Roleplaying Tips Weekly E-Zine Issue #387
17 Ways To Fall In Love With GMing Again
Contents:
This Week's Tips Summarized
17 Ways To Fall In Love With GMing Again
- Shed Blood
- Buy A Book
- Drink Coffee
- Get To Know Your Players Better
- Exploit The True Secrets Of Movies And Television Shows In Your Games
- Apply The Rule Of Cool Over Everything Else
- Let Someone Else Do It
- Switch Style Or Genre
- Be Enthusiastic
- Reminisce With Old Gaming Buddies
- Do That Campaign You've Always Wanted
- Build A New Group
- Teach Kids How To Play
- Go Lite
- Return To Your Original Game System
- Build Your Ultimate Game World
- Do Something With All Those d20 Books
Readers' Tips Summarized
- Why I Like To GM
- GM Motivation
- Pen and Paper RPGs Rock
- Find Out Why Your Players Keep Coming Back
Johnn Four's GM Guide Books
Big Trouble in Little Oaktown Released
Expeditious Retreat Press proudly presents Big Trouble in
Little Oaktown, a 40-page introductory adventure for
Nevermore, powered by True20(tm). It is currently available
in a PDF at YourGamesNow.com, the publisher cooperative.
Look for the book in FLGS and our on-line store
in early February.
Big Trouble in Little Oaktown at Your Games Now
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A Brief Word From Johnn
New Mapping Article Posted
Check out "Mapping Tutorial Using Free GameTable Mapping Software" by Patrick Crusiau, which was recently posted at
the website. Patrick has done a great job with words and
graphics to explain how you can use GameTable for easy
mapping.
Volume 8: 5 Room Dungeons Ready For Download
The next volume of 5 Room Dungeons contest entries is now
ready for download. Featured in this volume:
- To Sell a Gem
by David Hickman
- Place of the Embalmers
by Wulfhere
- The Nobleman's Daughter
by Dragon Lord
- The Great Gate
by Davide Quatrini
- Heart of the Dwarves
by Paul Darcy
Download (PDF 1.0 MB):
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Carcassonne: Abbey & Mayor
With this expansion, players have new possibilities of
strengthening their influence in the area around
Carcassonne. Traveling merchants transport their goods to
surrounding cities and monasteries. Cities in the
surrounding countryside can increase to a size large enough
to elect their own mayors. Simple farmers build large and
wealthy farms, and the church tries to strengthen their
influence by establishing abbeys.
Carcassonne: Abbey & Mayor at RPG Shop
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17 Ways To Fall In Love With GMing Again
A whole new year lies before you. Will it be game-full or
game-less? I say put your carpe diem pants on, my friend,
take those old dice out of your pockets, and get rolling!
Remember how it used to be? Wonderful days filled with
marathon carb-filled sessions, cola-out-your-nose game
moments, and strange little dice whose unfortunate diameter
was smaller than mom's vacuum hose?
Following is collective wisdom from myself and three top-
tier RPG blogs with tips and advice on how to get enthused
about GMing again. Seize the GM screen once more!
Tips From DungeonMastering.com
Dungeon Mastering rocks! Nine out of ten red dragons think
it's the best source for D&D entertainment!
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1. Shed Blood
All players love an epic battle. When's the last time you've
been blinded by the blood spattered on your face? Wasn't it
cool? (Note: I mean in-game. If that happens to you in real
life, you might want to keep that to yourself.)
An encounter for the ages would be a great way to get back
into DMing. Make sure you describe every axe slash and spell
explosion in gruesome detail.
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2. Buy A Book
I know it gets my DMing juices flowing to get a new book.
You can even look at an RPG you've never played before and
introduce your friends to a new game. Buying a new book to
get your DMing mojo back is like subscribing to the gym to
motivate yourself to get back in shape.
Well, you know what... Scratch that. When I get a gym
subscription I lose the motivation to get in shape. In any
case, you get the point (hopefully).
