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	<title>Comments on: Grow The Hobby With Great Game Mastering</title>
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	<link>http://www.campaignmastery.com/blog/grow-the-hobby-with-great-game-mastering/</link>
	<description>Expert tips and how-to&#039;s on every aspect of creating and running exceptional campaigns.</description>
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		<title>By: How to Find Your Perfect Player, Part 3 &#124; rpgGM.com</title>
		<link>http://www.campaignmastery.com/blog/grow-the-hobby-with-great-game-mastering/comment-page-1/#comment-14975</link>
		<dc:creator>How to Find Your Perfect Player, Part 3 &#124; rpgGM.com</dc:creator>
		<pubDate>Mon, 22 Aug 2011 20:21:39 +0000</pubDate>
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		<description>[...] Grow The Hobby With Great Game Mastering (campaignmastery.com) [...]</description>
		<content:encoded><![CDATA[<p>[...] Grow The Hobby With Great Game Mastering (campaignmastery.com) [...]</p>
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		<title>By: How to Find Your Perfect Player &#124; rpgGM.com</title>
		<link>http://www.campaignmastery.com/blog/grow-the-hobby-with-great-game-mastering/comment-page-1/#comment-14757</link>
		<dc:creator>How to Find Your Perfect Player &#124; rpgGM.com</dc:creator>
		<pubDate>Wed, 10 Aug 2011 17:58:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1990#comment-14757</guid>
		<description>[...] Grow The Hobby With Great Game Mastering (campaignmastery.com) [...]</description>
		<content:encoded><![CDATA[<p>[...] Grow The Hobby With Great Game Mastering (campaignmastery.com) [...]</p>
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		<title>By: Felicia</title>
		<link>http://www.campaignmastery.com/blog/grow-the-hobby-with-great-game-mastering/comment-page-1/#comment-3925</link>
		<dc:creator>Felicia</dc:creator>
		<pubDate>Sun, 22 Aug 2010 16:10:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1990#comment-3925</guid>
		<description>Awesome advice!  I&#039;m struggling to improve my GMing skills and this really helps.  Thanks!</description>
		<content:encoded><![CDATA[<p>Awesome advice!  I&#8217;m struggling to improve my GMing skills and this really helps.  Thanks!</p>
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		<title>By: Growing the Hobby Wrap-up &#124; Mad Brew Labs</title>
		<link>http://www.campaignmastery.com/blog/grow-the-hobby-with-great-game-mastering/comment-page-1/#comment-3780</link>
		<dc:creator>Growing the Hobby Wrap-up &#124; Mad Brew Labs</dc:creator>
		<pubDate>Tue, 10 Aug 2010 15:43:33 +0000</pubDate>
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		<description>[...] Campaign Mastery – Grow the hobby with great GMing and telling stories. [...]</description>
		<content:encoded><![CDATA[<p>[...] Campaign Mastery – Grow the hobby with great GMing and telling stories. [...]</p>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-07-23</title>
		<link>http://www.campaignmastery.com/blog/grow-the-hobby-with-great-game-mastering/comment-page-1/#comment-3504</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-07-23</dc:creator>
		<pubDate>Sat, 24 Jul 2010 01:23:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1990#comment-3504</guid>
		<description>[...] Grow The Hobby With Great Game Mastering  Speaking of the future of hobbies, here&#8217;s a post from Johnn about running great games that will keep your players coming back, including the newbies! [...]</description>
		<content:encoded><![CDATA[<p>[...] Grow The Hobby With Great Game Mastering  Speaking of the future of hobbies, here&#8217;s a post from Johnn about running great games that will keep your players coming back, including the newbies! [...]</p>
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		<title>By: Kato</title>
		<link>http://www.campaignmastery.com/blog/grow-the-hobby-with-great-game-mastering/comment-page-1/#comment-3475</link>
		<dc:creator>Kato</dc:creator>
		<pubDate>Thu, 22 Jul 2010 19:01:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1990#comment-3475</guid>
		<description>Interesting tips, thanks!</description>
		<content:encoded><![CDATA[<p>Interesting tips, thanks!<br />
<span class="cluv">Kato recently posted..<a class="b013f600e1 3475" rel="nofollow" href="http://oneinchsquare.blogspot.com/2010/07/quick-review-dungeon-masters-token-set.html">Quick Review- Dungeon Masters Token Set</a><span class="heart_tip_box"><img class="heart_tip  3475" alt="My Profile" style="border:0" width="16" height="14" src="http://www.campaignmastery.com/blog/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/grow-the-hobby-with-great-game-mastering/comment-page-1/#comment-3466</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Thu, 22 Jul 2010 06:02:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1990#comment-3466</guid>
		<description>I agree that anecdotes that are inherantly entertaining are just fine, Johnn, but all too often what a player or GM considers &quot;inherantly interesting&quot; is not at all interesting to a non-gaming audiance. Choosing the subtext of what was going on bypasses virtually all game jargon and brings the discussion of the game content to a level where non-gamers can always interact with the material as a story, and as a conversation-starter.

