Posts Tagged ‘Players’

Ask The GMs: “Let’s Split Up.” – “Good Idea, we can do more damage that way!”

What are the best ways to handle splitting the party up – especially over the long term? An interesting question was asked of us recently: I’m planning a pretty good science fiction game that will most likely involve party splits during a good percentage of the game. While this seems like it may be a […]

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My Biggest Mistakes: Defying Expectations in the Zenith-3 Campaign

This entry is part 4 of 7 in the series My Biggest Mistakes

Some expectations are made to be confounded if it’s at all possible. If someone expects a dull and boring campaign, that’s one you don’t want to live up to. If someone expects to get favourable treatment because you owe them money, I’m happy to dissapoint them – and to repay the debt as soon as […]

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Ask The GMs: In it for the long haul

How can a campaign last for decades, and what does such longevity imply? A question recently asked us, I remember Mike mentioning his decades-long superhero game a few times, and am currently planning my next campaign, so I was just wondering how y’all can extend a game so far. Even if the players are still […]

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My Biggest Mistakes: Information Overload in the Zenith-3 Campaign

This entry is part 3 of 7 in the series My Biggest Mistakes

As you should know by now if you’re a regular visitor here – and with 2 new articles every week, why aren’t you, if you’re not!? – this month’s blog carnival is on the subject of mistakes, how you recover from them, and what lessons you’ve learnt for the future. I made a couple of […]

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Breaking The Bank: controlling treasure in D&D

Many monsters come with treasure in D&D. Taken at face value, these can quickly overwhelm a campaign. I thought I would run through a few measures that the GM can use to control how much hard currency the party gets their hands on. First they have to find it Most treasure will be found in […]

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The Nimble Mind: Making Skills Matter in RPGs

Someone once asked me why D&D bothers to include skills at all. After all, the GM generally tells the players anything they really need to know (rather than seeing all his hard work in preparing the game crash and burn); and even if he doesn’t, players can always take a twenty. After further discussion, this […]

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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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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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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 […]

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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, […]

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When Good Ideas Linger Too Long: Compacting plotlines

“Don’t Bore Us, Get To The Chorus”— conventional wisdom in the popular music industry, also used as the title of Roxette’s Greatest Hits compilation album. I’ve blogged before about my Seeds Of Empire campaign. Following our last session over the New Year’s holiday, a problem arose that I had not had to deal with before, […]

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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 […]

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