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3. Drink Coffee
Coffee is great by itself, but the key here is to get
together with a fellow DM and hang out / plan campaigns. You
can plan a campaign as a team effort or each plan your own.
It sure is more fun than spending Saturday afternoon in your
basement planning a game by yourself!
Tips From Musings of the Chatty DM
Musings of the Chatty DM is a rapidly growing RPG GMing blog
that focuses on the Craft of Game Mastering (with a focus on
D&D), Tropes, Player Advocacy and Campaign Journals (from
preparation to execution). It has a rich and varied
community, and it is rumoured to house an Evil Overlord
obsessed with the Crunchy bits of RPGs.
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4. Get To Know Your Players Better
No matter how long you have known your potential players,
spending a little extra effort to get to know them better is
one of the best paths to provide more entertaining games.
Observe the way they react when you propose a new campaign.
Note the type of PCs they want to create and the enthusiasm
they radiate around the prospect of starting a new game to
give you priceless clues as to what they are looking for.
As proposed by Robin Laws in his GMing Bible book (possibly
the best GMing book ever written), try to learn the types of
players your potential gaming group is made of. Then try to
learn what each player's key motivation is that makes them
come back game after game.
A great way to find out is to meet each potential player one
on one and discuss the future game (characters, campaign
themes, etc.). Your role will not be to describe and explain
(you'll get plenty of that in the actual game), but to
listen carefully to what the player wants.
One trick I love doing is the Rubber Ducky Test (if it looks
like a duck and it sounds like one, that's what the person
wants). You ask the player what would be the best possible
game session for him/her. Note down what they tell you in
point form and create a little chart that tells you a bit
about each player.
Armed with that newfound knowledge, try to design your game
sessions (or chose/modify the published adventures you plan
on using) in a way to give each player at least one scene
tailored for their tastes. I guarantee you'll get awesome
results!
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5. Exploit The True Secrets Of Movies And Television Shows In Your Games
It's become a trademark in my writing, but I have seen on
numerous occasions that the tricks that make people react
strongly to a movie, book, or TV show also work beautifully
in tabletop RPGs. I'm not talking about borrowing plots and
characters from your favorite stories (although that is a
classic GMing tip). I'm talking about stealing the tricks on
which the plots are built.
Having a villain always dress in black and cackle crazily
all the time only to turn heel later in the campaign and
join the heroes against that bigger and badder bad guy will
elicit a reaction because your players have seen these
things before.
Having your PCs climb a mountain by jumping from stone to
stone while falling from an avalanche will be the talk of
your gaming group for weeks.
Those theatrical "figures of speech" are called tropes.
Clichés are tropes that have been used to death and often
elicit more groans than interest. (Tavern scene anyone?)
Having a look at the TVtropes wiki is a mine of ideas for
role playing adventures. I wrote about 20 articles on that
very subject and it's helped me tremendously with creating
adventures in my current campaign.
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6. Apply The Rule Of Cool Over Everything Else
Discovering this on the TV trope site changed my way of
DMing.
Roughly, the Rule of Cool means if you can manage to make a
story, or scene, or NPC cool enough, none of your players
will bother with the little details that are incongruous or
illogical. The glow of coolness will overshadow all the rest
and leave a lasting impression. (Think about the 1st time
you saw The Matrix.)
Switching your efforts from making an armour-plated plot
line and a finely detailed game world to a coolness gushing
session will reward you instantly at the gaming table. Geeks
have a soft spot for cool things. Why not sprinkle it
generously?
Examples of Cool things:
Also, allow your players some access to the Rule of Cool.
I've been surprising myself lately by telling my players who
want to try dangerous or hard maneuvers "Forget the die
roll, this is too cool to fail." Believe me, they appreciate
this a lot and try to come up with more cool ideas.
StupidRanger.com
A conclave of diabolical RPG writers divulging a cornucopia
of GMing and gaming advice.
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7. Let Someone Else Do It
By letting a new GM flex their muscles you might find
yourself getting inspired to go in a different direction and
get back in the saddle.
