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	<title>Roleplaying Tips</title>
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	<link>http://www.roleplayingtips.com</link>
	<description>Game Master Tips and Role-Playing Advice</description>
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		<title>Reader Tip Request: Fantasy Chase Scenes</title>
		<link>http://www.roleplayingtips.com/gm-techniques/fantasy-chase-scenes/</link>
		<comments>http://www.roleplayingtips.com/gm-techniques/fantasy-chase-scenes/#comments</comments>
		<pubDate>Tue, 26 Feb 2013 04:01:54 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[GM Techniques]]></category>
		<category><![CDATA[Encounters]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=2444</guid>
		<description><![CDATA[RPT Reader Devon Creamer asks: I was wondering how I could do a chase scene in one of my campaigns. My dilemma is that chase scenes are supposed to be fast and action packed, no dull parts or slow parts. But with Pathfinder&#8217;s usual movement rules, it&#8217;s too boring and my players lose interest. Thanks [...]]]></description>
				<content:encoded><![CDATA[<p>RPT Reader Devon Creamer asks:</p>
<blockquote><p><em>I was wondering how I could do a chase scene in one of my campaigns.</em></p>
<p><em>My dilemma is that chase scenes are supposed to be fast and action packed, no dull parts or slow parts.</em></p>
<p><em>But with Pathfinder&#8217;s usual movement rules, it&#8217;s too boring and my players lose interest.</em></p></blockquote>
<p>Thanks for the request, Devon.</p>
<p>Readers, we&#8217;ve had car chase tips in the newsletter, but not fantasy-based tips.</p>
<p>I&#8217;m especially interested in chase scenes involving villains on foot. Those seem to be rare and difficult to pull off.</p>
<p>I look forward to reading your tips below!</p>
]]></content:encoded>
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		<slash:comments>45</slash:comments>
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		<title>How to Think Faster On Your Feet While You GM</title>
		<link>http://www.roleplayingtips.com/gm-techniques/how-to-think-faster-on-your-feet-while-you-gm/</link>
		<comments>http://www.roleplayingtips.com/gm-techniques/how-to-think-faster-on-your-feet-while-you-gm/#comments</comments>
		<pubDate>Sat, 08 Dec 2012 16:25:23 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[GM Techniques]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=2377</guid>
		<description><![CDATA[A couple weeks ago I sent out a Reader Tip Request for the spouse of a GM in need. The game master was having problems reacting to in-game events. He needed to think faster – or different – on his feet so he could handle unexpected player decisions and actions better. Here’s the request from [...]]]></description>
				<content:encoded><![CDATA[<div id="attachment_2379" class="wp-caption alignleft" style="width: 190px"><a href="http://bhoritz.cghub.com/images/"><img class=" wp-image-2379 " title="Thinking Fast On Your Feet" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/rtr-think-on-feet.jpg" alt="Adventurers looking in all directions: where to go?" width="180" height="233" /></a><p class="wp-caption-text">Image credit: Patrick Crusiau</div>
<p>A couple weeks ago I sent out a Reader Tip Request for the spouse of a GM in need. The game master was having problems reacting to in-game events. He needed to think faster – or different – on his feet so he could handle unexpected player decisions and actions better.</p>
<p>Here’s the request from RPT Reader F.:</p>
<h2>Reader Tip Request: Thinking Fast on Your Feet</h2>
<p>Hello! I&#8217;ve been subscribed to your tips for awhile now and I&#8217;ve enjoyed them and found them useful. I don&#8217;t have much experience GMing myself, but my husband has GMed for years. The only problem is, due to a brain tumor and other brain trauma, he doesn&#8217;t think as fast anymore.</p>
<div style="float: right; margin: 0 0 2em 2em; width: 275px; border: 2px solid #bbb; padding: 0 .5em .5em .5em; background-color: #eee;">
<h3>Trying Something Different to Get You These Tips Faster</h3>
<p>This Reader Tips Request generated a huge response. <strong>Over 100 emails!</strong> Thanks so much to everyone who wrote in with their thoughts, ideas and advice. Roleplaying Tips readers are such a smart and generous group.</p>
<p>The overwhelming response became just that. I was unable to use my usual way of doing things, which is to collect all the tips into an article or free ebook.</p>
<p>I try to edit, condense and piece everything together into a single narrative so everyone benefits from each others’ ideas.</p>
<p>With 100 emails and thousands of words to work through, edit and combine into something cohesive though, I was paralyzed.</p>
<p>It was truly overwhelming based on the free time I have available.</p>
<p>Then Andrew Quee emailed me with a brilliant suggestion: blog it. (D&#8217;oh. Why didn&#8217;t I think of that!?)</p>
<p>So that’s what I’m going to do. I’ll post the initial Reader Tip Request, and then in the Comments section below paste in each reply.</p>
<p>That way, everyone benefits from the tips, I can publish the tips faster, and most importantly, the reader who made the request can evaluate the responses sooner than waiting weeks for me to process everything in detail.</p>
<p>I will make responses anonymous (name abbreviated and no email address posted) in case readers do not want to be identified. We can all use the comment reply button to hold a conversation and give feedback or post more ideas.</p>
<p>Thanks again to everyone who responded! And thanks to your great suggestion, Andrew.</p>
<p>To all, I hope the following tips contain a nugget or two for your own GMing.</p>
<p>Cheers,<br />
Johnn</p></div>
<p>He&#8217;s tried GMing again and he just can&#8217;t keep good control of the party. He says he has to plan out every possible avenue players may take in detail beforehand because he can&#8217;t think on his feet well enough (and that would take a long time).</p>
<p>It&#8217;s either that or he has to shoehorn the party and make the story too linear (which most parties won&#8217;t like and many will try to break it without even knowing what they&#8217;re doing).</p>
<p>He designs his own adventures. He has difficulty figuring out what happens after each encounter.</p>
<p>But the biggest problem is keeping players in line. Because it takes him a few extra moments to think about what happens next, the players tend to steamroll ahead before he&#8217;s ready (which causes him to have to rethink everything he has just come up with, which takes more time).</p>
<p>I play in his games and try to moderate when I can (I know what he looks like when he&#8217;s having a hard time) but it doesn&#8217;t always work out.</p>
<p>He&#8217;s just gotten so defeated that he feels like he can never GM again, and I want to show him that he can.</p>
<p>I was wondering if you or the community have any tips or tricks to try and help him? Thanks for your help.</p>
<p><em>- RPT Reader F.</em></p>
<p>Below are the responses I received by email. Lots of great advice in there! And feel free to add a tip of your own.</p>
]]></content:encoded>
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		<slash:comments>116</slash:comments>
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		<title>Slumbering Tsar Author Reveals Adventure Creation Tips</title>
		<link>http://www.roleplayingtips.com/campaigns/slumbering-tsar-author-reveals-adventure-creation-tips/</link>
		<comments>http://www.roleplayingtips.com/campaigns/slumbering-tsar-author-reveals-adventure-creation-tips/#comments</comments>
		<pubDate>Wed, 27 Jun 2012 01:25:30 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[Campaigns & Adventures]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=2291</guid>
		<description><![CDATA[The Slumbering Tsar Saga just crushed my mailbox. This thing is huge! And epic. Flipping through my thrilling purchase, I had some questions about the mega adventure. So I reached out and asked Tsar author Greg A. Vaughan some questions. As a bonus, I rolled a 20 on my Diplomacy check and he’s shared some [...]]]></description>
				<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-2292" style="margin: 5px;" title="slumbering-tsar" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/slumbering-tsar-219x300.jpg" alt="Slumbering Tsar cover" width="219" height="300" />The <a href="http://www.talesofthefroggod.com/tsar.html">Slumbering Tsar Saga</a> just crushed my mailbox. This thing is huge! And epic.</p>
<p>Flipping through my thrilling purchase, I had some questions about the mega adventure. So I reached out and asked Tsar author Greg A. Vaughan some questions. As a bonus, I rolled a 20 on my Diplomacy check and he’s shared some GMing tips with us!</p>
<p>&nbsp;</p>
<h3>The first thing I want to ask you, Greg, is how you stayed fresh during the writing of hundreds of encounters and almost 1000 pages. Where do you get your inspiration from?</h3>
<p><strong>Greg:</strong> Stayed fresh? What is that? This thing sucked the life of me like a good demon lord should.</p>
<p>The inspiration for the adventure came directly from Rappan Athuk, which I&#8217;ll get into more in a bit. As for the encounters, I kept a little notepad with me at all times, and every time I had a thought on a good encounter or NPC that would fit in with what I was wanting to do, I took notes.</p>
<p>I kept it by my bed and carried it with me. I ended up filling two steno pads with notes for encounter and design ideas.</p>
<p>I worked on it for a year and a half, which gave me lots of time to come up with stuff, and the result was that I horribly overwrote the thing. Bill wanted about 100,000 words, and I gave him 550,000. However, it also allowed me to use all of my ideas without abridging them, which was pretty awesome I have to admit.</p>
<p>&nbsp;</p>
<h3>I&#8217;m a backer for the <a href="http://www.kickstarter.com/projects/froggodgames/rappan-athuk">Rappan Athuk Kickstarter</a>, which gets funded July 2nd 1:59 PST [hint, hint readers]. Is there any way I can use that campaign with Tsar? And, does Tsar allow GMs to run side adventures throughout, or is it fairly linear in style?</h3>
<p><strong>Greg:</strong> You can absolutely use them together since they&#8217;re both big sandbox adventures. There is an overall plot to Tsar, but it&#8217;s not a railroad for the PCs to follow but rather a series of secrets that they can discover.</p>
<p>Likewise, Tsar&#8217;s development led to the creation of an overall plot for Rappan Athuk, since the two are intimately connected. However, other than the difficulty level of encounters, there is nothing to dictate what order things are done in.</p>
<p>So, a party with some teleport spells could absolutely bounce back and forth between the two. I think that would probably create an even richer gaming experience as the players could see how the relationship between the two unfolds.</p>
<p>In addition, there is at least one magical gate in the lower levels of Rappan Athuk that leads directly to the Hidden Citadel in Tsar. So, they are a natural fit together.</p>
<p>&nbsp;</p>
<h3>Tsar starts at PC level 7. And I&#8217;m salivating at the thought of running it. However, I like it best when PCs start out at first level. It gives campaigns nice continuity. Plus, when the group finishes Tsar, they can brag about how their characters were just wee pups when it all began.</h3>
<h3>What build-up adventures would you recommend I run to bring the PCs from level 1 to 7? Feel free to mention Frog God adventures, or any others. I&#8217;m just wondering if you have any recommendations that fit the theme and style for a smooth transition to Tsar.</h3>
<p><strong>Greg:</strong> I wrote Tsar with the Necromancer Games adventures <a href="http://www.necromancergames.com/pdf/the_wizards_amulet.pdf">The Wizard&#8217;s Amulet</a>, <a href="http://www.talesofthefroggod.com/freya.html">The Crucible of Freya</a>, and The <a href="http://roleplayingtips.rpgnow.com/product/755/Tomb-of-Abysthor?it=1">Tomb of Abysthor</a> in mind as the lead in. In fact, that&#8217;s how I ran it for my own group.</p>
<p>The Tomb of Abysthor will take PCs to above 7th level, so you&#8217;d have to have them head out early to get them into Tsar at the appropriate level.</p>
<p>For my own game, I had the churches of Thyr and Muir in Bard&#8217;s Gate contact the PCs with the mission to Tsar just after they had raided the Temple of Orcus on Level 4 of Abysthor. That not only fit in thematically (there is a temple in Tsar that emulates the temple in Abysthor), but it also allowed them to learn a bit about the Justicars of Muir and their tombs which ties directly into the first book of Tsar.</p>
<p>My idea was to tie a bunch of Necromancer Games products together when I first wrote Tsar, and that goal continued into its current incarnation with Frog God Games.</p>
<p>Alternately, now that <a href="http://www.kickstarter.com/projects/froggodgames/rappan-athuk">Rappan Athuk</a> is being expanded to include play for first-level PCs, you could also have a party cut its teeth for 7 levels on the upper portions of the Dungeon of Graves before heading over to Tsar since they both tie directly together.</p>
<p>&nbsp;</p>
<h3>Long-term campaigns have just come up as a topic in Roleplaying Tips. A game master was having problems making his campaigns last. What advice do you have for GMs thinking of running a long-term campaign like Slumbering Tsar?</h3>
<p><strong>Greg:</strong> Other than one-shots in convention play, long-term campaigns are just about all I play. I have always found that to keep it going long-term is to make it about the characters not the adventures (though you definitely need cool adventures, too).</p>
<p>I have my players roll up their first level characters and provide me a paragraph of backstory (more if they like) subject to my approval.</p>
<p>I then take those backstories and weave more into them, some of which they know and some of which they don&#8217;t and will have to find out over the course of the campaign. It creates a huge buy-in from the players as they not only get to contribute to the meta-story of the campaign with their backstories, but they also get to have the experience of learning the secrets about their characters&#8217; own personal story as they progress.</p>
