Archive for the ‘Game Mastering’ Category

The Characterisation Puzzle: The Thumbnail Method

This entry is part 2 of 5 in the series The Characterisation Puzzle

This is technique number 1 for getting inside your character’s heads. It’s something I was taught in a Graphic Design course that I completed back in 1992 – so here we are 18 years later, and it’s still fresh in memory. That speaks volumes of its usefulness! Step 1: Prep Get a couple of pencils […]

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Ask The GMs: Essential Game Master Skills

What are the essential skills of a GM? Loz is a frequent contributor to the comments here at CM. So when he submitted a question to Ask The GMs, we were inclined to pay close attention. Here’s what he had to say. “Here’s a deceptively simple question: What are the essential Game Master skills? (Full […]

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The Characterisation Puzzle: When personalities are hard to find

This entry is part 1 of 5 in the series The Characterisation Puzzle

Developing a characterisation is like a jigsaw puzzle. You solve the bit around the edges first – the most obvious characteristics – and then try and fill in the middle a bit at a time until the whole picture presents itself. There is usually one critical “piece” of the puzzle, which – when ‘solved’ – […]

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Scenario Sequencing: Structuring Campaign Flow

In a previous blog, I’ve written about my Superhero campaign currently facing a big finish (A Grand Conclusion: thinking about a big finish). This post will be a sequel of sorts, because any big finish naturally invites the question, “what’s next?” In this case, “next” is a sequel campaign. Many of the preceeding characters will […]

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Relatively Uncertain: Taking Control of Game Physics

Every campaign needs a game physics, whether the GM knows it or not. And, in fact, they all have one, whether it’s specified or not, and whether the GM knows that or not, as well. Boy, that was a short article! Now that we’ve established both need and solution, can we move on to another […]

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Vocabulary Hijinx: Using random word pairings for inspiration

We all have problems with our imaginations freezing up on us every now and again. While there are a number of things that you can do to kick-start your creativity when this happens, I have always found that it’s a good idea to have a stockpile of ideas that can be developed as needed for […]

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Downsize Your Disasters: GMing catastrophes in your RPG

We hesitated before running this piece, which was written prior to the disaster on Haiti. It is certainly not our intent to trivialise what has occurred or in any way to be insensitive to the ongoing emergency there. Ultimately, we chose to run it at this time so that we could encourage all those reading […]

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Paint On A Canvas: A Personality Metaphor

Tony Scott, in the interviews that accompany “Beverly Hills Cop II” states (while discussing the casting of Brigitte Nielson for that movie) that his background is in painting, and that casting is like putting colours on the canvas. I found this to be a really interesting comment. I’ve written articles in the past about giving […]

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Melodramatic Licence: Drama in RPGs

I thought I’d talk a bit about Drama vs Melodrama and how the two function in an RPG. This subject came to mind when reading “Hooked” by Les Edgerton, a book which I would not recommend for most aspiring authors because the author defines “good writing” as something suitable only for general fiction and posessing […]

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Bringing on the next generation, Part Two: Gamemaster Mentors

In many respects, it’s easier being a player than a GM. Since the player determines the personality of the character, as well as what the character says and does, there is in fact no ‘right way’ or ‘wrong way’ to roleplay any given character – only ‘better’ or ‘worse’. It’s a bit like being able […]

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The Perils Of Prophecy: Avoiding the Plot Locomotive

Prophecies and prophetic visions are a staple of just about every game genre (even in Western Campaigns, the Indian Medicine Men might have them). GMs like using prophecies for a number of reasons: They impart a sense of wonder to the campaign They confer the impression of a wider universe around the PCs They show […]

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A Grand Conclusion: Thinking about a big finish

I know I’ve written about this before (An Epic Confusion, Or How To Stage A Blockbuster Finish), but I’ve been thinking some more about big finishes to campaigns, prompted by the fact that my superhero campaign is currently in what I hope turns out to be an epic conclusion. As I developed this final scenario, […]

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