I 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 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 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 readingLast Musing we chatted about the importance of characterizing details you bring into gameplay. As you provide encounter descriptions, introduce NPCs, offer treasures, tell secrets, and convey the world to your friends, you can think about both variables of the equation. The first variable is about how you inject physical and emotional energy into your […]
Continue readingBetter Storytelling With Two-Sided Characterization Characterization is how you roleplay the people, places, and things in your adventures. Here’s how to add panache, style, and zing via characterization to engage your players more and become a better storyteller. To me, it’s all roleplaying. But in the literary world, they call it characterization. When the PCs […]
Continue readingCiao %FIRSTNAME% Last week, I shared a list of flavourful things the PCs might see happen each day in your city. I received some great comments from readers I’d like to share with you today. Here’s a great campaign kick-off “birds eye view” approach from Tom Ganz: I started my Curse if the Crimson Throne […]
Continue readingNew Roleplaying Tips reader Nathan M. sent me a nice list of city details. In his words, “Here are a few of the things adventurers might come to expect as they return or leave the bustling cities. After all, you do not want to be caught out after dark scuffling with some drunk bandits.” Sunrise […]
Continue readingHere’s a great tip I read the other day: For character actions to be significant and purposeful, players need information about the possible consequences of their actions. I don’t know if there’s already an RPG design term for this, but in past Musings I’ve mentioned this as being part of Stakes. You want encounters to […]
Continue readingLet’s say there’s four goblins in the forest waiting to ambush the PCs. Wait, that’s boring. Let’s say it’s six goblins lead by an NPC with a grudge against the party. That’s a bit better. What if the NPC is a guard who was exiled from The Keep because they failed to stop the PCs […]
Continue readingLast summer I watched a video with a great tip on how to add more story and drama to my melees. I’ve been using this tip for several sessions now, and it’s made a big difference. However, this narrative tactic was tricky for me at first, especially because it’s all improv. I’m finally getting up […]
Continue readingI was working on a new Faster Combat lesson about the Action Economy last weekend and a lightbulb went off. I know exactly what I want to deliver each time you and I describe something to our players. This applies to descriptions for encounters, NPCs, items, monsters, and locations. This applies to boxed text, bullet […]
Continue readingA big learning I had at IntrigueCon was to watch the timing of your details.The second game I played was Night’s Black Agents.
Continue readingThis framework does two things for you.First, it guides what you should include in your descriptions.
Continue readingIn a recent Musing I talked about GM Interaction Time (GIT). From the GM’s point of view, that’s a measure of how much of the game is focused on you, the GM, doing GM things.
Continue readingI created a new GMing KPI at a local game convention last weekend. A KPI, or Key Performance Indicator, is a way to measure some important aspect of how well you are running a game.
Continue readingRPT GM Haukur asked how to improv better.It’s said that up to 60% of our brain processes vision. I am definitely a visual person. I understand and remember better what I see and read.
Continue readingGot a couple concepts to run by you this warm Monday for world-building.
Continue readingTry this: The PCs enter a neighbourhood at dawn. Describe it.Pause reading and describe it in your head, out loud, or on paper. Try to capture exactly how you’d describe it at the game table.
Continue reading