Posts Tagged ‘Game-Administration’

Basics For Beginners (and the over-experienced) Pt 2: Creation

This entry is part 2 in the series Basics For Beginners (and the over-experienced)

This entry is part 2 in the series Basics For Beginners (and the over-experienced)I’ve been asked on more than one occasion what advice I would have for a beginning GM. It’s a question that troubled me; I’ve been GMing for so long that I thought I might have lost contact with the beginner. I have […]

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Compound Interruptions: Manipulating Pauses

This entry is part 4 in the series Further thoughts on Pacing

This entry is part 4 in the series Further thoughts on Pacing Sorry for the delay in posting this – my ISP is conducting maintenance of some sort, and my connection kept dropping out, making it hard to upload and format the article in the usual manner. Combinations So far, I’ve been looking at the […]

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Status Interruptus: Types Of Pause

This entry is part 3 in the series Further thoughts on Pacing

This entry is part 3 in the series Further thoughts on PacingIn part one of this series, I demonstrated that a pause or interruption in play can be enormously beneficial, if used correctly. Last week’s article examined before-pause and after-pause content and found that these had to match in order to extract that benefit, and […]

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New Beginnings: Phase 2: Baggage Dump

This entry is part 3 in the series New Beginnings

This entry is part 3 in the series New Beginnings There are times when we all have to make a fresh start. This series is going to examine the process in detail. The table of contents was in part 0. While there are always going to be things that you will want to bring forward […]

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Random Encounter Tables – my old-school way

This was originally intended to be part of my recent article, Pieces Of Everyday Randomness, but it quickly grew to dominate everything else in that article. So I’ve extracted, edited, and enhanced it into this stand-alone piece. Some people are really opposed to the concept of Random Encounter Tables, aka Wilderness encounters, aka Wandering Monster […]

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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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Prodigious Performances Provided In Due Course

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…

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The Application Of Time and Motion to RPG Game Mechanics

How do you tell a good House Rule from a Bad? I know, I promised something short. As long-time readers will know, I don’t do “short” very well… “Time and motion studies” used to be the favorite tool of “efficiency” experts who optimized a process for speed. They quickly became the butts of a lot […]

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Selected Ticks Of The Clock – Session Scheduling for RPGs

My history with RPGs encompasses an unusual variety of settings in which to play. Each different circumstance involved different session lengths and conditions, and so I feel that I am uniquely qualified to discuss the subject of session scheduling. NB: The following is necessarily edited and omits a huge amount in favor of the relevant. […]

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11 Table Rules For Speed

Slow combats kill games. This hard truth frustrates you and I because, as GMs, we feel it’s our responsibility to facilitate fast, sleek and exciting sessions. When combat grinds, you end up with fewer encounters in a session. Fewer encounters means less story told, less adventure and less fun. Combat grind also saps your players’ […]

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Beyond the Game I: Handouts and Props

This entry is part 11 in the series GM Toolbox

This entry is part 11 in the series GM ToolboxWritten 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 […]

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Running the Game II: Notes and Organization

This entry is part 9 in the series GM Toolbox

This entry is part 9 in the series GM ToolboxWritten by Michael Beck, with contributions and editing by Da’Vane and Johnn Four. 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 […]

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