Archive for the ‘Game Mastering’ Category

The Gold Standard: Mike’s Top Twenty 3.x Supplements (part 1)

This entry is part 1 of 3 in the series The Gold Standard

In the comments to a recent blogpost (“The More Things Change: An essay on the future of RPGs”) that I wrote, Johnn suggested that he’d like to see a list of my top twenty D&D supplements. It wasn’t easy, but I finally narrowed the choice down to a mere 20 choices – with an additional […]

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Ask The GMs: An Epic Confusion, or how to stage a blockbuster finish

How much, if at all, should the final villain of a long running campaign pull his punches? My campaign boss [villain] is a high level wizard with access to epic spells, and my party just made 20th level. They are on the way to fight him. Should I open up with his most powerful abilities, […]

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Learn From Your GMing Mistakes – Session Post-Mortem Tips

Let me start off our discussion of doing game session post-mortems with some definitions: Retrospective: contemplative of past situations (dictionary.com) Insanity: doing the same thing over and over again and expecting different results (Albert Einstein) Kaizen: a Japanese philosophy that focuses on continuous improvement throughout all aspects of life (wikipedia.org) The goal of many Campaign […]

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Ask The GMs: The right to be heard

How do you ensure that every player gets a fair share of the attention when one of them has a dominant personality? Sometimes it can be hard to determine exactly what the problem is when someone asks for advice. When that happens, we do the best we can to interpret the request, dissecting every word […]

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A Different Perspective: Changing the dynamic with a different metaphor

RPGs use rules, usually relating to dice rolls and modifiers, to simulate the world around the PCs, resolve character actions, and provide an interface between the game mechanics and the simulated environment. But this is not the only approach that can be used, and there are times when alternatives should be considered by the GM. […]

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When Is A Good Time To Hand Out Experience Points?

Many games use experience points, and if you game master such a game, you might wonder when the best time is to handout XP – before, during, or after? I’ve done all three, and there are pros and cons to each approach. Here are a few tips. Character wants Characters live for experience points. They […]

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The Right Quip at The Right Time: Humour in RPGs

An Elf, a Dwarf, and a Goblin go into a bar… Oh, you’ve heard that one? Good, then you can tell it to me sometime! Humour is really hard to do WELL in an RPG, some types of humour moreso than others. Silly jokes, like Orcs in tutus, are easy, but are more likely to […]

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Lore Enforcement: The Legal System in an RPG

Let’s talk for a minute about the law. Most legal systems are based on two things: the protection of certain general principles that are considered fundamental truths by the society in question, and a long history of precedents matching punishments with violations. Criminal law, for the most part, is fairly straightforward. Not much has changed […]

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Ask The GMs: Pacing Your Campaign

How do you pace a campaign? How do you know if you’re giving too much or too little in experience and treasure? And how do you get the PCs to explore more than the local area? Hello Johnn and Mike, I have been gaming on and off for about 10 years but am a rather […]

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Ask The GMs: Weather, Not Climate

How do you give your campaign realistic weather without overloading the GM with Admin tasks? Hi, both of you, First I would like to praise you for a wonderfully done job! My question is about weather in role-playing games. Let me expain: I’ve been running a campaing for a while now where the PCs evolve […]

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“This Means War!”: Making huge armies practical (Part 5 of 6)

This entry is part 5 of 6 in the series This Means WAR!

This is part five of this six-part series. Parts 1 and 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Parts 3 and 4 described a step-by-step procedure for conducting battles between two armies. But if the PCs are mere bystanders, there is not a lot of point to it all. […]

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“This Means War!”: Making huge armies practical (Part 6 of 6)

This entry is part 6 of 6 in the series This Means WAR!

This is the final installment of this 6-part series. Parts 1 and 2 discussed the fundamental concepts needed to simulate a unit of 100 soldiers. Parts 3 and 4 described a step-by-step procedure for conducting battles between two armies, and Part 5 described how to integrate the PCs into the war action. This final part […]

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