Even better, from a GMing perspective, discussing the subtext means that you can take the commentary and feed it back into the game as the basis of future scenarios. For example, if it is granted that Demonic Posession is real, are the victims tainted by the act of posession itself or by the deeds that they are driven to perform by the posessing entity? There are all sorts of places that this discussion could go - you could have it five or six times with different people and end up in a different discussion every time. Religious doctrine, free will vs authority, the &#039;only following orders&quot; defence, etc etc.

I&#039;m afraid that I have no further tips on the subject. If I did, I would either have shared them in the comments, or made them in a blog post of my own here at CM!

@Mad Brew: Talking about the social or educational benefits of gaming directly often comes off sounding defensive about the hobby. On the other hand, if you learn something through gaming that you can introduce into the discussion at hand, it can sound quite natural - the difference being whether or not the benefit is the primary subject of discussion or simply the vehicle by which you obtained the information you are contributing to the subject of conversation. The first is bad, the second is great.</description>
		<content:encoded><![CDATA[<p>I agree that anecdotes that are inherantly entertaining are just fine, Johnn, but all too often what a player or GM considers &#8220;inherantly interesting&#8221; is not at all interesting to a non-gaming audiance. Choosing the subtext of what was going on bypasses virtually all game jargon and brings the discussion of the game content to a level where non-gamers can always interact with the material as a story, and as a conversation-starter.</p>
<p>Even better, from a GMing perspective, discussing the subtext means that you can take the commentary and feed it back into the game as the basis of future scenarios. For example, if it is granted that Demonic Posession is real, are the victims tainted by the act of posession itself or by the deeds that they are driven to perform by the posessing entity? There are all sorts of places that this discussion could go &#8211; you could have it five or six times with different people and end up in a different discussion every time. Religious doctrine, free will vs authority, the &#8216;only following orders&#8221; defence, etc etc.</p>
<p>I&#8217;m afraid that I have no further tips on the subject. If I did, I would either have shared them in the comments, or made them in a blog post of my own here at CM!</p>
<p>@Mad Brew: Talking about the social or educational benefits of gaming directly often comes off sounding defensive about the hobby. On the other hand, if you learn something through gaming that you can introduce into the discussion at hand, it can sound quite natural &#8211; the difference being whether or not the benefit is the primary subject of discussion or simply the vehicle by which you obtained the information you are contributing to the subject of conversation. The first is bad, the second is great.</p>
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		<title>By: Mad Brew</title>
		<link>http://www.campaignmastery.com/blog/grow-the-hobby-with-great-game-mastering/comment-page-1/#comment-3454</link>
		<dc:creator>Mad Brew</dc:creator>
		<pubDate>Wed, 21 Jul 2010 15:15:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1990#comment-3454</guid>
		<description>Awesome advice!