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8. Switch Style Or Genre
If the spice is gone from your game, try some new spices. If
you're always hack and slash, do more storytelling and
roleplay. If you're always playing fantasy, try some sci-fi
for a week or two. Get with your players and see if anyone
has anything they'd like to try but were afraid to ask.
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9. Be Enthusiastic
Get excited about the game! Whether you're the PC or the GM,
you need to be excited about it if you're going to really
have fun.
From Johnn:
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10. Reminisce With Old Gaming Buddies
Similar to Yax's tip earlier about co-planning games over
coffee, a great way to get excited about GMing again is to
revel in past campaigns with players from those days.
Call or e-mail an old friend this week:
- Talk about great gaming moments
- What crazy characters do you remember?
- What funny moments did you have together?
- Recall great combats
- Try to remember the great magic items or powers some of
the party members had. What did the PCs do with those?
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11. Do That Campaign You've Always Wanted
This one was passed on to me by Jason, a good friend at work.
He advises to change settings: "Do that campaign you've always
wanted to do (i.e. your GURPS asteroid miners war campaign)."
This is a great tip. Hey, you're not getting any younger
(how's that for positive thinking :). Now is the time to put
together the campaign you've always dreamt of.
Start by asking yourself what your dream campaign would be.
Take notes. Write down everything that comes to mind. Don't
self-edit. No ideas or thoughts are bad at this stage. Just
write and worry about sorting and editing later.
Do this exercise as much as you want. Take days or weeks
until you desire to move to the next step: putting your
notes into some kind of order. Re-write, type, or annotate,
and pick your best or favourite ideas. Use these as the seed
or core of your new campaign.
When faced with tough decisions, aim for "both" instead of
either/or. There are excellent game systems that will
accommodate just about anything, whether it's robots and
knights, or the ultimate multi-dimensional universe. Before
scratching an idea that doesn't seem to fit in at first
glance, work it over a bit, use your imagination, and see
how you can fit it in and get everything you want.
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12. Build A New Group
Wise Jason also advises finding new players if your current
group is problematic. "Ditch the old group or take the best
of them and move on if you can. Having engaged players will
propel and motivate you to put the time in to make the game
awesome."
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13. Teach Kids How To Play
Do you have any young cousins, nieces, or nephews? Kids of
your own, maybe? Kids of friends? Maybe they'd be interested
in playing (with parental permission)?
Kids play for the fun of it. Realism, rules, and narrow-
mindedness are not their top priorities when saddling up to
game. Get inspired by their sheer enjoyment of the moment,
their desire to play just for the sake of playing.
Did you used to have fun before the daily grind started
worming its way into your GMing? Was that part of the secret
of why you enjoyed RPGs so much? Has your imagination become
a bit rusty from repetitive reality syndrome?
Next family reunion, rainy Saturday afternoon, or friendly
visit, break out the pencils and dice and GM a short game.
You could even try to get parents and their kids involved.
The Kids-RPG e-mail list has wonderful parents and teachers
on it who can provide advice, tips, and support for gaming
with kids:
And this pair of articles has great info about starting a
gaming club:
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14. Go Lite
Has your GMing become burdened with rules, books, equipment,
accessories, supplements, and requirements? This not only
limits playability over time, but it stifles your
imagination and restricts your options.
Go lite. Get rid of your burden:
- Ask to GM at a player's place. This will force you to get
mobile, travel lighter, and decide what you truly need to GM
a game session.
- GM on short notice. Pick up the phone, call three friends,
and see if you can get a game going the same day. This will
force you to GM without much prep. While it might be scary
at first, once you start going the fun will pounce.
- Try a lighter game system. Some games are getting pretty
bloated with rules, errata, supplements, and so forth. Try a
new game that is designed to be lite, or that you know has a
limited product line.
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15. Return To Your Original Game System
My first game system was red book D&D, where races _were_
classes, and spells only went to third level. And we _liked_
it. :)
Even for just one game night, pull out ye old first game
system. It might be Palladium, Battletech, Rolemaster, or a
previous version of D&D, to name some examples. Break into
your storage area, pull out that dusty box, and prepare for a
night of fun.
