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This is as much one method I use to keep from railroading players for others to use as it is an invitation for you to share your favorite methods with me and others. Finding the balance between planning an adventure and letting the players influence or change the outcome is a difficult task for any GM. While there are many ways to do it, here’s one I’ve used that works well.
Have a specific goal but get there in broad strokes. Continue reading
Giving up is easy. Staying with it is worth it.
We’ve all had those moments in RPGs where it didn’t go how we thought/hoped/planned/prayed it would go. You took time crafting a twist that no one cared about. Players derailed your campaign. The GM railroaded the campaign. The new group didn’t gel. The list goes on. If we all gave up when we failed, none of us would still be playing. Here are some tips I’ve learned from my own failures. Continue reading
Since today is Thanksgiving, I wanted to do something different. I want to share something meant to bring everyone at your table together and offer thanks to each other and to the people in and outside of the industry that have influenced your gaming experience. Continue reading
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When playing a tabletop RPG, especially one with a familiar system or world, it can be hard to surprise your players. Many people know what a mind flayer does or how barbarian rage works or what a basilisk’s gaze will do to your complexion. I love creating new content to throw my players off. Curses, I’ve found, are a great way to add some misfortune and ratchet up the tension by introducing something they didn’t expect and cannot necessarily predict. Continue reading