I think another approach is to talk about the out-of-character social/personal aspects, how it allows you to connect with your friends and test your creativity/wit. If you can tie the experience to something that others consider rewarding (connecting with friends) then it might be even more interesting for them.

Thanks for participating in the RPG Blog Carnival!</description>
		<content:encoded><![CDATA[<p>Awesome advice!</p>
<p>I think another approach is to talk about the out-of-character social/personal aspects, how it allows you to connect with your friends and test your creativity/wit. If you can tie the experience to something that others consider rewarding (connecting with friends) then it might be even more interesting for them.</p>
<p>Thanks for participating in the RPG Blog Carnival!<br />
<span class="cluv">Mad Brew recently posted..<a class="64eeb8636c 3454" rel="nofollow" href="http://www.madbrewlabs.com/ennies-2010-choices/#utm_source=feed&amp;utm_medium=feed&amp;utm_campaign=feed">ENnies 2010 Choices</a><span class="heart_tip_box"><img class="heart_tip  3454" alt="My Profile" style="border:0" width="16" height="14" src="http://www.campaignmastery.com/blog/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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		<title>By: Johnn</title>
		<link>http://www.campaignmastery.com/blog/grow-the-hobby-with-great-game-mastering/comment-page-1/#comment-3434</link>
		<dc:creator>Johnn</dc:creator>
		<pubDate>Tue, 20 Jul 2010 14:51:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1990#comment-3434</guid>
		<description>Interesting comments, Mike!

Good advice about synopsis. I haven&#039;t thought of that before when I do summaries. Got any more such tips?

Good clarification on keeping stories as short as they need to deliver their payload. Comedic timing is a great example.

I disagree on the interesting sub-text comment though. Not that sub-text is not interesting, but I also think stories that are purely entertaining work well, possibly even better for some audiences.

For example, my friend Jeff told me about a funny gaming moment a couple years ago where the characters were stealthily sneaking up on their enemy. His character, a bit of a sneak, decided to climb up on the slippery trunk of a fallen tree so he could avoid the main path. He&#039;s not a tough guy and wanted to avoid direct confrontation. As the enemy approached from up the path, he tripped, causing the log to swing out into the main path with him on the end of it, right in front of the bad guys!

A cartoon moment, but I thought it humorous, and a good simple and short story.</description>
		<content:encoded><![CDATA[<p>Interesting comments, Mike!</p>
<p>Good advice about synopsis. I haven&#8217;t thought of that before when I do summaries. Got any more such tips?</p>
<p>Good clarification on keeping stories as short as they need to deliver their payload. Comedic timing is a great example.</p>
<p>I disagree on the interesting sub-text comment though. Not that sub-text is not interesting, but I also think stories that are purely entertaining work well, possibly even better for some audiences.</p>
<p>For example, my friend Jeff told me about a funny gaming moment a couple years ago where the characters were stealthily sneaking up on their enemy. His character, a bit of a sneak, decided to climb up on the slippery trunk of a fallen tree so he could avoid the main path. He&#8217;s not a tough guy and wanted to avoid direct confrontation. As the enemy approached from up the path, he tripped, causing the log to swing out into the main path with him on the end of it, right in front of the bad guys!</p>
<p>A cartoon moment, but I thought it humorous, and a good simple and short story.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/grow-the-hobby-with-great-game-mastering/comment-page-1/#comment-3431</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 20 Jul 2010 08:08:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1990#comment-3431</guid>
		<description>Posting this as a seperate comment to leave the additional advice in one cohesive block with no other issues to confuse the matter. I and a couple of friends were once interviewed by a community radio station about our hobby; this was at the height of the religious anti-RPG hysteria of the late 80s and early 90s here in Australia. Somehow, the presence of the microphone made a huge difference, and things that would have been tolerable in a conversation between two gamers became extremely cringeworthy. Air time was wasted describing the different types of dice, for example. Which leads me to my second piece of advice to add to yours: Have a point to your narrative and get there as fast as possible, ignoring anything that does not lead to that point.

