Running Games Archives - Page 6 of 8 - Roleplaying Tips


Category Archives for "Running Games"

Rewarding The Game Master – A Simple Framework

The games we play and the people who play them are complex. We cannot simply write a script and have the audience passively follow along, clapping when the applause sign lights up. We play an interactive game in a social environment. Everyone wants a role to play and the ability to affect outcomes. Player agency might come easy to you or not. For me, it’s on the difficult side….

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Paranoia: Shattering The Trust Part – III

From Ross Shingledecker (~Acolyte) Roleplaying Tips Newsletter #213 Part III: Minor In-Game Events Click here to read the Paranoia: Shattering The Trust Part IClick here to read the Paranoia: Shattering The Trust Part II This group of tips refers to small things that will unnerve your players without radically altering your plot or campaign story. […]

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The Session Checklist: Ingredients To A Successful Game Session – Part I

Roleplaying Tips Newsletter #198 When I’m bored, going to sleep, commuting, standing in line, or walking around, my thoughts often drive straight to some roleplaying topic. Frequently, I ponder “the perfect game session.” I try to envisage in great detail just exactly what a perfect GMing performance would be. As I can’t control the players, […]

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5 Tips For Co-GMing Games

Roleplaying Tips Newsletter #273 The most common co-GMing arrangement is for two game masters to sit behind the screen at once to help each other run sessions. There are many benefits to this approach, such as shared planning and preparation, a higher GM-per-player ratio to better serve players, shared workload, and two minds to help […]

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