I was chatting with Pat, part of the old school Story Games Seattle braintrust, about how the online games I’ve been in have gotten so much better since the lockdown. And the logical thought is, yeah, practice makes perfect. We’re playing all our tabletop games online instead of at, y’know, a table, so we’re getting […]
“Say yes” is a fundamental principle of just about every shared creative process. “Yes and”, “yes but” — either way, say yes. And it is absolutely good advice for role-playing games. Accept what other people contribute. Embrace what’s been said as established truth and build on it. Don’t contradict it. But there’s a big caveat […]
I’ve seen strangely proud GM’s say “oooh that game was so intense a character jumped off a cliff to escape THE HORROR!” But here’s my question: the player is deciding what the character does, so is that player responding to the fiction or the GM? Is this the dramatic moment of despair the GM proudly […]
A con is coming up. There’s always a con coming up, or a kickstarter. And we’re waiting. Waiting to see the new games. Waiting and hoping for The New Hotness. Anticipation is palpable. There are always whispers, then promises, then reveals… and then often disappointment. This new hotness is hot for just a little bit, […]
“Don’t be a dick” has become something of go-to gaming advice, like a social Rule Zero. As a general truth, it’s great. I mean yeah, don’t be a dick. As advice or a rule, it’s useless. Why? There are two cases where someone is being a dick in a game: 1) Malice: The person is […]
If the internets are to be believed, the world is filled with tyrannical “behold my works ye mighty and despair” GMs, game masters who dominate the table and tell their story with the players as witnesses or minimally free-willed participants. They go by many names: storytellers, railroading illusionists, social puppet masters. Tyrant GMs. There are […]
You are in a room. Before you are two doors. On the floor are ancient runes that say beyond one of these doors you’ll find the cure to the bad trap blues. Choose wisely! Door 1 — Writing a language of traps To make more and better interactive traps we would need a language for […]
“We approach the door.” “Half way down the corridor you step on a trap and darts fly out of the walls! The first character in the marching order takes” (roll roll roll) “7 damage!” (scribbles damage on character) “Okay, we keep going. Someone open the door.” I’m willing to bet that in all the hours […]
“The main thing to remember is to do everything in an orderly, step-by-step fashion. Deal with your players’ actions and reactions one by one instead of all at once, or you will never be able to keep track of what round it is, and who’s doing what when.” – Dungeon Master’s Guide, 1979 In what’s […]
DM: “You see a few white, eyeless fish, and various stone formations in a pool of water about 4′ to 6′ deep and about 10′ long. That’s all. Do you wish to leave the place now?” Player 1: “Yes, let’s get out of here and go someplace where we can find something interesting.” Player 2: […]
A man in a trenchcoat stands before a grave. He hears tires squealing and runs to catch a glimpse of the car before it disappears down the cemetery lane. As the rain falls softly, the camera pans back and shows a single rose newly laid on the grave… Here’s a GM Tip you’ve heard before: […]
Buffing is not teamwork. Buffing is delegation. The spellcaster doing the buffing is transfering their own powers to the buffed character (who, let’s face it, it’s a fighter or rogue or someone else holding a sharp object) instead of taking actions themselves. The party becomes a micro republic: the spellcaster has elected a representative, and […]