&quot;The point of the narrative&quot; is what you have described as the &quot;resolution&quot;. Those who have mastered this technique are said to have &quot;comic timing&quot; because in any comedic monologue or action, anything that gets in the way of reaching the punchline weakens the impact of that punchline, but the same advice holds even for non-comedic narratives. If you can, you should even exclude the Introduction and Conflict and combine the Hook with the Resolution into a single statement, which you use as a conversation-starter; you can always fill in the additional details afterwards.

&quot;I was in a game the other night and the GM posed some really tricky questions about the justice of punishing parents for their crimes and the flow-on effects on the children of the criminals.&quot; No need to mention that the &#039;criminals&#039; in question were Evil Kobolds and that the question was framed after the players had wiped out said Kobolds and then discovered the nursery afterwards; no need to go into the personalities involved. This narrative combines the hook - a philosophical question with no easy answers - and the introduction. And it immediatly elevates the game in question from blow-by-blow mechanics into a forum where interesting questions can be posed, and the answers explored.

What if your game-master didn&#039;t include such ethical dilemmnas? Almost any confrontation that is interesting to an outside party will have some point to it - it might be humerous &quot;and then the super-sneaky beggar who had spent the last ten minutes worming his way past all the armed guards &lt;em&gt;sneezed&quot;,&lt;/em&gt; or philosophical as above, or ethical, or political, or theological, or historical, or scientific, or whatever. Just take the subtext of what was going on and make it front and centre, and you&#039;re all set.

And if you can&#039;t find an interesting subtext? Then your story is probably not going to be that interesting to a non-gamer, and you should probably choose another.</description>
		<content:encoded><![CDATA[<p>Posting this as a seperate comment to leave the additional advice in one cohesive block with no other issues to confuse the matter. I and a couple of friends were once interviewed by a community radio station about our hobby; this was at the height of the religious anti-RPG hysteria of the late 80s and early 90s here in Australia. Somehow, the presence of the microphone made a huge difference, and things that would have been tolerable in a conversation between two gamers became extremely cringeworthy. Air time was wasted describing the different types of dice, for example. Which leads me to my second piece of advice to add to yours: Have a point to your narrative and get there as fast as possible, ignoring anything that does not lead to that point.</p>
<p>&#8220;The point of the narrative&#8221; is what you have described as the &#8220;resolution&#8221;. Those who have mastered this technique are said to have &#8220;comic timing&#8221; because in any comedic monologue or action, anything that gets in the way of reaching the punchline weakens the impact of that punchline, but the same advice holds even for non-comedic narratives. If you can, you should even exclude the Introduction and Conflict and combine the Hook with the Resolution into a single statement, which you use as a conversation-starter; you can always fill in the additional details afterwards.</p>
<p>&#8220;I was in a game the other night and the GM posed some really tricky questions about the justice of punishing parents for their crimes and the flow-on effects on the children of the criminals.&#8221; No need to mention that the &#8216;criminals&#8217; in question were Evil Kobolds and that the question was framed after the players had wiped out said Kobolds and then discovered the nursery afterwards; no need to go into the personalities involved. This narrative combines the hook &#8211; a philosophical question with no easy answers &#8211; and the introduction. And it immediatly elevates the game in question from blow-by-blow mechanics into a forum where interesting questions can be posed, and the answers explored.</p>
<p>What if your game-master didn&#8217;t include such ethical dilemmnas? Almost any confrontation that is interesting to an outside party will have some point to it &#8211; it might be humerous &#8220;and then the super-sneaky beggar who had spent the last ten minutes worming his way past all the armed guards <em>sneezed&#8221;,</em> or philosophical as above, or ethical, or political, or theological, or historical, or scientific, or whatever. Just take the subtext of what was going on and make it front and centre, and you&#8217;re all set.</p>
<p>And if you can&#8217;t find an interesting subtext? Then your story is probably not going to be that interesting to a non-gamer, and you should probably choose another.</p>
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