Archive for the ‘Game Mastering’ Category

Ask The GMs: Rubbing Two Dry Words Together

Why have different languages in an RPG? How can they be used to enhance a story? And what’s wrong with Universal Translators, anyway? I have a question about using languages in fantasy RPGs. There are numerous articles and advice out there on how to create fictitious languages and make them sound realistic or add verisimilitude […]

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Eureka! – Some inspiring notions

There is a cooking show in Australia (it actually started in the UK, and a US version was recently announced) called Masterchef Australia. The goal of the series is to identify and winnow through the best amateur cooks in the country until they are left with the one best cook of the bunch, who gets […]

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Like Sand through the Klein Bottle: Time Travel in RPGs, Part 3

This entry is part 3 of 3 in the series Time Travel In RPGs

Hopefully, this will wrap up the article on Time Travel! Part 1 looked at the problems of Time Travel in RPGs, and reached the conclusion that the GM had to have some understanding of the nature of time in his campaign before he could adjudicate the complexities that could result. Part Two comprised excerpts relating […]

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A Journey Of 1,000 Years: Time Travel in RPGs, Part 2

This entry is part 2 of 3 in the series Time Travel In RPGs

The first part of this article looked at two simplistic solutions to the question of how to handle time travel in RPGs, and found that as they stood, neither was satisfactory. A number of readers were kind enough to write in, suggesting additions that could be made to these two solutions to make them more […]

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How To Be A Confident GM, Part 2

Confidence is key to having fun long term as a game master. Last week we covered several tips on how to become a confident GM, and this week we deliver more. Collaborate Say yes whenever possible. Get into the habit of building on player input and ideas instead of overwriting them. Pass ideas around so […]

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When Inspiration Is Not Enough: Time Travel in RPGs, Part 1

This entry is part 1 of 3 in the series Time Travel In RPGs

When writing my submission to the June 2010 Blog Carnival, A Medley Of Inspiring Media, I said that Time Travel was a special case. This article started off as just another section of that Blog Post, but quickly showed signs of growing into another of those monster subjects requiring a multiple-part post to completely contain […]

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How To Be A Confident GM, Part 1

Gnome Stew recently posted an article about running on minimal prep game. One of the points was to GM with confidence, and that got me wondering about how exactly do you be a confident GM? Following are a few ingredients to that recipe. I look forward to your comments about what you do to bolster […]

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The Critical Threshold: A brief debate on the Merits of Extreme Results

This is not the post that I expected to make this week. I simply ran out of time and could not finish either the article I had intended to post this week [about time travel] or the one for next week [the long-awaited followup to last year’s Pillars of Architecture article], in time. Instead, I […]

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It’s Not Like Shooting Sushi In A Barrel: A Personalised Productivity Focus For Game Prep

While watching the special features from Numb3rs season 3 on DVD, I got to thinking about one of the phenomena of TV shows – that some episodes you really like, and some you don’t, and some episodes are really popular and some are not (and these categories never completely coincide. This is true even of […]

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Sophisticated Links: Degrees Of Seperation in RPGs

Introduction This is not the post I was originally going to write for today, but a paragraph in one of the books I am reading brought to mind the game that seemed to be everywhere just a few years ago, “Six Degrees From Kevin Bacon”, and social networking in general, and I suddenly saw applicability […]

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Ask The GMs: How to GM solo PCs (especially in combat)

Campaign Mastery was asked, GM Brian: “I’m trying to run a D&D 3.5 Eberron campaign that will mostly be a solo campaign for my friend. I’m just looking for tips on how I can run a well balanced solo campaign that can still have a good amount of combat.” Johnn’s Answer: This is a great […]

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With An Evil Gleam: Giving Treasure a Personality

All too often, treasures in a game – be they gadgets in a high-tech setting, high-powered sports cars in a modern campaign, or arcane thingies in a fantasy campaign – are about as interesting as the cardboard cut-outs sometimes used to represent them in play or on a battlemap. While it’s always possible to overdo […]

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