<p>I know campaign fatigue can be a problem – especially with a meatgrinder like Tsar – but my group spent seven years playing through it and stayed engaged throughout because it was always about the characters and their stories first and the adventure itself second (one PC actually murdered another one without the others knowing, and the victimized player took it in stride because it fit their characters so well).</p>
<p>It takes some creative thinking on the part of the GM to personalize an adventure or series of adventures, but that is something I think gamers typically have in spades and is not an insurmountable task.</p>
<p>&nbsp;</p>
<h3>When you wrote all the installments for Tsar, did you have the whole plot outlined in advance? Could you tell us a bit about how you went about planning a massive adventure?</h3>
<p><strong>Greg:</strong> I planned the overall plot for Tsar from the beginning when I made my initial pitch to Bill, and then spent a year and a half filling in the details.</p>
<p>Since it was originally a three-book series, that wasn&#8217;t as difficult as it sounds since I wasn&#8217;t juggling 14 separate components. Only later, when we decided to publish it as a serial, did it get divided into 14 parts along the most logical divisions.</p>
<p>As for the planning of the adventure, it all began with Rappan Athuk. There&#8217;s a little bit of flavor text history at the beginning of Rappan Athuk that talks about the battle of Tsar and how it resulted in the creation of Rappan Athuk.</p>
<p>I always felt that paragraph left a lot of unanswered questions and was just rife with potential. My whole thought process began with: Why, after the Army of Light was defeated at Rappan Athuk, did the city of Tsar remain abandoned if it had been such a stronghold for the victorious followers of Orcus?</p>
<p>That led me to believe it all must have been part of some greater master plan, and from there it was just writing the history of Rappan Athuk by exploring what happened at Tsar.</p>
<p>A lot of it practically wrote itself since there was such a wealth of undeveloped campaign detail in many of the products by Necromancer Games. I think the biggest compliment I ever received was when I was still working on the third book building off of material that Bill and Clark had created, and Bill sent me an e-mail saying, &#8220;Hurry up and finish. I want to see how this ends.&#8221; Highest praise, in my mind.</p>
<p>&nbsp;</p>
<h3>There&#8217;s an obituaries section at the end of the book for <span style="text-decoration: line-through;">successful GMs</span> poor characters that don&#8217;t survive. That&#8217;s awesome. Whose idea was that? Have any fans reported back on their kill counts?</h3>
<p><strong>Greg:</strong> That was created by Bill, if I recall correctly, and I think that just gives a little insight into the mind of the man who personifies Tsathogga. What can I say, he thinks adventurers are delicious. <img src='http://www.roleplayingtips.com/wpcms/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>I have seen messageboard threads here and there talking about PC kills, but nothing organized yet. However, the book was only recently released, so I&#8217;m expecting for something like that to pop up eventually.</p>
<p>[Update: Frog God just let me know there's a <a href="http://talesofthefroggod.com/custom_froggodgames/display.php">PC obituaries section</a> up at their website now. <img src='http://www.roleplayingtips.com/wpcms/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> ]</p>
<p>&nbsp;</p>
<h3>Encounters are the building blocks of great adventures. Could you give my readers two or three tips on how they can improve their encounters and make great ones?</h3>
<p><strong>Greg:</strong> Forget the math and trying to balance it. Come up with a cool encounter idea that is atmospheric, fun, challenging or all three. Then go back and make it fit the game balance you want.</p>
<p>The worst thing to do, in my opinion, is set out to make a bunch of perfectly balanced encounters with level-appropriate monsters and treasure. I think that just creates bland, predictable, homogenized encounters.</p>
<p>Make awesome encounters that are fun to play and run, and then tweak them so they fit the power level you want. The rules are there to help you, not hurt you.</p>
<p>&nbsp;</p>
<h3>What are you working on next? Will it be so heavy it collapses my mailbox too?</h3>
<p><strong>Greg:</strong> As revealed by the sneak peak at the end of Tsar, my next major project is The Sword of Air as a sequel of sorts to Tsar (though it will also start at first level).</p>
<p>It will be big and will be released in a serial format and will be big (did I mention that), but I expect it will not be as big as Tsar. I expect I&#8217;ll never write anything as big as Tsar again because, let&#8217;s be honest, writing Tsar that big was nuts.</p>
<p>It was the ultimate gamer dream of writing and publishing his campaign exactly how he wants it with basically no restrictions, but it&#8217;s not a very practical idea. I think Bill would not consider me to be a very much of a contributing part of Frog God Games if I only cranked out one adventure every 8 years.</p>
<p>But it&#8217;ll be big, and it&#8217;ll be fun. So your mailbox should be safe&#8230;unless it was perhaps structurally weakened by the delivery of Tsar, in which case all bets are off.</p>
<p>We&#8217;re also in development of a new series of adventures by Richard Pett revisiting his decadent and desolate home campaign world that has previously been represented by the Styes in Dungeon Magazine and Carrion Hill through Paizo. It&#8217;s going to be a lot of creepy fun.</p>
<div>
<p>And then I&#8217;m off to write the campaign world to tie all the Necromancer Games and Frog God Games products together and for us to work from in the future. So just a couple little things on my plate. <img src='http://www.roleplayingtips.com/wpcms/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>&nbsp;</p>
</div>
<p><em>That sounds awesome. Thanks for your time, Greg!</em></p>
<p>No, thank you. It&#8217;s been fun. I hope you and your players have a lot of fun with Tsar. And be sure and fill up those pages in the back!</p>
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		<title>Roleplaying Tips GM Interview – Eli Smith</title>
		<link>http://www.roleplayingtips.com/uncategorized/roleplaying-tips-gm-interview-eli-smith/</link>
		<comments>http://www.roleplayingtips.com/uncategorized/roleplaying-tips-gm-interview-eli-smith/#comments</comments>
		<pubDate>Sat, 23 Jun 2012 23:17:56 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Interview]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=2285</guid>
		<description><![CDATA[Eli kindly volunteered to do a GM interview. However, he completed this ages ago and I’ve only just gotten around to posting it. Sorry for the delay, Eli. How long have you been a GM? 6 years What are your favourite game(s) to run? Deadlands Classic, d20 Modern, Mutants &#38; Masterminds, Pathfinder, A Song of [...]]]></description>
				<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-2287" style="margin: 5px;" title="eli-smith" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/eli-smith-300x224.jpg" alt="Eli Smith" width="300" height="224" />Eli kindly volunteered to do a GM interview. However, he completed this ages ago and I’ve only just gotten around to posting it. Sorry for the delay, Eli.</p>
<h3>How long have you been a GM?</h3>
<p>6 years</p>
<h3>What are your favourite game(s) to run?</h3>
<p>Deadlands Classic, d20 Modern, Mutants &amp; Masterminds, Pathfinder, A Song of Ice and Fire RPG.</p>
<h3>How did you first get into GMing?</h3>
<p>The first game I ran was a free D&amp;D 3.5 adventure available on the WoTC website. My gaming friends and I had just started roleplaying a few months before. Me being the DM was a spur of the moment thing that was sort of pushed on me peer pressure style at about midnight on a Saturday.</p>
<p>I had a blast, and so did everyone else. We played until 9am Sunday and then went to breakfast at Denny&#8217;s. It was so much fun that we pretty much followed that routine every Saturday for the next two years.</p>
<h3>How has GMing made a difference in your life?</h3>
<p>Most importantly, being a GM has kept me busy writing all the time. I had always dreamed of being a writer but thought I would never have enough motivation to spend enough time writing to get good.</p>
<p>Fortunately, roleplaying kept me writing long enough after I had &#8216;given up&#8217; on it for me to realize that I was writing all the time and had actually gotten decent.</p>
<h3>What is your usual gaming schedule? (Session frequency, time and length.)</h3>
<p>We play every Thursday from 7pm until Midnight. Me and two of my friends who also GM have a three game rotation, so I run my game every third week. This helps a lot with the burnout.</p>
<h3>Where do you play?</h3>
<p>We play in the dining room of my apartment. I move the normal table and chairs into a corner of the living room, and we pull out a few fold-out tables to play on.</p>
<p>I usually have the rulebook, a GM screen, a notebook, a pencil, my dice, a large easel pad printed with a 1 inch grid, sharpies of all different colors, gaming beads, and a tablet on standby if I need to google anything.</p>
<h3>Do you use published material or create your own?</h3>
<p>I create my own adventures, although I do pull a lot of tidbits from the creations of others. I find the game more successful if I am able to tailor an adventure to my group’s play style. Plus, I love to write.</p>
<h3>What non-digital and electronic GM aides do you use?</h3>
<p>The easel pad and gaming beads mentioned earlier. I also make simple props sometimes. The group is playing a team of special agents in my current game, so there are a lot of office memo&#8217;s, mission reports, archive files, and classified manila folders around the table.</p>
<h3>Minis or no?</h3>
<p>We mostly use gaming beads for minis. I also have about twenty wooden cylinders that are about .5” x 1” we use for the player characters.</p>
<p>For large scale battles that come up in some D&amp;D games and just about every Song of Ice and Fire session, I have a bucket of small multi-color painted wooden rectangles, circles and triangles.</p>
<h3>What is your biggest GMing stumbling block right now? What could you do to fix that?</h3>
<p>Lately I have found myself skipping over details I had intended to cover in a session. Hints at the content of the next session, clues to help better solve a mystery, etc. I have been writing out a list of these things before each session and taping it to the inside of my screen. It helps some.</p>
<h3>When was the last time you were a player? What insight about GMing did you pick up?</h3>
<p>I play two out of every three weeks. Having the opportunity to play in game run by two out of the four people who play in my game is wonderful.</p>
<p>The three of us feed off of each other’s good qualities. Nothing is better than a friendly GM on the other side of the table as a player who is always able to see the structure of the game from a different perspective than a normal player, and who helps keep everything on track and running smoothly.</p>
<h3>Describe your perfect gaming session with you as GM.</h3>
<p>First, everyone has to be involved and having fun. After that, perfect for me is achieved if all the players have had a chance to showcase talents of their characters and their own, and I can say bye to everyone knowing that my session will be on their mind for the next three weeks.</p>
<h3>What is the one thing you want to hear your players say after a session, other than “great session!”?</h3>
<p>I like to know I have conveyed a mood well. So I always appreciate, “Wow, I really felt the tension there,” or the like.</p>
<h3>Describe in a few words your GMing style.</h3>
<p>I spend a lot of time prepping, especially enemy stat blocks, interesting locations, and NPC personalities.</p>
<p>I try to keep these three categories separate so I can assemble the right enemy with the right personality in the right place to fit the vibe of the game at that moment.</p>
<p>I let players motivate themselves and move the story along in a way they feel comfortable with.</p>
<p>Most of my sessions begin at the end, with me explaining where the PCs are at when it’s over, or perhaps by having a superior tell them what they need to get done. Then I let them figure out how to get there in the way that is the most fun for them.</p>
<h3>What are the top qualities you look for or need in a player?</h3>
<p>Punctuality, willingness to roll with the punches, personally motivated to participate, and willingness to roleplay or willingness to get drunk enough to roleplay.</p>
<h3>Describe in a few words your group&#8217;s playing style.</h3>
<p>Our best sessions are usually high on intrigue and adventure. Big personalities, big locales, and, if it comes down to is, big guns.</p>
<h3>Describe in a few words each of your players and their playing style.</h3>
<p><strong>Fellow GM.</strong> Great grasp of the rules (useful player to have). Usually plays strong-willed moral characters with a flaw that keeps them grounded (drunkenness, overly agressive etc.)</p>
<p><strong>Fellow GM.</strong> Always makes characters with well thought out personalities, usually plays someone attempting to rise above their bad lot in life.</p>
<p><strong>Player Three.</strong> Plays wisecracking characters, usually an official with a dirty streak. (Whoring priest, gambling addicted mayor, etc.)</p>
<p><strong>Player Four.</strong> Plays characters who begrudgingly serve their purpose in society. Usually have views opposed to the norm in radical ways. (Secular in an obviously god-filled world, fear of technology in future game etc.)</p>
<h3>What is your best GMing skill or ability? What advice would you give to a GM wanting to improve in that area?</h3>
<p>Preparedness. My advice would be to set aside multiple periods of time before the game (long enough to get something done but not too long to get sidetracked; 1-2 hours works best for me).</p>
<p>Set a small goal at the beginning of each prep period. It can be overwhelming to have to prepare an entire game in one sitting, and I find working through a series of smaller goals helps keep me motivated.</p>
