Is your starting to feel just OK. Not bad but not good either. That might be a problem but the problem might be your attitude.
Category: game mastering advice
How Much Backstory Do I Need For An Adventure?
If you've ready many published adventures, you'll know that designers feel the need to put a lot of backstory into the adventure that has no purpose other than to entertain a reader who doesn't plan on actually running the adventure. I decide on how much backstory I need by deciding how much information the players require to achieve the party's objectives.
Why and How I Connect Adventure Locations To Everything Else In a Sandbox Campaign
The freedom players have in a sandbox campaign creates some challenges for a game master. Players ignore adventure locations you’ve spent hours building. Players can make choices that you don’t expect and don’t have anything prepared to handle. Players who aren't used to sandbox play can be passive. I learned that one way to address …
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Why is Game Mastering Easier Than Storytelling?
Some of the most common, well meaning, and simply wrong advice given to game masters in the last 30 years is "tell a story." Storytelling is hard to do well. Game mastering less difficult and often produces better results if you just let the game do the work.
Why Lists are My Favorite Sandbox Campaign Tool
If you watch my Sandbox Campaign Creation Process videos, you will note that I make a lot of lists. Lists are one of my favorite game mastering tools for creating a campaign, preparing for an individual session, and running the game at the table. I use lists to help with sandbox campaign planning Planning is …
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Why, When, and Where I Place Secret Doors In Dungeons
Most referees know the rules and how to make rulings for secret doors. Why, when, and where to use them in a dungeon might is also worth considering.
What Makes a Good Encounter?
Modern game designers talk about mechanics or storytelling when they talk about encounters. I have a different approach that goes to the root of why we play.
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