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16. Build Your Ultimate Game World
Now is the perfect time to build on those great world ideas
you've always had. World building can be a lot of work, but
it's rewarding.
If you aren't GMing at the moment, then you can take all the
time you need to wield your imagination, put pen to paper,
and craft your ideal game setting. When you feel ready,
start the campaign and not before.
As ideas take shape and setting elements start to connect,
the GMing itch will strike again, and this time you'll have
a homebrew game world to back you up, possibly carrying you
for several years.
You might have an idea just for a small world region. That's
great! With much less effort, you can bring a setting to the
game table that much faster than crafting a whole world. As
you play, you flesh the world out bit by bit, possibly even
enlisting your players or other world builders online.
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17. Do Something With All Those d20 Books
If you're like me, back in the day when third party D&D
books suddenly meant wonderful consumer choice, you didn't
hold back. Now, you and I are stuck with shelves and boxes
full of books.
This alone might give you feelings of pain and guilt that
make GMing less fun that it used to be. However, you can
turn things around and put all that stuff to good use:
- Mine them for inspiration. Scour those books for great
ideas and resources. Even the horrible books can have
something of use, if only a map or picture you can copy or
cut out. Grab a notebook, pick up a book at random, and
start skimming through the pages. Write down any ideas that
interest you, or note the book title and page # if you want
to steal something in its entirety.
Do this during TV commercials or while waiting for the
microwave to finish irradiating your Pizza Pop at breakfast.
Keep skimming and taking notes until you feel inspired to GM
again.
- Build the ultimate game world. Read through the monster
folios, crunchy race books, and tomes of rings and swords,
and start pulling out interesting ideas for your homebrew
game setting. With my book collection, I think I have 2,153
elf races, with 2,149 of them being wood elves. :)
However, what about making a forest realm and putting the
best 24 of those wood elf versions to good use? Each race
build or version becomes the basis of a clan in a land of
territorial conflicts. There will be enough variance between
each product's wood elf build that you can take a couple
dozen and use them to craft differences great and subtle in
each clan's abilities, culture, and roleplay.
- Try new house rules. Prepare for when the next game can't
be played due to absenteeism, and run a one-shot that
involves new rules found in your books. Keep any you like
for your regular campaign.
- String together an ultimate adventure sequence. Years ago,
I took out all my favourite modules and planned a campaign
that would lead the PCs through each. I created bridges
between each adventure, and planted NPCs, treasure,
settings, and other hooks throughout the adventures to help
tie them together. I also took the bad guys from the last
adventure and made them the campaign's primary villains.
- GM as many modules as you can. I set this challenge for
myself but then had the pleasure of starting up a group and
campaign that's still going to this day.
If I GM'd one page from an adventure every day, I currently
have enough module pages to last 65.7 years. That's not even
including my Dungeon Magazine collection. I guess I better
get started.
My idea was to pick up a module, prep it quickly during the
week, and then GM it quickly. I could try GMing it at lunch,
going to a local RPG club, or asking my network of players
for volunteers for each adventure. If the module is bad, I
would try to prop it up a bit (pun only slightly intended),
but otherwise the adventure would be over in one or two
regular sessions, or perhaps in one long session, and then
we'd move on to the next module.
- Regardless of module quality, the aim was to get GMing
again, master the game rules, and have fun with friends. At
the very least, I'd be using the products I shelled out
hard-earned cash for, and any feelings of consumer guilt
would be rolled away.
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Warmachine: Pirates of the Broken Coast
Forces of Warmachine: Pirates of the Broken Coast includes
all the warcasters, units, solos, unit attachments, and
warjacks you need to field all-Privateer armies of every
description, as well as all the rules to integrate these
mercenaries into existing faction and mercenary contract
armies. Brand new fiction throws you into the world of these
bloody buccaneers and adds new dimensions to the Iron
Kingdoms storyline. Time to gather your crew of cutthroats
and bring a new brand of terror to the battlefield!