<h3>What is your typical session planning process?</h3>
<p>I usually spend 4-8 hours in the weeks before a session preparing stat blocks, encounter locations and the like. I keep in contact with my players on Skype or in person, so I can pick their brains for where they want to take the game the next time we play, so I can better prepare a through line for the story.</p>
<h3>What are your favourite online resources for GMing?</h3>
<p>Although it might be cheesy to mention it in this setting, I have found a lot of useful information on roleplayingtips.com. It also is an understatement to say that the <a href="http://www.d20pfsrd.com/">Pathfinder SRD</a> is useful when running Pathfinder.</p>
<p><a href="https://maps.google.com/">Google maps</a> is great for place names and quick city maps. Need a name for the diner the player characters stop in on the highway while passing through Oklahoma? Just type in Diners near M Oklahoma and see what city names pop up as suggestions and pick one.</p>
<p>In my example, I went with Muskogee, OK and found the following diner names: Boom-A-Rang Eastside Diner, Paul&#8217;s Diner, Dust Bowl Diner and The Cattle Cove Cafe. I could go on forever (there are 581 results).</p>
<p>The point is not only does it help give you cool place names, but you can click the link and see pictures of the food, the logo and reviews to help clue you in to the atmosphere. Talk about immersion.</p>
<h3>What pressures do you face as GM? (Do those pressures come from you or your players?)</h3>
<p>I put a lot of pressure on myself to perform well while GMing and find myself questioning a lot of the decisions I made when I review a session in my brain afterwards.</p>
<h3>What can Roleplaying Tips do to help alleviate those pressures?</h3>
<p>Roleplaying Tips has hundreds of neat ideas to help me prepare better, and I usually find myself scanning through the archives after a game looking for advice on ways to perform better in certain aspects the next time I GM.</p>
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		<title>Interview With Author of The Vacant Forge</title>
		<link>http://www.roleplayingtips.com/news/interview-with-author-of-the-vacant-forge/</link>
		<comments>http://www.roleplayingtips.com/news/interview-with-author-of-the-vacant-forge/#comments</comments>
		<pubDate>Sat, 16 Jun 2012 16:42:13 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Interview]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=2282</guid>
		<description><![CDATA[Darrin Drader has written for the top game companies, including Wizards of the coast and Paizo. With over 50 writing credits to his name, he’s got experience crafting stories and adventures. I emailed Darrin and asked him if I could pick his brain about how he creates his adventures, worlds and stories. Here’s what he [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://en.wikipedia.org/wiki/Darrin_Drader"><img class="alignright" title="Darrin Drader" src="http://images2.wikia.nocookie.net/__cb20080903062148/pathfinder/images/5/57/Darrin_Drader.jpg" alt="Darrin Drader photo" width="109" height="147" />Darrin Drader</a> has written for the top game companies, including Wizards of the coast and Paizo. With over 50 writing credits to his name, he’s got experience crafting stories and adventures.</p>
<p>I emailed Darrin and asked him if I could pick his brain about how he creates his adventures, worlds and stories. Here’s what he had to say.</p>
<h3><em>Johnn: You have some game settings under your belt. What&#8217;s your best tip for GMs creating their own settings? And, how do you go about making each setting different?</em></h3>
<p>I think when it comes to gaming settings, sometimes the goal is not to make them different, but rather, make them not the same. Some people refer to this as <strong>filing the serial numbers</strong> off, in which case what you&#8217;re really trying to do is tell stories in an established implied setting without copying copyrighted material.</p>
<p>I don&#8217;t think that&#8217;s a bad thing. Take the conceits behind D&amp;D: you have humans, elves, dwarves, and halflings as your core races. You also have a technology level around the medieval level, as well as magic, dragons, undead, orcs, goblins. For a lot of people, they need look no further.</p>
<p>Put that onto different geography with different names, and different people fighting over different things and you&#8217;re there.</p>
<p>Now, say you want to push things a little further, <strong>you need to customize it</strong>. D&amp;D is good about including everything that can be considered fantasy and working it into the world in one way or another. It includes everything from Greek myth to H.P. Lovecraft, and takes from virtually every intellectual property and mythology along the way.</p>
<p><strong>So the thing isn&#8217;t to figure out what to include, but what not to include</strong>. If you&#8217;re publishing the world, there are things you can&#8217;t include because they&#8217;re owned, but there are so many things pulled from myth that they&#8217;re totally fair game.</p>
<p>Also consider there are the works that inspired D&amp;D so old now they&#8217;re public domain. So, you can have elder gods, orcs, goblins, trolls, and many other mythological elements.</p>
<p>So, I&#8217;m kind of answering your question with a <strong>building blocks approach</strong>. It&#8217;s been said there&#8217;s no such thing as an original idea, and I tend to agree with that, so creation is a matter of finding the ideas you want to play with and then finding a way of presenting them that seems new.</p>
<p>Keep in mind Shakespeare didn&#8217;t come up with any of his stories, but he&#8217;s been famous for hundreds of years because he was able to put his own spin on them. I think that&#8217;s what every author or world builder should realistically aspire to.</p>
<p>Once you&#8217;ve decided, in a broad sense, what&#8217;s in the world, then <strong>figure out if there are any major environmental differences</strong>. Maybe the world is mostly desert or glaciated.</p>
<p>Once you have that, you need to answer <strong>what are the major conflicts</strong>? This is one area where you can get creative. Is it humans vs. humans? Elves vs. dwarves? Humans vs. dragons? Gods vs. the elder gods? Cowboys vs. aliens?</p>
<p>More importantly, <strong>how do the characters take part in this conflict</strong>?</p>
<p>Once you&#8217;ve figured out the answers to those questions, you&#8217;re well on your way to creating a new and original fantasy world.</p>
<h3><em>Johnn: Tell us about your new book.</em></h3>
<p>Which one? *laughs* I have a novel coming out soon called Echoes of Olympus, and it&#8217;s being released by Dark Quest Books, but I suspect that this isn&#8217;t the one you&#8217;re curious about.</p>
<p>First, let me make this clear &#8211; what I just released isn&#8217;t a novel. <a href="http://www.drivethrufiction.com/product/103023/The-Vacant-Forge">The Vacant Forge</a> can be considered either a long short story or a short novella.</p>
<p>It comes in at 33 novel-length pages. It&#8217;s a self-contained story, but it&#8217;s also the first of a new series of stories I&#8217;m writing and releasing at a pace of one per week, at least for the short term.</p>
<p>It&#8217;s also set in a shared world created by <a href="http://www.amazon.com/Scott-Fitzgerald-Gray/e/B004TO24FM/ref=ntt_athr_dp_pel_pop_1">Scott Fitzgerald Gray</a>, who has written a great deal of fiction in this world.</p>
<p>The story starts with a blacksmith&#8217;s apprentice, Antilos, awakening one night to find his master murdered under bizarre circumstances. Although he&#8217;s an apprentice, he also helped fight off a tribe of orcs when they invaded a couple seasons ago, so he knows his way around a blade.</p>
<p>He is joined by two of his friends, an animys caster (similar to a cleric in the Endlands setting), Tanryn, and another friend, a half-elf rogue who has just landed in a great deal of trouble during a bungled robbery, named Nalgaar. Through their investigation, they learn about a major threat to the city that could have much wider consequences.</p>
<p>As I said earlier, this is the first part of a series, so even though the story is a self-contained tale of adventure, it also poses questions that will be answered in later parts of the series. Like a television show, or the dime novels of old, the stories will be episodic. It will help if you read them all, but you can also get away with skipping one or two without missing so much you won&#8217;t be able to catch back up.</p>
<h3><em>Johnn: The book uses the setting of The Endlands, created by Scott Fitzgerald Gray and shared by the Monumental Works Group. Can you explain what this is about?</em></h3>
<p>The Endlands is a setting that was created by Scott Fitzgerald Gray, who is a screenwriter and occasional Dungeons and Dragons contributor.</p>
<p>The Endlands is a large and complex setting of his design he has graciously opened up to other authors he&#8217;d like to work with. He has several novels and stories set in this world available for sale at Amazon.com.</p>
<p>The <a href="http://www.monumentalworksgroup.com/">Monumental Works Group</a> is a group of up-and-coming fiction writers, of which I&#8217;m proud to be associated. Many of its members have profiles posted to the main site, though some are choosing to lay low, at least for the time being.</p>
<p>Many of us have ties to the gaming industry, though there are a few members, such as Daniel Rider and Cara Maddy, whose work has more of a literary bent.</p>
<h3><em>Johnn: What&#8217;s your writing regimen like? Do you write a bit each day or in bursts or&#8230;.?</em></h3>
<p>I was on staff as a writer for 38 Studios for the past two years. Sadly, the company ran out of money and is now in bankruptcy, so I&#8217;m between jobs at the moment.</p>
<p>That said, I was in the habit of producing a decent amount of output every single day. That does conflict with the writing I did in my spare time, where I would mainly try to produce a lot of material during the weekends, or at night after the kids were in bed.</p>
<p>Right now, given the demands of doing a story a week, I&#8217;m forced to either be outlining, writing, editing or producing material every single day, except for the weekends. So long as I&#8217;m keeping to that schedule, it&#8217;s a regular thing.</p>
<h3><em>Johnn: How do you go about your writing? Do you create outlines, draw maps, make things up as you go?</em></h3>
<p>I outline as much as possible and I try to look for <strong>logical holes</strong> and <strong>bad characterization</strong> as I go.</p>
<p>Good storytelling doesn&#8217;t have characters doing strange things or acting against their own best interest for reasons that are never explained (LOST). <strong>A good story should have a pre-planned arc</strong>, where eventually, something of world shattering proportions will happen, even if you get there one episode at a time (Babylon 5). The series shouldn&#8217;t just reset after every episode, but you should be able to catch up.</p>
<p><strong>I plan as far ahead as much as possible. I outline the major plot elements and scenes.</strong></p>
<p>Occasionally an idea will hit while I&#8217;m writing. Maybe a character will want to do something I hadn&#8217;t planned for, or a scene goes off in a different direction than I had originally intended. It&#8217;s cool when that happens, and I like to follow what the character wants when they&#8217;re trying to suggest things to me.</p>
<p>But at the same time, I follow the rule that whatever happens has to make sense based on things we know now or will know in the future. I will also draw maps if I feel the area where a scene takes place is complex enough that it needs it.</p>
<p><strong>Keep in mind that a story isn&#8217;t the same as an RPG dungeon.</strong> You don&#8217;t have to explain that a character takes a left, goes down a corridor, into a room, through a secret door, down another hallway, into another room, and finally meets up with the orc king that&#8217;s trying to kill him.</p>
<p>Instead, you can summarize a lot of that because the reader doesn&#8217;t care to mentally map the dungeon. The reader is in it for the scenes and for the stories. And no matter how convoluted it looks on paper, it&#8217;s always a straight line from one event to the next.</p>
<h3><em>Johnn: What was it like working for Wizards of the Coast? And what was a typical day like?</em></h3>
<p>When I worked at Wizards of the Coast, I was at the beginning of my professional writing career. I was doing customer service by day, and then by night I&#8217;d put on the Bat Suit and become an RPG freelancer. I doubt you&#8217;re all that interested in answering customer emails, particularly those where some player was trying to get us to help them overrule their DMs (happened all the time).</p>
<p><strong>As a freelancer, the key is to write, hit deadlines, get things turned in on time, and not suck.</strong></p>
<p>It turns out when writing is your day job you pretty much do the same thing, and the emphasis on not sucking grows immensely. When you work freelance for a company like Wizards, you try to polish up your stuff as much as possible, and then that gets handed off to editors, and they make take it and make you look like a rock star. When you&#8217;re on staff, sometimes you are the editor, so the polishing phase needs to lead to a much more professional and polished piece than it does when you aren&#8217;t.</p>
<p>Aside from interacting with the creative people who were on staff whenever I could get a minute of their time, I couldn&#8217;t really tell you what it was like to be there at that time.</p>
<p>I can tell you I&#8217;d be nowhere if it weren&#8217;t for <a href="http://community.wizards.com/christopher_perkins">Chris Perkins</a>, who assigned several of the projects I worked on to me, and who took me under his wing and taught me a lot of the fundamentals I now know &#8211; things like avoiding the passive voice, avoiding the &#8220;to be&#8221; verb as much as possible (it&#8217;s not always possible), and various other tips that you don&#8217;t get outside of a classroom (and sometimes within).</p>
