Archive for the ‘Game Mastering’ Category

All Wounds Are Not Alike V: Narcotic Healing (part 2)

This entry is part 7 of 7 in the series All Wounds Are Not Alike

It has often been suggested that players get addicted to the ease of healing that comes with “Holy Water Drip Bottle” syndrome. And that prompted me to ask what would result from making it really addictive, with all the associated problems that come with it. In part 1, I simplified the general pattern of addiction […]

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Basics For Beginners (and the over-experienced) Pt 7: Adventures

This entry is part 7 of 12 in the series Basics For Beginners (and the over-experienced)

I’ve been asked a number of times what advice I have for a beginning GM. This 15-part series is an attempt to answer that question – while throwing in some tips and reminders of the basics for more experienced GMs. This is the first of a trio of articles that will carry this series through […]

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Ask The GMs: Many Hands, Mild Insanity: Large Groups Revisited

As I explained the last time I looked at large groups, I have only limited experience in the area, so this was one topic for which I definitely wanted to source a broader opinion base. The question at hand: If you are “fortunate” enough to have a large group of players, which games could you […]

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Encampments and other In-Character Opportunities

When I was starting the original Fumanor (D&D 3.x) campaign, I tried to get the players to establish the sort of routines that would come naturally in real life. You see this sort of thing in Fantasy novels all the time and it’s a great way for personalities to manifest and a useful tool for […]

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Ask The GMs: A Target With Warp Drive: Maps and Minis for Sci-Fi

This is the third of these Ask-The-GMs that I’m tackling without recourse to my usual allies and fellow-GMs. Battlemats, maps, and tiles all have a valuable role to play in creating game atmosphere and letting people get on with play. The old adage states that a picture is worth a thousand words; an appropriate terrain […]

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A Palpable Difference: 14 Points of Adventure Distinctiveness

I spent most of the weekend working on the next adventure in the Zenith-3 campaign. While this adventure mines territory that will be familiar to my players, it should not feel at all repetitive to them except in the very broad conceptual strokes, and that’s because I make an effort to make each plot different […]

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Engagement vs Involvement: The forgotten balance

Every player, and more importantly, every PC, who is participating in an RPG is a member of a team. That team can be constructed to form an idealized “machine” if the players collaborate on their character designs, but more normally, things are looser. At best, you have the GM constructing a team model in which […]

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When Genres Collide: Using Non-Genre Sources

Some of the most fun that I’ve ever had as a GM was creating that down-elevator sensation in the stomach-pits of my players by taking an idea derived from one genre and importing it into another. It’s not easy to do well, but I’ve figured out at least some of the ground rules to success, […]

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The Gilligan Tools for better characterization

I was reading an article the other week about a fan theory regarding Gilligan’s Island – well, actually, it’s more like two related theories, one of which is partially contingent on the other. As I was musing (and chuckling, I must admit), the thought occurred to me that with a little tweaking, one of those […]

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An Amazing Ancestry

I’m a regular viewer of the TV show “Who Do You Think You Are?”. We in Australia are in the privileged position of seeing not only our own domestic series, but also the US and UK series of this show. For those who have never watched it, the show traces the ancestry of a celebrity […]

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Who Owns Your Campaign?

It’s always traumatic when you discover at the 11th hour that there’s absolutely no way you’re going to finish the article you’ve been working on and have barely enough time to throw together another to fill in. Fortunately, just yesterday, I came across a thought for just such a fill-in article… I came across an […]

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The Incremental Art Of Escalation

There are all sorts of situations in which the GM wants a situation to escalate by a measured, finite quantity. There will usually be several such escalations that he intends to occur before the situation reaches its climax and resolution. It can be quite difficult to actually plan these escalations as a smooth progression, especially […]

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