Pirates of the Broken Coast at RPG Shop
Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Why I Like To GM
From: Norman J. Harman Jr.
Honestly, the main reason is probably that I'm a control
freak. I like to know the secrets, I like to run the show, I
like getting my way. This sounds bad, but what I most want
is for my players to have fun. So, it works out well.
I love world creation. I spend hours and hours thinking
about cultures, histories, campaign arcs. Several GM blogs I
read bemoan prep time and give suggestions on how to reduce
it. Giving me ideas and a reason to do prep time is why I
invite people over to my house every couple weeks.
I like telling a story. But, I'm not disciplined enough to
write a book. DMing RPGs fills the same need.
Drawing maps, pictures of magic items, and other props
satiates my creative and artistic tendencies. Playing with
crayons, construction paper, and glue - what more could an
adult-sized child ask for?
Company. Sharing laughter, fear, excitement, etc. with six
people is probably the best thing I do all week.
I DM to become a better DM and a better role-player.
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2. GM Motivation
From: Loz Newman
Motivation is both personal, and important. A GM who is
feeling doubtful about his future as a GM is probably having
problems even if he can't quite analyse why. Helping others
being one of my motivations, I'll lay out a few of the
motivational problems I have had and how I overcame them.
Role-playing is a social activity, highly subjective, with a
multiplicity of factors that can be difficult to pin down.
Sitting and thinking about your feelings and their sources
(jot down notes) can lead to discovering a few sources of
problems. Here are three that I've come across previously
that can have the worst effects.
Problem 1) "It's all about me"
Egotism, control, lording it over the universe. Call it what
you will, it's one of the GM's joys to create, lay out and
run a universe, even if it's just for one scenario. Others
get to see your creative effort and (hopefully) applaud
admiringly. However, they also get to run their player
characters, the way _they_ want.
When they start to stampede, leaving great muddy footprints
all over a GM's lovely pristine concept, some GMs start to
feel miffed about the loss of control and lack of respect
for the creative effort deployed. Many players simply don't
realise what is involved in setting up a campaign, however
don't try to use this as an argument with your players - it
would be whining.
Key phrase here: Loss of control. The solution is to
realise, in the immortal words of a friend of mine,
"Ultimately, we are a group of people who get together to
have fun. All the rest is window dressing and organisation
toward that goal." A DM must let the players _play_.
OK, he can (and should) limit them to what the campaign
world/rules systems allows, but stomping on player
creativity just to regain that lovely feeling of "I am God,
hear me roar," would be a major mistake. It would be
resented by the players, and rightly so. A good GM should be
interacting with his players rather than treating them as
only good enough to admire his masterpiece campaign concept.
Tip: think about what you dislike about your players'
behaviours, and how to either adapt to them or negotiate
them into something mutually acceptable. In extreme cases, a
one-to-one chat might help set mutually agreed behavioural
boundaries or separate the player from the group with as
little hard feelings as possible. Be prepared to compromise.
If your expectations are too high or unrealistic they have
to be changed.
Problem 2) "Same old, same old"
If you're not happy with your campaign world, rules system,
or scenarios, then you're probably unhappy with presenting
an inferior work. Gamely soldiering on, trying to hide your
emotions.... Remember what I said about having fun? A GM
should be having fun, too!
I GM a lot and "player" a little. I have a cycle where a
month before the summer holidays I start to get a bit fed up
and look forward to the summer holidays. "Overdose-itis",
indeed.
My solution: during the summer holidays I inverse the ratio
of GMing to player-ing. This lets me take a break from the
effort of preparing scenarios and GMing them, and I can dive
into the carefree world of just being a player.
Problem 3) "Against the grain"
Another reason why a GM could be unhappy with his campaign
world, rules system, or scenarios could be that he has run
up against a flaw he can't resolve for some reason.
Examples:
- A paradox in the world.
