Inference is one of the greatest mental tools that evolution has given humans. You see the hoof print of a deer in the snow. The snow is fresh, it stopped snowing just before dawn, a few hours ago. The print is clear and clean. Readers and players of RPG's make inferences all the time. A …
Category: game mastering advice
One Approach To Finding New Players
For a variety of different reasons, you have decided you want to bring a new person into your RPG group. Finding players is easier today than it used to be. Finding players who will be interested in playing your game and will fit in with an established group is as hard as ever. One thing …
They Don’t Want the Thing You Make
I have picked up a somewhat abstract way to think about how to go about game mastering, game design and writing. I think I originally learned it from Seth Godin but have seen it in other places. The concept is this, people don't want the thing you make. What they want is how the thing …
Because He’s Fucking Busy!
A common NPC in RPG's, table top and video game both, is the "quest giver." There's that old platitude of, "If you want something done right, do it yourself." So why is the quest giver not just taking care of this problem themselves? I use this question as a prompt for creating adventures and world …
Convention Gaming Part III: Design
I like to write adventures just for convention play. These are games that I am probably not going to run as part of my campaign. Every now and again I throw a convention game into a campaign but for the most part these are unique events. Part of the fun of a convention, for me, …
Convention Games: Part 2- Challenges
Running role-playing games at a convention or a one shot at a game shop for Free RPG Day is a different animal from running campaigns. There are some things you need to consider before you begin writing your adventure. You have no control over who sits down at the table. Generally speaking, GM's at conventions …
You Must Create Tension
The most important tool of the game master is tension. Tension is created primarily by uncertain outcomes. If you are good at creating tension, your players will feel it in their guts. You'll know you've turned up the tension when they look worried and lean in to see the result of the die roll. The …
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