Choosing a Setting

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by Delphine T. Lynx Please be aware that, while the article below is relevant to gaming in general, its initial target audience was those interested in MUDs, or Multi-User Domains – text games played via computer. Therefore certain aspects may not be applicable to classic roleplaying games, but the theory behind the essay is. Choosing a […]

A Con, A Cave, a Troll

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by Simon Woodside If you’re anything like the typical GM you have at one point or another asked yourself the following question: What do you do if the players don’t do what you wanted? The question underlines a classic GM problem. As the GM you are expected to be a storyteller for your players (some games […]

Free Will in Roleplaying

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by Heather Grove Free will may seem like an odd issue to bring up in relation to roleplaying, but it’s an important one. Some GMs like to run very scripted games. They plan everything out and push characters into following the script. Some groups enjoy this, and I can’t argue with that. But I don’t […]

Conversation Skills in an Action Game

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by Christopher Magoun Conversation, persuasion, oratory and seduction can pose special problems to new and experienced GMs alike. These charisma-based skills are often treated differently than physical skills. When a PC tries to use a physical skill, the GM assigns a difficulty based on the situation at hand, and the player rolls against his skill. […]

When It All Goes Wrong: DMing on the Fly

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by Deacon Rayne Warning: This article represents a certain ruthless type of gameplay that, while still friendly between DM and Players, may be better suited for good friends who know not to take whatever cutthroat tactics their DM may use personally. In a perfect world, you, the DM, create an awesome story. Your awesome players […]