- An inferior rule that diminishes the enjoyment because
playing that way "goes against the grain." i.e. Interferes
with the suspension of disbelief so necessary to role-
playing.
- Realising you have made a really dumb decision.
Much less fun for everybody and a real problem. This sort of
thing can kill off campaigns and the commitment to being a
part of the gaming group.
Solution: Change it now! Take your courage in both hands and
find a better way. Analyse what bugs you about past in-game
history/ inconvenient rules. Find a fix you are happy with
(and I do mean happy), and say, "Here's the problem, here's
the solution. Yes, in the past it was done otherwise, but
that stunk and I'd like to do it differently."
Warn (and solicit the input of) your players, telling them
you're retconning (retroactively changing the past of) the
campaign just a bit for reasons of game balance/logic. Find
an in-game justification for the changes - even if it's a
reason that's only logical if you don't look at it too
closely - so that everyone can swallow the changes and forge
bravely onwards to new horizons.
In the past I've brutally trashed dumb rules, retconned NPC
decisions as "he was being mind-controlled/blackmailed,"
retroactively declared that lame gods were "just a loony
cult," deep-sixed sub-plots, and twice outright dropped
campaigns that I simply felt I couldn't GM right.
Trust me, shucking off this kind of deadweight is a relief.
Your players, if they get that you're doing this to increase
enjoyment for everybody (and they won't be penalised too
badly, or asymmetrically) should cooperate. Listen to their
comments as they may help improve the changes.
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3. Pen and Paper RPGs Rock
From: Adrian Young Melbourne, Victoria
Hi Johnn,
What do I love about being a GM?
Well. I've been GMing since 1985 and I love making people
happy. My players enjoy playing and I enjoy them enjoying
playing. At the end of the day, it's about getting together
with friends, rolling dice and having fun.
It does help if you know your material (adventure, rules,
etc.) to make the game flow. And it's important not to get
bogged down in descriptions and too much detail. Our gaming
group has settled on the Fighting Fantasy RPG (light on
rules and charts, heavy on the fun).
I enjoy preparing the scenarios, and running the adventure.
Nothing beats seeing your players smile and enjoy themselves
as the weight of the world is left behind and their
imaginations take flight.
All of us are now in our thirties, with families, partners,
etc. We still love the rustle of character sheets, the sound
of dice rolling, the shuffling of figures, the feel of the
pencil and eraser, and the laughter and merriment that is
spawned from imaginative interaction with friends.
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4. Find Out Why Your Players Keep Coming Back
From: Mothshade
The first thing I find myself thinking about the games I run
is that, as long as everyone keeps wanting to play, the game
can't be all bad.
I like to find out why the players keep coming back. I also
try to communicate with them as much as possible. I ask what
they want out of their own characters and try to incorporate
it into the game as much as possible. I discover what kind
of gamers they are. This can be critical. If you are
essentially a wargamer at heart, the roleplayers or mystery-
solvers might find your game inaccessible or boring. The
same works the other way around. Honesty, right up front, is
always best.
What I like about GMing:
- Creating. I like to create worlds and plots. It isn't a
matter of control...it is a matter of putting ideas on paper
and sharing them with others.
- Necessity. This isn't something I "like" necessarily, but
it is important. GMs are much rarer than players. That is a
fact of life.
- Often, if I want to game, I have to run things myself.
Players are a copper-a-dozen in the areas where I've
lived...but a good DM is worth his or her weight in
platinum.
- Satisfaction. I've noticed that many GMs are frustrated
writers. Failing to get published, they choose to share
their stories in a gaming forum. If the players enjoy your
game and find themselves immersed, you've told a good story
- whether it is published or not. Someone knows about it and
can regale others with anecdotes and memorable moments from
_your_ world or campaign. I defy many GMs to not feel a
little rush from that.
- Characterization. A player usually runs one character and
has a pre-set progression to look forward to. The GM runs
_everyone_ else in the setting. If the GM wants to run a
dragon, so be it. A powerful wizard? No problem. A god? Go
for it. The possibilities are only as limited as the
setting.
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.