Posts Tagged ‘Advice/Tools’

Action Trumps Description

Wise words for game masters. Authors are advised to always show, never tell. So too it is with gameplay, where more fun comes from playing things out than listening to a GM drone on. Next time you are about to start a monologue, stop and put the game back in player hands. Do this by […]

Comments (11)

Google Calendar As An Awesome Campaign Calendar

I’m using Google Calendar as the in-game calendar for my Riddleport Pathfinder campaign. It started as an experiment, but it’s worked so well I’m making it a permanent addition to how I run the campaign. Perhaps you can do this too. Riddleport is set in Paizo’s world of Golarion, and the calendar in that world […]

Comments (5)

3 Ways Game Masters Show, Don’t Tell

“Show, don’t tell is an admonition to fiction writers to write in a manner that allows the reader to experience the story through a character’s action, words, thoughts, senses, and feelings rather than through the narrator’s exposition, summarization, and description.” – Wikipedia Great advice for writers. And the third dimension – interactivity – makes this […]

Comments (14)

GTD for RPG

In 2008 I implemented the Getting Things Done system (GTD) for organizing my RPG campaign’s emails, ideas and to do items. It worked so well that I now use it for every campaign, and I think you should consider it as well. Here is my version of GTD for managing and organizing my campaign. Gather […]

Comments (11)

Stop Procrastinating and Get Those RPG Campaign Projects Done

A campaign killer is falling behind on planning and preparation, especially once a campaign starts. You soon lag and feel unready to GM. Then stress builds, fun flees and sessions get cancelled. This post is inspired by tips on beating procrastination over at RPG Atheneum. Alric discusses four procrastination motivators and a few tips to […]

Comments (5)

Pillars Of Architecture: Some Thoughts On The Construction Of Cities

I recently had the need to design a Drow Outpost for my Shards Of Divinity campaign, and in the process, I made a few mental notes concerning how I go about designing cities, and population centres in general, that I thought I would share with our readers. Design First, Draw Later I don’t put pencil […]

Comments (18)

How Much Is That Warhorse In The Window? – Pricing Of Goods in D&D

It doesn’t take much more than a quick flip through the pages of “…And A 10-foot Pole” to realise that it’s an extensively-researched volume. Aside from breaking history into twelve periods covering everything from the stone age (prior to 9000 BC) to the information age (1980+), it divides commodities into standardised categories and gives prices […]

Comments (18)

Alea Tools Magnetic Markers Mark The Spot

Summary Alea Tools sent me a sample pack of their magnetic markers for review. I have played with them for several sessions now and I give them a thumbs up. Details – Alea Markers in Use Alea markers have a great feel to them. Smooth surfaces all around and a nice weight. The plastic seems […]

Comments (6)

11 Homebrew Dungeon Master Screens

A couple of weeks ago we chatted about the top dungeon master screen hacks. This week, we cover a related topic – do-it-yourself screens. Have you ever made your own dungeon master screen? If so, how did you do it, and what materials did you use? Through the years I’ve cobbled together my fair share […]

Comments (6)

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 […]

Comments (5)

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. […]

Comments (9)

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 […]

Comments (21)