<h3><em>Johnn: What advice do you have for GMs who want to tell awesome stories?</em></h3>
<p>When it comes to roleplaying, a lot of the time awesome stories happen not because of what you&#8217;ve prepared, but because of how the players react to the scenarios you put in front of them.</p>
<p>The key to telling good stories through roleplaying is the same as telling good stories through fiction: <strong>learn how episodic storytelling is accomplished</strong>.</p>
<p>If you want the textbook model of how to tell a huge story in an episodic format, watch all of Babylon 5, from beginning to end. People sometimes ask me who my influences are, and Joe Michael Straczynski is probably my greatest one.</p>
<p>To do this well, you have to have some idea of how long your series is going to be, then you have to plant hooks. Sometimes you build an entire episode around a plot point, and it doesn&#8217;t seem that important right now, but later it comes back and turns out to be an essential piece to whatever is going on.</p>
<div>
<p>When I was working for 38 Studios, we always looked back to Babylon 5 when we were putting things together. It&#8217;s a shame no one will ever get to experience that content, because it was unlike any MMO on the market.</p>
<p>We used to say that <strong>we wanted to build a world people would want to save</strong>. I think anyone building their own stories and settings should remember that above all else, because if you can accomplish that, you&#8217;re more than halfway to telling a great story.</p>
<p>* * *</p>
</div>
<p>Thanks for the great advice, Darrin! Best of luck on your new series.</p>
<p>Roleplaying Tips readers, if you have any questions for Darrin, just ask in the comments below.</p>
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		<title>Top 5 Soul-Draining Mistakes of Game Prep</title>
		<link>http://www.roleplayingtips.com/gm-techniques/top-5-game-prep-mistakes/</link>
		<comments>http://www.roleplayingtips.com/gm-techniques/top-5-game-prep-mistakes/#comments</comments>
		<pubDate>Mon, 04 Jun 2012 13:00:06 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[GM Techniques]]></category>
		<category><![CDATA[Preparation]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=2247</guid>
		<description><![CDATA[Martin Ralya at Engine Publishing sent me a preview of his latest book, Never Unprepared: The Complete Game Master&#8217;s Guide to Session Prep. (Thanks Martin &#8211; the book looks great!) Written by Phil Vecchione, the 127 page book is carved into three main sections: Understanding Prep Prep Toolbox Evolving Your Style There are also meta [...]]]></description>
				<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-2249" title="never-unprepared-cover-250w" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/never-unprepared-cover-250w-200x300.jpg" alt="Never Unprepared cover" width="200" height="300" />Martin Ralya at Engine Publishing sent me a preview of his latest book, <a href="http://www.enginepublishing.com/never-unprepared-the-complete-game-masters-guide-to-session-prep">Never Unprepared: The Complete Game Master&#8217;s Guide to Session Prep</a>. (Thanks Martin &#8211; the book looks great!)</p>
<p>Written by Phil Vecchione, the 127 page book is carved into three main sections:</p>
<ul>
<li>Understanding Prep</li>
<li>Prep Toolbox</li>
<li>Evolving Your Style</li>
</ul>
<p>There are also meta pages covering references, intro, conclusion, index and so on.</p>
<p>While reading the Understanding Prep section, I came across three pain points of typical game preparation in a section titled &#8220;You&#8217;re Doing It Wrong.&#8221;</p>
<p>A light bulb went off and I wanted to delve deeper into the biggest mistakes I (and maybe you) make when handling preparation for games.</p>
<p>This article, then, covers the three insightful GM prep pain points Phil identifies, plus a couple of personal ones from my own book of mistakes!</p>
<p>But before diving into today&#8217;s dish of prep faux pas, I wanted to call out a couple of quotes from Never Unprepared.</p>
<h2>Prep = Confidence</h2>
<p>The first quote tells us the key benefit of game prep is confidence:</p>
<p>&#8220;The goal of prep is to give the GM a level of comfort through the understanding that all the information they need to run the game as smoothly as possible is readily at hand.&#8221;</p>
<p>I agree very much with this, that good prep gives you a feeling of confidence. A sign you are preparing for game sessions well is you feel confident going into the game session.</p>
<p>You feel like you can handle whatever the players throw at you. You feel you&#8217;ll weave great tales of adventure with your players based on your ideas and designs. And you feel great about the materials you&#8217;ll need to play the game well.</p>
<p>Herein lies a gem from Phil&#8217;s advice.</p>
<p>If your goal of prep is confidence, then you just need to figure out what makes you confident going into each session. Once you know that, you know exactly what to prep!</p>
<p>For example, maybe you run a game with a good amount of crunch in it, like Pathfinder or D&amp;D. Confidence for you might mean rules mastery and a pool of pre-designed game elements, such as NPC stat blocks.</p>
<p>Or perhaps confidence for you means having a published adventure primed to run &#8211; studied, tweaked and ready to serve up like a hot dish of roasted PCs (with a touch of pepper).</p>
<p>Alternatively, confidence might mean having a bullet list of ideas and a map in your back pocket.</p>
<p>The lesson here is to figure out what makes you confident, for once we delve into our own recipes of confidence I bet we&#8217;re each different. So no one can tell you exactly what you need to prepare for you to feel confident.</p>
<p>If you are unsure, you can check out books like <a href="http://www.enginepublishing.com/never-unprepared-the-complete-game-masters-guide-to-session-prep">Never Unprepared</a> or the <a href="http://www.roleplayingtips.com/url/adventurehandbook">Adventure Creation Handbook</a> to give you ideas.</p>
<p>When running games, be sure to note the parts where you stumbled and a bit more prep could&#8217;ve helped. Track these moments and make a pre-session prep checklist for yourself. Improve your checklist over time until it becomes the perfect prep recipe for you.</p>
<h2>Silence Is Death</h2>
<p>&#8220;GMing is in many ways like radio, where silence is death.When [silence] happens, immersion is broken and the gaming table slowly devolves into building dice towers, book flipping, and sidebar conversations.Prep is what prevents those moments of silence.&#8221;</p>
<p>I thought this was great advice from the book. Great job, Phil.</p>
<p>When I read this I put my iPad down and thought about it. Is silence really a bad thing?</p>
<p>My conclusion: if not used for dramatic effect or as a short bit of player recovery after something intense, then yes, silence is death.</p>
<p>Silence caused by GM hesitation kills table energy. Hesitation can happen for a variety of reasons:</p>
<ul>
<li>If you get stuck and can&#8217;t think of what happens next, the ensuing awkward silence is hard to bear.</li>
<li>If you get stumped on a rule, the silence caused from all the research deflates the game.</li>
<li>If you can&#8217;t find what you&#8217;re looking for in your notes or book or adventure, the pause diffuses attention and excitement.</li>
</ul>
<p>The first bullet is perhaps your worst GMing nightmare. Mental writer&#8217;s block. A creative stumper.</p>
<p>One solution to all those potential silent killers is good game prep.</p>
<p>And that falls back to who you are as a game master and what you need to feel confident, because confidence puts you in a frame of mind where you never get stumped. You are in the zone and have super recall. You handle tricky situations like rules issues with ease.</p>
<p>&#8220;Bob, would you mind double-checking that rule while I do a quick aside with Frank as he checks the locked box for traps?&#8221;</p>
<h2>The Four Key Qualities Of Prep</h2>
<p>Finally, I want to pull a model out of the book for you, as I think it&#8217;s a great way to think about the carrier waves of game prep.</p>
<p>I was going to call these four things goals. But we already have a goal for prep: confidence.</p>
<p>Therefore, these four things are the paths to confidence, sort of like carrier waves. Do these, and you&#8217;ll feel confident.</p>
<p>So, the four qualities of great game prep are:</p>
<ul>
<li><strong>Accessible</strong> &#8211; What you&#8217;ve prepared must be available during games when needed.</li>
<li><strong>Organized</strong> &#8211; Find stuff fast.</li>
<li><strong>Effective</strong> &#8211; What you&#8217;ve prepared must actually be useful to you during games.</li>
<li><strong>Reliable</strong> &#8211; Your stuff is safe and secure (back your computer up now!)</li>
</ul>
<p>Nail these, and you will be a confident GM.</p>
<p>Now, onto the big mistakes of game prep.</p>
<h2>Mistake #1: Writing Too Much</h2>
<p>&#8220;This is the most common reason that GMs dislike prep: They are simply writing too many notes.&#8221;</p>
<p>Good call.</p>
<p>Have you ever written a huge background for an NPC, place or item, then realized how little time is left before game day, so you start scrambling?</p>
<p>I recall writing session logs that took a whole week, which left me no time to get ready for next session.</p>
<p>I also remember writing vast histories for a homebrew game world called Seven Cities. All that writing left me exhausted and not interested in doing anything else to prep for a while. The irony?</p>
<p>I wrote about the creation of the universe and the formation of the gods. That&#8217;s it. I was exhausted and I had not even started writing about the lands of the Seven Cities and the kind of games and adventures that might take place there. I got stalled in meta land.</p>
<p>So, if you feel pressure to write a lot to be prepared, and this makes you procrastinate, then stop writing. It&#8217;s not necessary.</p>
<p>However, if you love creative writing like I do, then writing a lot about your campaign is great as long as you manage your time and energy well.</p>
<p>I find writing helps me explore the setting and its peoples better than any other activity. It&#8217;s better than just reading a whole bunch and trying to absorb all the details.</p>
<p>When I write and create my own stuff, I have better, longer recall of it. It becomes part of me &#8211; I just &#8220;know it&#8221; when the time comes to use it for prep or during games.</p>
<p>But each to his own.</p>
<h3>The Solution</h3>
<ul>
<li><strong>Find your sweet spot</strong> between creating enough details to feel confident and not writing so many details that you run out of time or energy to be fully ready for next session.</li>
<li>If you like to write, <strong>create a To Do list of what you need to do to be ready for next session</strong>. Then put time limits on your creative writing sessions so you leave enough time for the other stuff.</li>
<li>Try to <strong>do a lot of creative writing before you start campaigns</strong>. Use this activity to set a strong foundation of knowledge and readiness, so prep you need to do during the campaign is diminished and easier.</li>
<li>Through experimentation, <strong>learn what notes style helps you GM best</strong>. For example, I&#8217;ve found bullets work better for read aloud text than full paragraphs.</li>
<li>Consider <strong>using stat blocks more often for various game elements</strong>. I&#8217;ve published a few stat blocks for different types of game elements in past emails. Stat blocks create consistent information entries, such as for NPCs and items, and can forestall the need to do a lot of writing because of the efficient format.</li>
</ul>
<h2>Mistake #2: Poor Tools, or Tools You Are Not Excited About</h2>
<p>Try sawing a board with a hammer. You need the right tool for the job. The wrong tool will leave you frustrated, ineffective as GM and stressed out when you prep.</p>
<p>You should not only consider the physical properties of a tool, but choose a tool and preparation system you enjoy using. A tool you hate lies unused.</p>
<p>For example, you might use your computer for preparation, but not have it available at the game table, so you need to print everything out, which is always a last-minute mess.</p>
<p>Or, you might have five different pieces of software for notes and idea capture, making consolidation a nightmare.</p>
<p><a href="http://www.roleplayingtips.com/tools/my-digital-campaign-toolbox/">I use MyInfo software for prep</a> (plus some helper software and websites). But I&#8217;m always tempted to use a GM binder. And I also love the idea of going back to index cards.</p>
<p>Reverting to a binder or card boxes would be a mistake though, because then I&#8217;d have information sprawl &#8211; some information on a computer and some on paper or cards.</p>
<p>Plus, I love the search, tag and customization features of MyInfo, so it&#8217;s a tool I&#8217;m always excited about.</p>
<h3>The Solution</h3>
<ul>
<li><strong>Experiment with different methods</strong> of preparation and organization for a while. Then pick what you like best.</li>
<li><strong>Stick with your decision!</strong> No system is perfect. Do not think the grass is greener on the other side. That will always be true. Stick with your chosen system and make it work for you, or risk getting bit by Mistake #2.</li>
<li><strong>Understand what you need</strong> from your prep tools:
<ul>
<li>Inspiration (i.e., generators, news sites)</li>
<li>Idea capture</li>
<li>Reference (i.e., gazetteer, cast of NPCs, plotline)</li>
<li>In-game note taking</li>
<li>Crunch (i.e., bestiary, NPC stat blocks)<br />
Then pick your tool(s) of choice.</li>
</ul>
</li>
<li><strong>Avoid flip-flopping between tools</strong> (see bullet #2 above). For example, quit downloading notes apps and just pick one and stick with it. The more you use a tool, the more you will master it and learn how to make it work best for you.</li>
</ul>
<h2>Mistake #3: Not Understanding Your Creative Cycle and Schedule</h2>
<p>Prepping while tired makes you dislike prep and it generates poorer results.</p>
<p>Some people are better in the morning, some in the evening. You might work better on weekends, or perhaps a half hour a day right after work or school helps you unwind *and* get prep done.</p>
