[Image from Pixabay.com]
An ancient relic said to belong to a creature known as the Archdemon of Greed surfaced. According to legend, the Archdemon of Greed amassed an unspeakable amount of gold, relics, and other treasures. And if the uncovered relic is real, the rest could be as well… Continue reading
[Yay! Thanks for the image, pixabay.com!]
Limitation cultivates creativity. You can find different quotes like that from loads of sources regarding everything from business to art. It can also work for RPG parties. By placing some limitations on the party before character creation, you can all experience something different and fun. You can do this for a regular length campaign, or if you’re not sure how the group will react, you can try it as a campaign with a set length (perhaps 4-8 games). And if they like it, you can keep going.
[Thanks for the image, pixabay.com!]
As a game master, a lot of weight rests on your shoulders. You need to preplan some stories and events to give life and motivation to the world. That world needs to feel larger than the players but also needs to feel accessible. You have to have interesting and fun events happen, both expected and unexpected. You have to be able to improvise or completely alter your plans if the players do something fair but unpredictable. But if you have too little planned or have no story with your events, everything can lose its gravity and feel unfulfilling. Plus you have to come up with names for NPCs, taverns, towns, guilds, groups, religions and maybe even monsters and deities.
[Image provided by Pixabay.com]
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