion style, and we ask you to contribute with comments [...]

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The Nuances of computer use in a simulated world

In Roleplaying Tips #536, Johnn ran a tips request (reproduced below) asking for tips on how to GM computer hacking. I decided that simply offering a few tips wasn’t quite going to cut it, and that the subject deserved a slightly more in-depth treatment. I’m currently running a sci-fi future campaign where computers are an [...]

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Gaming With The Family – Lessons from yesteryear

Today I’m going on a journey a long way down memory lane, in support of the Kids In Gaming initiative at RPGNow. Specifically, I am trying to remember what it was like GMing for my brothers Paul and David. It must have been around 1981, which means that David would have been about 15, and [...]

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Making The Loot Part Of The Plot: Loot as a plot mechanic

From everything I’ve read – starting with early issues of The Dungeon, continuing with “Through Dungeons Deep”, and running all the way through to numerous blog posts – a lot of GMs have trouble connecting the desire to “make the loot part of the plot” with techniques for actually achieving this goal. It’s my impression [...]

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Ask The GMs: How to Deal with Players Who Disagree with Game Calls

Campaign Mastery reader D.M. asks the GMs, “I am looking for some suggestions on how to deal with players who like to disagree with game calls. I play D&D 2nd edition with a large group of seven to eleven players from 16 to 60 years old. I have trouble with two players who like to [...]

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We All Have Our Roles To Play: Personality Archetypes, Part 4

This entry is part 4 in the series We All Have Our Roles

Reintroduction If there is one thing I hate, it’s interrupting a task, especially a creative one, before it’s finished. That includes interrupting a series. At the same time, doing the same thing for week after week can be enough to drive me around the bend, and after a while, I need to take a break [...]

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When Good Dice Turn Bad: A Lesson In The Improbable

Have you ever had such a string of improbable events in a game session that you wondered if you would have been better off buying a lottery ticket? Something so unlikely that you thought witness testimony might be required every time you told the tale? I have! What do you do when your dice turn [...]

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Missing In Action: Maintaining a campaign in the face of player absence

In the last issue of Roleplaying Tips (Issue #522) Johnn passed on a request for advice from an RPT reader and new GM: Hi Johnn, I am new to being a GM and have only been running a D&D campaign for about 6 weeks now (one day a week). I’m a high schooler and have [...]

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Starting In The Middle

I have a friend, with whom I have gamed for many, many years, who has never read The Lord Of The Rings; he found the slow pace of The Fellowship Of The Ring so completely off-putting that he was never able to gather enough interest to finish the trilogy. I never had that problem – [...]

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Clang! Crash! Pow! Game Mastering The Pulp Genre

This entry is part 8 in the series Reinventing Pulp for Roleplaying

If all has gone according to plan, you are now looking at the final part of what’s been a massive series on the Pulp Genre. This article is mostly afterthoughts and GM advice that I’ve culled from many discussions with players and with my co-GM, Blair Ramage, together with some stuff straight from my own [...]

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