<p>Never Unprepared goes into detail about your creative cycles and taking best advantage of them, which is great.</p>
<p>The book also guides you through schedule creation. Author Phil has a project management background, and he brings that to bear in his top-down approach to figuring out a schedule that helps you take best advantage of your peak creativity times.</p>
<p>I think just calling out that you have periods of higher creativity is brilliant. Once you realize, &#8220;Yeah, I am more creative when hooked up to my coffee intravenous each morning&#8221; you gain a key personal insight you can take advantage of for better game prep.</p>
<p>For me, I&#8217;ve tried the top-down approach of figuring out a weekly schedule and I have a slightly different angle.</p>
<p>Instead of making a calendar and filling in all the time boxes, I decide when I&#8217;ll do game prep each week and book an appointment with myself. I carve out this time and have everything else work around it, letting it all sort itself out.</p>
<p>I used to spend time each morning before work doing prep. But recently I&#8217;ve switched to after work. I get home from work, do a half hour of prep, then a half hour of exercise, and then I&#8217;m ready for whatever the evening has in store for me.</p>
<p>The end result is the same. Whether you fill in a whole calendar or just carve out protected time, you set yourself up for success.</p>
<h3>The Solution</h3>
<ul>
<li><strong>Determine when you are most creative</strong>, inspired and interested in doing game prep. If unknown, experiment. Know thyself!</li>
<li>You might have <strong>different strengths and preferences at different times</strong>. For example, mornings are my idea times, and afternoon breaks are great for organizing and research. Evenings are good for crunch. That&#8217;s me. How about you?</li>
<li><strong>Make a schedule or book an appointment with yourself.</strong> Either way, protect your prep time and keep appointments with yourself &#8211; don&#8217;t be a no-show.</li>
<li><strong>Always be thinking.</strong> I do a lot of prep just by thinking and imagining when my hands are busy but my brain is idle, such as while mowing the lawn. When it comes time to put fingers to keyboard, I already have a lot figured out.</li>
</ul>
<p>* * *</p>
<p>Thanks again to Martin for the review copy of Never Unprepared: The Complete<br />
Game Master&#8217;s Guide to Session Prep. <a href="http://www.enginepublishing.com/never-unprepared-the-complete-game-masters-guide-to-session-prep">The book is available now for preorder</a>.</p>
<p>I promised you five GM prep mistakes. I&#8217;ve covered the three mentioned in Never Unprepared today.</p>
<p>In another post, I&#8217;m going to talk about two others I&#8217;ve learned the hard way over the years.</p>
<p>The first is called <strong><em>Not Rewarding Yourself</em></strong>.</p>
<p>Many GMs don&#8217;t like preparation. I was not a fan of it myself for awhile. And my games suffered because of it.</p>
<p>You might be great at ad libbing and running from just a few ideas written on a napkin.</p>
<p>But I feel a little preparation helps even those GMs who can wing everything.</p>
<ul>
<li>Adding a bit of polish to your ideas will make them gleam even brighter.</li>
<li>Connecting more dots between sessions will turn you into a storytelling genius.</li>
<li>And showing up to a session organized, prepared and confident will help you have even more fun every game.</li>
</ul>
<p>Once I clued into the proper mindset for preparation, my whole game changed. Yours will too.</p>
<p>Stay tuned!</p>
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		<title>D&amp;D GMs: How to Solve Problem Players Once And For All – Without Messy Confrontations</title>
		<link>http://www.roleplayingtips.com/gm-techniques/how-to-solve-problem-players/</link>
		<comments>http://www.roleplayingtips.com/gm-techniques/how-to-solve-problem-players/#comments</comments>
		<pubDate>Fri, 25 May 2012 12:00:41 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[GM Techniques]]></category>
		<category><![CDATA[Players]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=2238</guid>
		<description><![CDATA[One of the most frequent help requests I get is from GMs frustrated with problem players. If there is conflict in your group, your games will suck. And that&#8217;s a shame because role-playing games can be so rich and enjoyable when everyone is working together, on the same wavelength, creating amazing moments. Danny Iny of [...]]]></description>
				<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-2241" style="margin: 5px;" title="naked-marketing" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/naked-marketing-300x300.png" alt="Naked Marketing Manifesto cover" width="300" height="300" />One of the most frequent help requests I get is from GMs frustrated with problem players. If there is conflict in your group, your games will suck. And that&#8217;s a shame because role-playing games can be so rich and enjoyable when everyone is working together, on the same wavelength, creating amazing moments.</p>
<p>Danny Iny of Firepole Marketing sent me an advanced copy of his new manifesto, <a href="http://www.nakedmarketingmanifesto.com/">Naked Marketing</a>, which is a smart take on getting new customers. A major premise of his naked marketing model is your business must attract like-minded customers.</p>
<p>Make a perfect match between you and your ideal customers so your business relationships are healthy, fulfilling and profitable.</p>
<h2>Attract Like-Minded Players for Great Gaming</h2>
<p>So too it is with game mastering and forming a group. Roleplaying games at their core are social activities. And they are prone to the same relationship problems that businesses face when working with the wrong types of customers.</p>
<p>For example, if the game master is at odds with a player, that conflict will come out during gameplay. And everyone&#8217;s game experience will suffer for it. Likewise, conflict between two players will ruin everyone&#8217;s fun from all the negative emotions of the table.</p>
<p><strong>The secret is to attract people who believe what you believe makes for great gaming.</strong></p>
<p>I once had a GM who was very controlling and who made his homebrew game world the star of the show. He would manipulate gameplay to protect his game world and ideas from us meddling players.</p>
<p>At first I thought this was just a temporary phase while everyone in the new group got to know each other.</p>
<p>However, third game in and it was getting even worse. And regrettably, my behavior worsened, which everyone picked up on. At the halfway point of the third session I realized I could not continue on like this. I was being disrespectful to the game master, my fellow players and myself.</p>
<p>After the game, I mentioned to the game master that could not continue to play due to a difference in styles. We had a bit of a conversation but there was animosity. I always remember how uncomfortable I felt during these games. And I&#8217;m not proud at how things ended, with me reaching a frustration point so high I had to quit.</p>
<p>Danny&#8217;s advice in Naked Marketing last week created an Aha! moment for me.</p>
<p><strong>You need to gather like-minded gamers around your table for the best gaming.</strong></p>
<p>How do you do this? Danny has the solution. Read on.</p>
<h2>Who Would You Game Naked With?</h2>
<p>In Naked Marketing, Danny asks “Who do you want to see naked?” The clever metaphor makes sense when you think about it. Who wants ugly customers, where ‘ugly’ means the wrong type or people who do not want what you’re offering?</p>
<p>“Everyone has a ‘type’ they find attractive – a combination of hundreds of different traits and features,” Danny says. “Just as we each have our unique personal tastes in romantic partners, we also each have a specific type of customer that is an especially good fit for our business.”</p>
<p>I believe we also have personal tastes in the kind of people we enjoy gaming most with. When everybody is having fun because they are kindred gaming spirits, conflict and “problem player” issues fly 300 feet per round out the window.</p>
<p>Who is your perfect kind of player? Who is their perfect kind of game master?</p>
<h2>Become an Attraction Magnet</h2>
<p>The solution for all GMs who have trouble with their gaming groups:</p>
<p><strong>Become an attraction magnet for your perfect player.</strong></p>
<p>If you attract the kind of players who thrive under your GMing style, and if you attract the kind of players that you enjoy GMing for, you have a recipe for a tight knit group of friends who game exceptionally well together and create memorable game sessions.</p>
<p>Think about it for a moment. If you are doing things to attract the wrong kind of player to your group, then you are sabotaging your efforts before you even get a chance to GM!</p>
<p>Likewise, if you just settle for the first d6 players who show up to game, you are taking a big chance there will be no clash in gaming preferences, which is not likely.</p>
<p>Instead, if you take care to <strong>present yourself and your gaming tastes honestly and openly</strong>, then you&#8217;re going to increase your chances of attracting the type of player who will become best friends and best gaming buddies.</p>
<p>This goes beyond game system and genre preference. Conflict bubbles up from issues deeper than that, such as why you game.</p>
<p>For example, if you GM to showcase your cool homebrew game world, I guarantee there are people out there who have love to explore and roleplay and interact with such creations. They love the mystery of the unknown and the thrill of discovery. They love to be surprised and entertained by filling in the next hex on the map. Imagine if these people got together to game. Oh the great games that would emerge!</p>
<h2>Know Thyself</h2>
<p>In Naked Marketing, Danny advises you first get to know yourself. By knowing who you are and what you want, you have a better chance of figuring out who your ideal customer is.</p>
<p>As the game master, you need to do this for yourself. You need to figure out what your GMing strengths are, what your weaknesses are. You need to understand in full your GM traits, tastes and style.</p>
<p>Know thyself is ancient wisdom.</p>
<p>And it’s the first step in the recipe to awesome gaming.</p>
<p>Once you are clear and comfortable about who you are as a game master – naked to yourself with no secrets — you can use this information to figure out what your best player type this.</p>
<p>The key here is authenticity. If you represent your true GMing self to others, then you will attract like-minded individuals for great gaming. It&#8217;s that simple.</p>
<p>If you put out false signals, then you will attract the wrong type of people.</p>
<p>For example, you have a player vacancy and let&#8217;s say you are the type who likes to be in control.</p>
<p>Coincidentally, this is who I am. I love to design <em>and</em> to construct fun situations on-the-fly based on character actions. Though contradictory, I make these two styles work together well most game nights. But it means I like to have control of various things to blender stuff together successfully according to my design visions.</p>
<p>Back to our example. You like control, so you want to attract the kind of players who are okay with an authoritative GM. But if you tell others you are a relaxed and laid-back sandbox game master who gives control to his players, do you see how that will attract a certain type of player who will ultimately conflict with your needs?</p>
<p>And if a player who learns his potential GM likes to be more of a Hollywood director, whereas his gaming ideals are freedom, randomness and choice&#8230;well, you can see where this is headed, right?</p>
<p>You need to be clear on who you are so you can broadcast that and attract players who thrive under your GMing style.</p>
<p>Get naked. Get out your Gem of Seeing. Look at your GMing self.</p>
<h2>Differences Create Rich Gaming</h2>
<p>Finding your perfect match does not mean all your players must have the same personality type or playing style. The cliché that opposites attract really is true in gaming, and any GM can work with players who present a variety of playing styles and personal traits.</p>
<p>So please do not mistake this as a recipe for tracking down just a limited range of players who have exact specifications.</p>
<p>For example, on the surface you might think you never want a rules lawyer in your group. You worry about rules conflicts, being contradicted in your rulings, and perhaps a bit of munchkin gameplay where they over-optimize their characters.</p>
<p>However, a rules lawyer is a valuable addition to your group. Their expertise makes play so much smoother because you can reach out to them and ask for fast help with rules adjudication.</p>
<p>Forget the term <em>rules lawyer</em> for a second. How do you prefer to play with players who have excellent knowledge of the game rules?</p>
<p>You would likely want to tap into that knowledge. And you have preferences for how that would be done during play. (My preference is to be interrupted and corrected on the spot to help me learn the rules better. Your preference might be for the player to take notes and brief you after each session.)</p>
<p>In this example, what you&#8217;re really after is a rules expert who&#8217;s willing to work with you and your preferences for handling rules during games. How great would that be? They can rules lawyer their faces off for all you care as long as they stick to the agreement you have about how this happens during games.</p>
<h2>Be Transparent</h2>
<p>Get clear on who you are as a game master and be transparent about that in your quest for new players. This helps others self select as potential candidates for your group. This not only increases your chances of attracting the perfect type of player for you, but it can save a whole lot of uncomfortable gaming before the typical problem player situation arises.</p>
<p>For example, if I put a classified ad in one of <a href="http://www.roleplayingtips.com/ebooks/filling-the-empty-chair.php">the many player finder sites out there</a>, I want to be clear and honest on the kind of games I run so that players can decide if they&#8217;re the right GM for them.</p>
