Posts Tagged ‘Advice’

Ask the GMs: Characters not trusting the other PCs

What do you do when one character doesn’t trust the other characters, and it starts to degrade game play? A game master asks: Hi Mike and Johnn, I am new to GMing and play with a group of close friends every week. One of my player’s characters doesn’t trust the rest of the group. Even […]

Comments (13)

Distilled Cultural Essence – Part 2 of 4: Expressing a different society, Section 1

This entry is part 2 of 4 in the series Distilled Cultural Essence

This is the second part of a four-part article. The first part gave a relatively straightforward technique for creating a unique society; this part and the next (which were originally intended to be the whole article) gives some techniques for conveying the uniqueness of the resulting culture to the players, selling them on its credibility, […]

Comments (3)

Clash of the Timetables

(Too many GMs, not enough players!) NB: This is an extra post outside the normal schedule. My usual post will take place in a day or two. One of the duties I have reluctantly taken on for my fellow gamers is the organisation of the timetable. When I started playing with the eclectic collection of […]

Comments (3)

Moral Qualms on the Richter scale – the need for cooperative subject limits

A couple of years ago, I was approached by a player who was considering getting back into roleplaying after an extended hiatus from the activity. It transpired that he had dropped out because he found himself objecting to the concept of magic on religious grounds – the idea itself was blasphemous to him, and he […]

Comments (18)

A Quality Of Spirit – Big Questions in RPGs

What exactly is the soul? No, I’m not getting all existential and metaphysical on you, I’m asking the question objectively and literally. You see, one of my D&D campaigns has this question of the nature of the soul as one of its key themes. More, it states that the answer is different for each race, […]

Comments (11)