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The Four Levers That Inevitably Pull Players Through Your Adventures

I’m writing right now in my Guide to 5 Room Dungeons about Push versus Pull. Push GMing means forcing players in a certain direction. But players are their own beings. They think and act independent of your wishes. You cannot control another person. Therefore, you cannot control your players. If you try, everyone just gets […]

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Manic Mystery Mayhem – Three Lessons Learned About GMing Mysteries

I 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 […]

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