<p>I might say I prefer linear style adventures because it makes preparation and planning faster for me so I can put more time into fleshing out cool game elements because of the certainty this type of GMing provides.</p>
<p>This declaration will weed out players who prefer sandbox type of campaigns, where characters can do anything in the game world you present and which often results in PCs doing the exact opposite of what you have planned for.</p>
<p>Again, this does not mean you only have a narrow range of player types you can work with. It just means you attract players who align with the spirit of the type of games you prefer to run.</p>
<p>So when you talk about your game, you would not say, “Rules lawyers need not apply.” That&#8217;s not the case at all.</p>
<p>You might say something like, “I work well with players who have mastered the game rules and who would enjoy helping me run a smooth game session.” Such a player and I would work out how to handle rulings before the campaign so we could team up to make sure our game is a well oiled machine.</p>
<p>If you went around and told everyone you hate players who contradict your rulings during games, you risk attracting players who don&#8217;t know the rules. Or you risk attracting players who lack the confidence to speak up about rulings during the games.</p>
<p>In this way, your naked marketing of yourself and your player opportunity will be sabotaged. And then you repeat the cycle of attracting a player who conflicts with you and your group. And before long, you are looking for to fill an empty chair again.</p>
<p>Be honest about your game mastering and put that out there. It will save you a lot of work and bad gaming.</p>
<p>Just be yourself (and be honest with yourself) when questing for new players or groups to join. This will help you attract – and be attracted to – gamers with similar styles and preferences. This will save you from many false starts and problem player experiences.</p>
<p>I wish you great gaming, my friend. It’s such a wonderful hobby rich with great people, imagination and fun times.</p>
]]></content:encoded>
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		<title>Remedies For GM Burn-Out</title>
		<link>http://www.roleplayingtips.com/gm-techniques/remedies-for-gm-burn-out/</link>
		<comments>http://www.roleplayingtips.com/gm-techniques/remedies-for-gm-burn-out/#comments</comments>
		<pubDate>Fri, 18 May 2012 06:26:23 +0000</pubDate>
		<dc:creator>Silveressa</dc:creator>
				<category><![CDATA[GM Techniques]]></category>
		<category><![CDATA[Flashback Fridays]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=2230</guid>
		<description><![CDATA[by The Roleplaying Tips Community Lots of great tips from subscribers in this Flash Back Friday submission,covering everything from being sick of gaming to having writer&#8217;s block. I hope the cure for you lies herein! Note on Navigation: To quickly move between readers&#8217; emails, use your application&#8217;s Find or Search feature and look for @@@@@@. I have purposely [...]]]></description>
				<content:encoded><![CDATA[<p><em><strong>by The Roleplaying Tips Community<a href="http://www.roleplayingtips.com/gm-techniques/remedies-for-gm-burn-out/attachment/burn_out/" rel="attachment wp-att-2232"><img class="alignright size-medium wp-image-2232" title="burn_out" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/burn_out-189x300.png" alt="" width="189" height="300" /></a></strong></em></p>
<blockquote><p>Lots of great tips from subscribers in this Flash Back Friday submission,covering everything from being sick of gaming to having writer&#8217;s block. I hope the cure for you lies herein!</p></blockquote>
<p><em>Note on Navigation: To quickly move between readers&#8217; emails, use your application&#8217;s Find or Search feature and look for @@@@@@. I have purposely used six &#8216;at signs&#8217; because they do not appear in anyone&#8217;s post and will not confuse searching.</em></p>
<p><em>@@@@@@</em></p>
<p><strong>From: Craig P.</strong></p>
<p>As a player in a long running campaign (20+ years) may I<br />
make some suggestions to avoid burn-out based on our GM?</p>
<p>1. Be open to new players. The GM and I are the only<br />
original members of the campaign. New players bring in a<br />
different style and feeling with their characters, adding<br />
new interests for both GM and the other players.</p>
<p>2. Nurture new characters. As you can imagine, after 20<br />
years there has been what seems like hundreds of player<br />
characters. It is easy for both players and GMs to get<br />
bored with a character after months or years of playing.<br />
(This is much easier with a skill-based system than a level<br />
based one. A well rounded 100pt GURPS character can<br />
contribute almost as much as a 300pt one.)<br />
3. Encourage players to help build the world. It is<br />
impossible to work out every detail of your world. Allowing<br />
the players to participate in the creation gives them an<br />
investment in the world. One of my characters became the<br />
leader of one of the main cities in the campaign, giving me<br />
the opportunity to flesh out the entire governing system.</p>
<p>4. &#8220;Play&#8221; NPCs. There is usually little objection to the GM<br />
running a well thought out NPC, especially if it fills a<br />
hole in the party composition. Just make sure he doesn&#8217;t try<br />
to solve all the party problems. Player characters can also<br />
change to NPCs when the player leaves the group. The GM has<br />
a ready-made NPC complete with background, personality and a<br />
connection to the party. Retired characters can also turn<br />
into Semi-NPCs, being still run by the player but showing up<br />
just occasionally.</p>
<p>5. Ask the players. When a dry spell hits, ask the players<br />
what direction they would like the campaign to go. Their<br />
ideas may jump-start a whole new chapter.</p>
<p>6. Take a break. There is nothing wrong with taking a hiatus<br />
in playing. Our longest break was nearly a year as various<br />
personal things got in the way. If you keep in touch with<br />
the players, you can pick up again as soon as things<br />
improve.</p>
<p>@@@@@@</p>
<p><strong>From: Cameron Goble</strong><strong><br />
</strong></p>
<p>Hey Johnn,</p>
<p>Our group&#8217;s GM has been a real trooper. Week after week he&#8217;s<br />
had good story and development, he&#8217;s plotted out at least<br />
three ways for our party to go, and he&#8217;s always up on the<br />
rules he&#8217;ll need to bring into play. But in the face of a<br />
40+ hour per week day job, a fiancée, and other things out<br />
there in the real world, the prospect of keeping up with<br />
everything was getting to be tough on him.</p>
<p>Our solution was to have two games with separate GMs going<br />
within the same group. When one game reached a narrative<br />
appropriate point to stop for a while (generally after three<br />
or four sessions), the GM would step down and become a<br />
player in the other game, while one of the players would<br />
turn into the GM of his own game for a while. Two separate<br />
story lines, two GMs doing their own thing, two totally<br />
different parties.</p>
<p>It&#8217;s been working great. Each GM gets to play on the other<br />
side of the screen for a while &#8211; our &#8220;first&#8221; one hasn&#8217;t been<br />
a player for years, and I think it&#8217;s really reinvigorated<br />
him. Also, he gets a couple of weeks to cool down, go over<br />
his story line, and spend time cooking up our next adventure<br />
without having to worry about time constraints. When his<br />
game starts up again; he always presents a polished, well-<br />
constructed scenario for us. Perhaps one of the contributing<br />
factors to GM Burnout is the constant sense of flying by the<br />
seat of one&#8217;s pants &#8211; having a couple weeks break seems to<br />
get around this problem.</p>
<p>It works well preventing player burnout too: everyone gets<br />
to shift party roles every few weeks, as nobody plays the<br />
same type of character in both games. We&#8217;re an experimental<br />
bunch of players, so we get to explore lots of different<br />
ways to play characters.</p>
<p>The reason we started doing this, by the way, was to work<br />
our way into using the 3rd edition D20 rules. Our game had<br />
been 2nd Edition AD&amp;D, and when D20 came out, we didn&#8217;t want<br />
to have to switch our beloved characters out without knowing<br />
exactly what we were doing, so a separate D20 game was<br />
started. Now both games are D20, and the benefit is that if<br />
the actual GM doesn&#8217;t know a particular rule off-hand,<br />
chances are the playing GM will. Our games have therefore<br />
been very balanced, and we haven&#8217;t had a confrontation over<br />
rules interpretation yet.</p>
<p>Thanks for the great work you&#8217;re doing!</p>
<p>@@@@@@</p>
<p><strong>From: Tom Z.</strong></p>
<p>If you&#8217;re burned out on the original theme then start again,<br />
but within the same setting and campaign. If you used the<br />
Vikings example then rather than trying to emulate Nordic<br />
sagas, switch themes totally. Invade the homelands with<br />
pseudo-Normans and switch to a Robin Hood outlaw game. Turn<br />
on the Cthulhu and start to reveal conspiracies between<br />
sorcerers, priests and unholy sacrifices to unknowable gods,<br />
or even suggest that Odin himself is an avatar of something<br />
more unknowable. Basically re-invent the campaign as another<br />
game but layered upon the previous one. This actually<br />
creates a deeper and multi-layered game.</p>
<p>1. Research. Watch new films, read new books. Maybe reading<br />
noir detective books can be layered into the game as a<br />
series of dark ages murder investigations. Maybe your dark<br />
vampire game could cope with a touch of super hero inspired<br />
heroism? Keep feeding new and wildly divergent ideas into<br />
your existing maps and cities. SF games can absorb space<br />
dwelling dragons, fantasy can cope with swashbucklers or<br />
espionage.</p>
<p>2. War-game, board game. Buy Hordes of the Things or Chain mail<br />
and run some large battles, tied into the campaign but maybe<br />
without the PCs as heroes. Letting your hair down with what<br />
is a rest from roleplaying but which still builds the<br />
richness of the world. If you play the games straight, with<br />
no PC heroes, the outcomes can be used to spark off new<br />
campaign thrusts.</p>
<p>For example, a set battle between the Necromancer Slarge and<br />
his host of skeletons against the Dwarfs of the Bumpy<br />
Mountains. Play it, have fun, see who wins or loses. But if<br />
the skeletons win, then the campaign will be full of<br />
dispossessed dwarfs looking for work, trouble, help,<br />
finance, revenge. The Bumpy Mountains will be full of<br />
undead, the balance of power will shift, the lands may be<br />
threatened. And the defeat of the Necromancer may reveal a<br />
deadlier threat, the nomadic hordes that his undead zone<br />
held back, or the dwarfs may prove to be not so friendly<br />
with their key enemy gone, and the victorious dwarf forces<br />
may march on the PCs&#8217; homelands. The idea is to relax, let<br />
the PCs play the game, moderate and share the fun, receive<br />
creative input that you can&#8217;t wholly predict.</p>
<p>@@@@@@</p>
<p><strong>From: Andy T.</strong></p>
<p>Johnn,</p>
<p>The one thing that I have found to be a sure fire remedy to<br />
lack of inspiration is just to sit back and let somebody<br />
else take the reins for a while. Watch some movies, be a<br />
player, forget the hassles, and relax. Essentially, recharge<br />
your batteries and play the game, have fun and enjoy. If you<br />
don&#8217;t enjoy the game you won&#8217;t run an enjoyable game. It&#8217;s<br />
as simple as that. If you are running a sci-fi stealth game<br />
(i.e. Shadowrun), try some fantasy for a while. If you have<br />
been playing fantasy try some Sci-fi, change tack.</p>
<p>My best, basic tip is to turn the game on its head. Have a<br />
breather, like your favorite TV show for example.<br />
Occasionally they have a weird episode (musical Buffy for<br />
example) and it&#8217;s a change of pace, something new and when<br />
you go back to what you are used to, it seems fresh again.<br />
Give it a whirl, have a time out, play a board game. Remember<br />
that too much of a good thing is a bad thing.</p>
<p>@@@@@@</p>
<p><strong>From: Dave W.</strong></p>
<p>Hello there,</p>
<p>Yes indeed I did suffer from burn-out with my games. I had<br />
been playing pretty constantly, 1/week, with 4 friends. I<br />
GMed and I was having a good time for most of those 13-14<br />
years. I had played in a few games but mostly I GMed. Well<br />
we had started a new game, sorta a traditional game meets<br />
Arab/desert world idea. People made characters and we were<br />
playing but things just didn&#8217;t fit, didn&#8217;t work. I was just<br />
not happy with the game.</p>
<p>So I left fantasy. I played some dark games, Vampire, and<br />
Werewolf, and though they were fun, it just wasn&#8217;t the same<br />
grand types of games I had run before. I tried Trinity/Aeon<br />
this was a romp but really nothing great for me. I kept<br />
feeling I lacked or rather my games lacked a certain oomph.</p>
<p>Now, I guess to my credit, players continued wanting to run<br />
games with me as GM. Which I did, but my heart and soul<br />
really weren&#8217;t always in it and I could see it even if they<br />
didn&#8217;t.</p>
<p>What changed for me was coming up with a new idea, something<br />
I had hashed out in bits with friends over the years. Well<br />
about two years later I had worked on it and I really liked<br />
it! It had a great long term goal, mysteries, and secrets<br />
the party would have to discover, potential for a lot of<br />
growth and interesting (to me) villains and heroes.</p>
<p>D&amp;D 3E was just coming out and I felt this was a great way<br />
to try out an old favorite whom I hadn&#8217;t played in nearly 10<br />
