Are you bored with GMing? RPT GM Michael asks: I’m a beginning DM that has DMed two dozen sessions of a campaign in the setting of Mystara (Known World) using the B.E.C.M.I. version of Dungeons and Dragons. I’ve taken the group through one and a half of the 1980s’ B series Basic D&D modules – […]
Continue readingWith the amount of online games I’ve been playing and running, I’ve learned a few things that help make virtual sessions better. Be Clear on Mission & Focus It’s more difficult herding cats in online games. With numerous distractions via computer, software, and home environment, we must work strategically to keep players focused. Having clear […]
Continue readingWe’ve mused how motivating yourself to be a better GM makes you happier. Those who pursue intrinsic goals are happier because they control more of their destiny. Now let’s talk about our players, who are probably a mixed bag of intrinsic and extrinsic interests. I go along with live and let live and to teach by example. So […]
Continue readingHere’s something key to understand about yourself and your players. People are motivated by some combination and degree of intrinsic and extrinsic factors. Learn what these are for each person in your group to better tailor your game rewards. Rewards that fit, like the right key to the right lock, help your game become a satisfying campaign. An extrinsic reward is […]
Continue readingRPT GM Mark Ariesen asks this tricky question and my answer goes down a dark path. Here’s his question: How do you keep things fresh for your players year-in-year out, when they have seen it all and done it all? One easy way to do this is design your own stuff. Build your own adventures, […]
Continue readingLong-time RPT Patron Eric Gosselin (thanks Eric!) asks about how to pace game sessions: Hi Johnn, I recently awoke to the concept of game session pacing, you know, how to put slow and fast scenes during a game session? I’m looking for advice on the topic. How do I plan my session? Do I make […]
Continue readingI saw this writing tip from @ShawnMerwin and it applies to GMing, as well: Avoid “begin to” or “start to” unless those actions are interruptible. “You begin to hear a scream” is simpler as “You hear screaming.” Clearer and more concise is better. So it is for GM descriptions. And that can be a nasty […]
Continue readingIn a past Musing I talked about pre-mortems. Anticipate problems before they occur and fix them in advance. Everyone wins. Players win by getting smoother gameplay and great sessions with fewer friction points. You get a double win. You not only have more fun at every game, but you create a systematic way to learn […]
Continue readingHere’s the thing with read-aloud scripts and boxed text you find in published modules…. It’s boring. And it kills the mood. Imagine an actor stopping mid-scene to grab the script and read it aloud to you. A terrible experience for both actor and audience. Likewise, stopping your natural way of describing the action, answering player […]
Continue readingWe wax a bit philosophical today. Last email I shared a session account of my Murder Hobos campaign. A few RPT GMs asked about the quasit incident. An invisible creature snuck out of a room to report to the stage boss that the PCs had arrived. One GM asked if this was fair. Another GM […]
Continue readingLet’s talk about the unknown for a minute. We instinctively fear the dark. Yet, we can’t help but wonder what’s there. Use this tension between darkness and light to fuel curiosity, wonder, and excitement for your games. We Sit in The Middle What might not be obvious is there are different depths of shadow within […]
Continue readingGreat GMing means making great decisions. In the heat of gameplay we have a lot going on in our foggy noggins. (Say foggy noggins ten times fast.) We’re doing some math, picking NPC words, choosing foe tactics, observing players, drawing maps, conjuring details, thinking three seconds into the future, and on and on. I love […]
Continue readingI got this tip while reading The Index Card RPG by Rune Hammer Games. Treat every session like you were prepping for a one-shot. If you’ve ever run a convention game or organized play type game, you know it’s a bit different than your typical campaign prep mindset. No one expects to play again after […]
Continue readingI recently read about a memorization technique called Memory Palace, also called Method of loci. It helps you memorize lists and facts. Dungeons are more my style than fancy palaces. So today let’s look at how this quick memory hack can help you prep faster and run adventures better. We Think Story Our brains are […]
Continue readingLast Starfinder game I felt valuable when I came up with a good idea about talking to the Starfinder Society office greeter. That person would see the comings and goings of everyone and might get us a lead on the employee we were investigating. It’s awesome feeling valued. I was thinking about this when I […]
Continue readingRoleplaying Tip GM Dario asks, “How do you create encounters on the fly? Do you just have the DM tables at hand, roll a d20 a few times and voilá? Or do you have a specific procedure?” Thanks for the great question, Dario. I have a few tools for improve encounters: GM Agenda The first […]
Continue readingQuestions are the best way to get your players tuned in, roleplaying, and thinking about the game. However, not all questions are equal. GIGO applies here. Ask a bad question, get a garbage answer and no game lift. But ask the right question at the right time and you reap all kinds of game table […]
Continue readingI rarely play. I almost always GM because I like that role best. But at IntrigueCon I got to log 14 hours on the art-side of the GM screen and I made notes based on my observations and learnings. In a past Musing I discussed how GM details can derail the game. Right details, in […]
Continue readingAn RPT GM asked how he could help his player engage more and roleplay better after switching to online Virtual Tabletop (VTT) games. Several GMs wrote in with fantastic tips. Thank you! Here’s what they said.
Continue readingIt all starts with a flaw. The item does not work as expected. This creates surprise, which makes great gameplay. After the surprise, it makes the item distinct and valued because it’s not just another +1 dagger. Design cost-value into your flaws and find that sweet spot where the penalty of using the item is […]
Continue readingI had an interesting game on Wednesday. I made a couple big mistakes you can hopefully learn from. I’m playtesting the mystery portion of my Demonplague I: The Frozen Necromancer adventure, which releases in 2017. The PCs must find out who or what is behind disappearing villagers. During the session the PCs decided to knock […]
Continue readingI had a great game on Friday. I’m a cleric for our Out of the Abyss campaign. A player complimented me for thinking outside the box. As I only had 9 hit points at the time, I assume he meant the box was a coffin. We all survived, fortunately, and found the stolen red dragon […]
Continue readingI recently interviewed former WotC employee, writer, and editor, Philip Athans. (I’ll be sharing the MP3 audio of it with you soon.) One of the questions I asked was about a GM’s secret weapon — how to show, not tell. Philip said it was all about getting players to feel like they are their characters […]
Continue readingHere’s a cool experiment from fellow RPT reader Iona to reduce the anxiety she felt before games. As smart, caring, sensitive people, we GMs want the best experience for our players. But this leads to perfectionism, imposter syndrome, and unease before sessions. Here’s how Iona solved it. I have something I would like to share […]
Continue readingStatic RPG encounters become predictable. We roll initiative. PCs choose their targets. Grind until the last hit point. However, there’s a concept I’ve penned in my upcoming 5 Room Dungeons book called Intensify. Use this to make encounters come alive, surprise the PCs, and keep your players thoroughly entertained. The technique is simple. At some […]
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