years. It has turned out to be great. For me I needed the<br />
background story. Sure there may be parts the players never<br />
learn about, but they don&#8217;t need to. I do. It helps me make<br />
my decisions, and where villains do what they do and what<br />
countries are at conflict and why.</p>
<p>Well it has been fun so far and we&#8217;re still going.</p>
<p>Thanks for the great info you provide weekly.</p>
<p>@@@@@@</p>
<p><strong>From: Dwayne T.</strong></p>
<p>Hi Johnn,</p>
<p>I just got the new Roleplaying Tips Weekly and it was like<br />
Andrew was an alien who kidnapped me to brain tape my mind<br />
and then give me amnesia so I didn&#8217;t know, and then used the<br />
biggest problem that exists in the gaming partition of my<br />
noodle to write about&#8230;or maybe it would just be easier to<br />
say he read my mind?</p>
<p>GM burn-out is THE NUMBER 1 BANE OF EVERY CAMPAIGN THAT OUR<br />
GROUP HAS EVER PUT OUT. It has been appearing before we even<br />
begin in my campaigns, but the prologue session of this<br />
radically different post-modern campaign has changed that a<br />
lot.</p>
<p>Last Saturday, we were going to go to a party but it<br />
seems that the hostess did not show up, so it was<br />
unanimously decided (by all but me) that I GM a meeting<br />
between the present players&#8217; (which are all but one)<br />
characters. Despite my total lack of preparation (and my<br />
neurotic fear of trying to get the players to interact<br />
without a plan in my head) the session was a TOTAL success!</p>
<p>I had to introduce a plot thread a little early, but it got<br />
everyone introduced, and most of the characters on one side.<br />
It rocked! And I think that the new genre (as well as some<br />
blunt analysis on my techniques, a reestablishment of<br />
techniques that got players excited and some great advice by<br />
both Robin’s Laws Of Good GMing and&#8230;of course&#8230;RPTips).</p>
<p>We have one other real GM who always seems too burnout at<br />
the apex of the gaming excitement. It really sucks too,<br />
because he is a spectacular GM who makes every player&#8217;s<br />
character who tries to be a good addition to the game feel<br />
like he&#8217;s in the limelight. It&#8217;s a lot like going on the<br />
roller coaster that you just absolutely know is going to be<br />
the best ever and then stopping just before the big scream.<br />
Not just stopping, but falling out of the carts to fall all<br />
the way to the cement. I have said many times that I will<br />
not play in another of his campaigns because of his<br />
constantly giving up. Isn&#8217;t that crazy?</p>
<p>@@@@@@</p>
<p><strong>From: BillyBeanbag</strong></p>
<p>One of the greatest lessons I learned about GM burn-out came<br />
at a time when I was playing instead of running the game.<br />
When I got started in the hobby, I was the first one to own<br />
the books, and for most of my early gaming career, I was<br />
always the one running the games. The few exceptions didn&#8217;t<br />
really give me a chance for character development or<br />
progression. So I groomed a replacement and switched sides<br />
of the screen for a while.</p>
<p>What I learned is that at first it&#8217;s kind of like a parent<br />
riding beside a young driver who&#8217;s learning the skills<br />
needed to make it without you. It can be frustrating and<br />
fun, but eventually you get past that and can relax. In<br />
gaming, the feeling of &#8216;having to be the GM&#8217; can overshadow<br />
your whole experience. Once I got to play I started<br />
thinking about what it was that I wanted from the game as a<br />
player.</p>
<p>This was a fundamental shift in my thinking that changed the<br />
way I run games as a GM. By listening to the things I<br />
responded most to, and those things that really excited<br />
other players, I got a much better sense of how to put<br />
adventures and campaigns together that will suffer less<br />
burn-out and create memories that people will talk about<br />
years hence.</p>
<p>Just my two coppers&#8217; worth</p>
<p>@@@@@@</p>
<p><strong>From: Simon M.</strong></p>
<p>My History Lesson. It&#8217;s happened to me about 3 times. The<br />
first time was when I started college, I got a real social<br />
life and was working in a part time job. Most of my friends<br />
were starting to date girls and there seemed more important<br />
things to do than game.</p>
<p>I return to gaming some 5 years (I was in my mid 20&#8242;s) later<br />
when an old friend was cleaning out some junk at his parents&#8217;<br />
house in order to move into a small unit. He discovered a<br />
box of gaming stuff. Three weeks later we had a few games &amp;<br />
it set the course for 3 strong years of gaming. AD&amp;D 2nd<br />
Edition had just come out and we were really hooked on<br />
Planescape. Computer games and getting married put an end<br />
to our weekend sessions and it wasn&#8217;t until I heard about<br />
D&amp;D 3rd edition in 1999 I came back to gaming.</p>
<p>1. Starting Points &amp; Ideas Fade. This can be stopped &amp;<br />
solved by having well fleshed characters with plenty of<br />
personality traits, backgrounds, convictions, contacts &amp;<br />
family links. Throw stacks of NPCs at your characters &amp; let<br />
&#8220;THEM&#8221; do the work. Your idea should be brief and simple to<br />
attach them to a part of the story line.</p>
<p>Players are the lifeblood and we all know that factory of<br />
adventure ideas takes a dive at some time. The best thing to<br />
do is to find out what you players are hungry for, then<br />
&#8220;FEED&#8221; them. Bill likes a dungeon crawl, Jenny likes a<br />
murder mystery, Bob likes long ships &amp; keeps, and lastly<br />
Anna likes dragons &amp; romance. So work with that. Keeping a<br />
campaign fun is hard work and takes a good deal of work &amp;<br />
time. Make sure you know that before starting. If your<br />
personal life is really full with work, studies, children,<br />
and hobbies then it might not be a good for you to run a big<br />
campaign. Stick to small short Quests. Don&#8217;t start something<br />
you can&#8217;t finish.</p>
<p>2. Villains, Creatures &amp; NPC Villains. Treat them like a<br />
proper character, with their own history, backgrounds,<br />
flaws, perks, convictions and all the rest. They must have<br />
goals and reasons for doing what they are doing, while<br />
keeping it simple.</p>
<p>Joan is working on a Villain. She is using a Viking campaign<br />
setting template and so selects a Frost Giant Chief as one<br />
of her three bad guys. She then lists things about him.<br />
Strong, Bossy, Mean, Tough, Fit, Swordsman. Killed many, bad<br />
childhood, no family, no partner, trusts nobody.</p>
<p>Visualize to heighten areas (Caverns &amp; Dungeons). Room<br />
descriptions can be a really big problem. It&#8217;s a lot of work<br />
to write up a 30 room level and by the 10th room it&#8217;s<br />
downright painful. Change the way you do it. Imagine your<br />
self as a hero walking into this room, look around, what do<br />
you see&#8230; Creatures? Conditions? Color &amp; Components?</p>
<p>3. Quest Preparation Feels Like Work. Putting together a<br />
campaign is a lot of work. The idea is to cut the work down<br />
into manageable chunks or blocks. Work out the nuts and<br />
bolts for the first quest, make some brief notes for ideas<br />
for any connectors along with possible creatures and setting<br />
briefs and leave it alone till you get up to that stage.<br />
Things change over the course of one or two games and you<br />
might have to change things.</p>
<p>Never work on your quests for more the 2 hours at a time,<br />
keep it fresh by doing it in small, punchy, half hour bites.</p>
<p>Work with lists, small paragraphs and flow charts rather<br />
then huge masses of hand written or typed material. Keep<br />
areas like caverns &amp; dungeons to a room limit of say 15<br />
rooms and only 2 levels. Try and invent at least 3 creatures<br />
per quest. And never be afraid to scrap possible ideas for<br />
some thing new that may prove better&#8230;</p>
<p>For example:</p>
<p>Joan is now running her first quest, &#8220;The Dogs of Death&#8221;.<br />
The story hook is very simple, The players must solve the<br />
murders in the city area in order to claim the 140gp reward.<br />
A rival party is also attempting to solve this mystery and<br />
claim the prize. The party needs this 140gp in order to<br />
repay a loan from a Loan Shark.</p>
<p>The party soon collects enough facts &amp; clues discovering a<br />
secret gang of mercenaries working in the bell tower who are<br />
using trained hunting dogs to attack unsuspecting victims<br />
and rob them. Rather then infiltrating their lair in the<br />
bell tower, the party in a complete turn-around instead<br />
informs the Home Guard and sneaks into the Loan Shark&#8217;s<br />
hide-out.</p>
<p>Joan, now in a complete panic, decides to cut for a break<br />
while she works out a new tack. Working on the fly, 10<br />
minutes of think-tanking comes up with the following<br />
connectors. The Home Guards are corrupt and work for a rival<br />
thieves’ guild, the Bloody Cutlass. The Loan Shark works for<br />
the thieves’ guild, Blue Griffins. The third party here is<br />
a band of goblin night assassins. This quest &amp; campaign<br />
turned out to be one of Joan&#8217;s best.</p>
<p>4. Player Expectations. Make sure players start off with the<br />
character profession they want. Make sure their characters<br />
are fully fleshed out giving you lots to work with. Make<br />
sure you know what they want in the game, Action, Mystery,<br />
Romance, etc.</p>
<p>Even if the party is all fighters and thieves, work with<br />
that. Never have a player use another player&#8217;s character,<br />
that always leads to tears and infighting. Don&#8217;t try and<br />
save them from themselves, if they do some thing stupid let<br />
them wear it, you don&#8217;t however have to kill them&#8211;just<br />
punish them. Yes we should be aware that players are<br />
expecting us to keep delivering&#8230; But as the<br />
Narrator/Storyteller/DM you should know this and revel in it<br />
by setting up you players with story baits and hooks, the<br />
ones they in turn asked for at the start of the quest.</p>
<p>5. Player Envy. Avoid player envy (i.e. wishing you were the<br />
one playing) by playing in a completely separate game group.<br />
It&#8217;s good advice to never just constantly run games. Even<br />
playing a computer game can do the trick.</p>
<p>6. Frustration &amp; Restless Bored Players. GMs have told me<br />
countless horror stories where players almost drove them<br />
insane with constant nagging about their character, nagging<br />
about the lack of magic items and how such-and-such new RPG<br />
is loads better.</p>
<p>Stick to a generic campaign setting (boringly plain) then<br />
select areas to enhance, with simple themes &amp; ideas, to<br />
flesh out later. For the Northern Hinterlands have a Viking<br />
theme, while the Midlands have a Forgotten Realms theme.<br />
Players can move to and from areas as they please. Always<br />
keep things local and work outwards as the players work<br />
outwards. Keep mostly to ideas with stuff inside the<br />
players&#8217; main circle of interest.</p>
<p>Make sure players are aware that they are in fact in control<br />
of their characters&#8217; lives. They can multi-class their<br />
profession, they can go and choose their own skills and<br />
talents, and they can go and train in whatever they want.<br />
Put the ball back into your players&#8217; hands, let &#8220;THEM&#8221; do all<br />
the work. This also stops them from getting fed-up.</p>
<p>Always KEEP PLAYERS BUSY with stuff. Looking for clues in<br />
a long lost journal (a hand-out you gave). Putting together<br />
bits of a torn map (a torn hand-out you gave them), a<br />
newspaper you email them monthly, looking for a lost family<br />
relic in between normal adventuring.</p>
<p>In one of the campaigns I was running I had a player who was<br />
starting to show loss of interest with her character, a 6th<br />
level female half-elf Magic User. Always go straight to the<br />
player &amp; identify the problem with them. She was feeling<br />
left out when the others in the party got stuck into combat.<br />
Work with the player for a solution&#8230;.I found the player to<br />
be a closet Kung-fu nut. I gave the party a side mission<br />
that led her character to multi-class into a Magic<br />
User/Monk-Twin Dragon.</p>
<p>@@@@@@</p>
<p><strong>From: Scott Fitz</strong><br />
<strong> MoonHunter</strong></p>
<p><strong></strong>1. GM&#8217;s block is a serious problem in the roleplaying world.</p>
<p>Nothing stops a campaign faster than a burned out GM, except<br />
maybe unhappy players. Signs of burn-out are a) lack of<br />
enthusiasm for your own play, b) throwing the same old plots<br />
at your players time and time again, c) seeing your<br />
scenarios fall flat on a regular basis, d) not finding a new<br />
hook or things to do in your campaign, e) players expressing<br />
dissatisfaction about the game which they never have before.</p>
<p>2. Most people have a time of day when they&#8217;re the most<br />
creative. Do your brainstorming then. Try going without<br />
sleep for a while. Two o&#8217;clock in the morning is usually the<br />
time when the brain is least reasonable. You can come up<br />
with great ideas (or simply crazy ones) that can be added<br />
together with other random thoughts. Always leave a notebook<br />
and pencil by your bedside. You might wake up with a new<br />
approach that can get you started again.</p>
<p>3. Read! I&#8217;ve been burned out before, and reading new things<br />
always reawakens my imagination. I read fantasy books to<br />
stimulate my creativity, but any genre will work. They do<br />
not have to game related fiction. In fact, books of a type<br />
you never normally read are best for inspiring you.</p>
<p>4. You can get ideas from movies. Watch movies with<br />
different themes. A western can give you ideas completely<br />
different from ideas inspired by a martial arts movie. Get<br />
ideas from dramas, mysteries, suspense, horror, whatever.<br />
Reading and watching movies may have some feature that might<br />
provide the spark of inspiration from which a campaign might<br />
be born.</p>
<p>5. Use your eyes. Artwork, both fine and graphic, are great<br />
sources of inspiration. You can get ideas from a painting of<br />
the countryside, a castle, or maybe just a portrait. Flip<br />
through your books and see what kind of artwork is in them.<br />
I recommend the annual Spectrum book series as the best<br />
inspiration art book of all time.</p>
<p>6. If it does not work one way, try another. Consider<br />
switching to another campaign setting or system. A new<br />
setting may be a refreshing break from the standard things<br />
your players are used to. If you play Fantasy all the time,<br />
use a different section of your brain and try a science<br />
fiction game. Sometimes you really need a break from the<br />
usual. A change is definitely required if you&#8217;re out of<br />
ideas on a topic.</p>
<p>7. Sometimes you need some help to get over the rough spots<br />
in your creative drought. Don&#8217;t be afraid to read and borrow<br />
stuff from others. Take ideas and add them together.<br />
Roleplaying magazines always have little things that help a<br />
GM, and they can be scoured for ideas you could use.</p>
<p>8. Review your previous work. It might help to go looking<br />
through some of your old material. Look back at other things<br />
you have written, and try revising them to fit your current<br />
campaign. Update and modify it to fit your current tastes.<br />
Also, the players may react differently to a situation than<br />
another group of players. If they do, this will get you<br />
thinking on a different line.</p>
<p>9. Try developing different parts of a campaign that you<br />
haven&#8217;t already. See what the players could explore, be it<br />
physical, emotional or spiritual. Try a moral dilemma<br />
instead of your normal court intrigue or combat. Take the<br />
group to a new part of your world as yet unexplored. An<br />
invasion from space will always take a game in new<br />
directions.</p>
<p>10. Ask a friend who is not involved in your current<br />
campaign read over your work. Talk about it and see what<br />
ideas he or she has that can be integrated. There is no such<br />
thing as bad constructive criticism. If the friend doesn&#8217;t<br />
like something about it, change it or make it better. Listen<br />
to their comments and suggestions no matter how negative<br />
they are regarding your work. After all, you don&#8217;t have a<br />
better idea at this time.</p>
<p>11. If you can, try writing a little short story or stories.<br />
Make your brain work in a different way. Put something down,<br />
anything. Make it small. Start in the middle or write just a<br />
piece of it. Make an outline. Think creatively about<br />
something unrelated. Spend time just sitting quietly day<br />
dreaming. Take a break. Give up for awhile and do something<br />
different. Most likely you are burned out because you are<br />
overworked. Enjoy some down time to rest your brain. Curl up<br />
with a good book and let yourself drift to a different<br />
place.</p>
<p>12. Try writing small pieces of information or creative<br />
thought. These could be one line of scene description,<br />
three sentences describing the organization of a religion,<br />
the fast write up for an NPC, some game mechanics that when<br />
a piece of description added could be a new monster, or even<br />
a game tip. Once you can begin to write things down, they<br />
can inspire you to move on to other things.</p>
<p>13. Sometimes there are physical reasons for why you are not<br />
feeling creative. Try to make sure you are getting enough<br />
quality sleep, taking in a little exercise, and limiting the<br />
amount of chemical modifiers you are taking (caffeine and<br />
nicotine being the biggest contributors). If you have any<br />
physical ailments, try to get them resolved. You can&#8217;t do<br />
your best when you don&#8217;t feel your best.</p>
<p>14. The hardest part of being creative is &#8220;the starting&#8221;.<br />
Try taking pieces of the middle of what you want to do, then<br />
go back and work on the beginning.</p>
<p>15. Sometimes you just need a change of pace. Trying going<br />
someplace new, or just different, from where you normally<br />
go. The change of location may help you to dislodge the GM&#8217;s<br />
block.</p>
<p>@@@@@@</p>
<p><strong>From: Jerry M.</strong></p>
<p>Hello Johnn,</p>
<p>I&#8217;ve been running a home-brewed game for the past 6 years<br />
with another friend, and GM burn-out creeps up on me very<br />
often (usually once or twice a month). I have a suggestion<br />
for other GM/DM&#8217;s to help overcome burn-out and make their<br />
game and/or game world seem &#8220;better&#8221;.</p>
<p>I find that relaxing while listening to music and letting my<br />
mind wander in my game world helps. While relaxing, try to<br />
picture yourself walking around in your game world and paying<br />
attention to what people do, their surroundings, and just<br />
generally what goes on. Once you&#8217;re walking around in your<br />
game world, close your eyes and let your mind wander<br />
(preferably in your game world)&#8230; Do this for a couple<br />
hours a week (sometimes 30 min a day for a week really gets<br />
me wanting to GM).</p>
<p>You can take this to the next step further by making stuff<br />
happen. Example. While walking to the store, you see someone<br />
hit by a car. What do you do? What if that person is your<br />
enemy, friend, spouse, noble/high class, commoner, etc.?<br />
Sometimes seeing the day to day life of your game world<br />
through the eyes of a commoner, or just some traveler, you<br />
will begin to know more about your game world that usually<br />
isn&#8217;t in any books. Your game world has a life, why not look<br />
at how it is for a couple hours a week. Plus, don&#8217;t think of<br />
plot hooks, let them come to you. The more you &#8220;see&#8221; your<br />
world, the more you can probably figure out how to make a<br />
campaign unlike any you had before&#8230;</p>
<p>This may be difficult if you do not have a fully developed<br />
game world, or have little knowledge about the system. This<br />
has been very effective for me because I built my whole game<br />
world, system, and NPCs from scratch, so I know of many<br />
aspects of day to day life in my world from planet to<br />
planet, realm to realm.</p>
<p>These tips have helped me, and maybe they can help someone<br />
else.</p>
<p>@@@@@@</p>
<p><strong>From: Mitch Michaelson</strong></p>
<p>Hi Johnn,</p>
<p>Your recent issue struck very close to home: I suffered GM<br />
burn-out and I had to have a character leave the game.</p>
<p>First, because we play online, that means we don&#8217;t know each<br />
other as people very well. And no matter how many smiley-<br />
faces you use, it&#8217;s very easy to offend someone in a chat<br />
room. The group lacked cohesiveness. I lost interest in<br />
holding it all together. So I asked that we skip a week,<br />
then come back and discuss the problems.</p>
<p>The remaining players and I talked our issues out. In some<br />
cases, I was at fault as much as anyone. In other cases, I<br />
had to play the &#8220;it&#8217;s my game&#8221; card while demonstrating<br />
concern for their feelings.</p>
<p>One of the players pointed out a flaw in the way I set up<br />
the game. As mid-level characters (ancillae), I wanted them<br />
developing their own schemes and domains&#8230; but because<br />
there were few low-level characters (neonates) in the city,<br />
the player characters were effectively just powerful<br />
neonates.</p>
<p>I didn&#8217;t think bringing in dozens of neonates would make<br />
things better so the players suggested they take control of<br />
my non-player characters! They each chose an existing NPC<br />
neonate and will play them from now on, in addition to their<br />
normal ancillae. This troupe-style play expanded the ranks<br />
of player characters and since the two groups know each<br />
other, the ancillae can send the neonates off on dirty<br />
missions they devise. This completely dispelled my lack of<br />
interest and my burn-out was gone!</p>
<p>Second, at the same time as all of this I had to expel a<br />
character from the game because he simply didn&#8217;t fit in. The<br />
player was also rarely present, so that contributed. One of<br />
the players contacted the expelled player and asked if he<br />
still wanted to play, which he did. The player brokered a<br />
discussion between the ex-player and I, and now the ex-<br />
player is creating a new character that fits the game and he<br />
will show up more often.</p>
<p>The game is back on. The lost player is coming back into the<br />
game. The moral to the story is, involve your players when<br />
you suffer burnout. They will probably surprise you with<br />
something out of the blue.</p>
<p>&nbsp;</p>
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		<title>Quick Editing Help Needed</title>
		<link>http://www.roleplayingtips.com/news/quick-editing-help-needed/</link>
		<comments>http://www.roleplayingtips.com/news/quick-editing-help-needed/#comments</comments>
		<pubDate>Thu, 12 Apr 2012 15:28:56 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=2189</guid>
		<description><![CDATA[[Update April 14: Thanks very much to the great editors who helped out! The files have all been taken care of now. Stay tuned for more news about the Combat Swipes.] Howdy Roleplaying Tips fan! I&#8217;ve just compiled all the raw entries from the Combat Swipe File contest. They have been broken up into short [...]]]></description>
				<content:encoded><![CDATA[<p><img class="size-medium wp-image-2069 alignright" style="margin: 5px;" title="WW1_trench" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/WW1_trench-300x179.jpg" alt="" width="300" height="179" /></p>
<p>[<strong>Update April 14:</strong> Thanks very much to the great editors who helped out! The files have all been taken care of now. Stay tuned for more news about the Combat Swipes.]</p>
<p>Howdy Roleplaying Tips fan!</p>
<p>I&#8217;ve just compiled all the raw entries from the <a title="Enter The Combat Swipe File Contest – Deadline Feb 27" href="http://www.roleplayingtips.com/combat/enter-the-combat-swipe-file-contest-deadline-feb-27/">Combat Swipe File contest</a>.</p>
<p>They have been broken up into short sections and I could use your help editing them.</p>
<p>If you like editing and have a few minutes to spare, please visit the shared Google Documents below and get your red pen out.</p>
<p>Thanks so much for your help!</p>
<p>Once the editing is done, I&#8217;ll start publishing the entries in the <a title="Subscribe" href="http://www.roleplayingtips.com/subscribe/">GM tips newsletter</a>, and I&#8217;ll also be compiling them into a free PDF for Roleplaying Tips readers.</p>
<div style="font-size: 24px;">
<p>Melee Attack</p>
<p>Melee Ranged</p>
<p>Spell Attack</p>
<p>Misses</p>
<p>Insults &amp; Challenges
</p></div>
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		<slash:comments>10</slash:comments>
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		<title>Enter The Combat Swipe File Contest &#8211; Deadline Feb 27</title>
		<link>http://www.roleplayingtips.com/combat/enter-the-combat-swipe-file-contest-deadline-feb-27/</link>
		<comments>http://www.roleplayingtips.com/combat/enter-the-combat-swipe-file-contest-deadline-feb-27/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 14:43:15 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[Combat]]></category>
		<category><![CDATA[Contest]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=2173</guid>
		<description><![CDATA[Roleplaying Tips reader Adam made the following Tips Request recently: &#8220;The other issue is coming up with descriptions that aren&#8217;t repetitive after the 3rd combat.&#8221; I have the same problem. And it&#8217;s time to fix it for everybody. Let&#8217;s do a new contest. The prizes will be MyInfo software and some PDF GM books. You [...]]]></description>
				<content:encoded><![CDATA[<p>Roleplaying Tips reader Adam made the following Tips Request recently:</p>
<blockquote><p><em>&#8220;The other issue is coming up with descriptions that aren&#8217;t repetitive after the 3rd combat.&#8221;</em></p></blockquote>
<p>I have the same problem. And it&#8217;s time to fix it for everybody.</p>
<p>Let&#8217;s do a new contest.</p>
<p>The prizes will be <a href="http://www.roleplayingtips.com/tools/dungeon-master-tools-myinfo-software/">MyInfo</a> software and some PDF GM books.</p>
<p>You can enter multiple times for a chance to win more than once!</p>
<h2>Here&#8217;s how to enter</h2>
<p>Fill out a short combat description for each item in this block:</p>
<ul>
<li>Melee attack success:</li>
<li>Ranged attack success:</li>
<li>Spell attack success:</li>
<li>Defense / miss:</li>
<li>Insult / challenge:</li>
</ul>
<p>One or two lines for each is perfect.</p>
<p>For example:</p>
<ul>
<li>Melee attack success: &#8220;Your weapon whistles through the air and opens an angry wound in your foe&#8217;s brow.&#8221;</li>
<li>Ranged attack success: &#8220;With a loud THOINK! your missile penetrates your foe&#8217;s armour and he screams in pain and rage.&#8221;</li>
<li>Spell attack success: &#8220;As the dying words of your incantation float into the air, there&#8217;s a sudden sizzling sound followed by a brilliant flash. Your foe staggers and grunts in pain.&#8221;</li>
<li>Defense / miss: &#8220;Your foe&#8217;s foul breath almost overwhelms you as he laughs heartily at your feeble swing.&#8221;</li>
<li>Insult / challenge: &#8220;You think that&#8217;s tough? I&#8217;ll show you tough! Watch out puny bug, I&#8217;m about to step on you.&#8221;</li>
</ul>
<p>I&#8217;d like your entries to contain one description for each item in the block so I get a good balance of answers. I&#8217;ll edit the entries and repost them for us all to build our swipe files with.</p>
<p>Entry deadline is Feb 27, 2012.</p>
<p>I can tell this is going to be a fun contest. Bring on your combat prose, gory descriptions and best trash talk!</p>
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