Steal My Idea: Dealing with Character Knowledge VS Player Knowledge

Game Master (GM): The flames of the torch dims. The oppressive darkness of the dungeon pushes in. The walls feel closer. The air is thick, making each breath a notable struggle. Holding your hand out before you, the only thing you see past your wrist is the light reflecting off your fingernails.

Darkness. Dungeon. Oppression. Got it. Now that everyone can basically only see the five-foot square they are in, what do you explain to the one party member who has the ability to see clearly in the dark? Continue reading “Steal My Idea: Dealing with Character Knowledge VS Player Knowledge”

Steal My Idea: Creativity Through Limitations

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.

Continue reading “Steal My Idea: Creativity Through Limitations”

Steal My Idea: GM Resources

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.

Continue reading “Steal My Idea: GM Resources”

Steal My Idea: How Do You Keep from Railroading Players?

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 “Steal My Idea: How Do You Keep from Railroading Players?”

Steal My Idea: Learn from My Failure

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 “Steal My Idea: Learn from My Failure”

Steal My Idea: Occam’s Razor and Arkham’s Razor (Part Two)

laser-sword-452474_1280
[Picture courtesy of Pixabay.com]
[Click here for part one]

While holding Occam’s Razor, one of the players accidentally said something that made logical sense:

“If there are two of these weapons, shouldn’t there be more of these insanely powerful artifacts with different, awesome powers?” This phrase accidentally created two new reality-bending weapons. I told the player that he felt some power leave the sword, but he didn’t know exactly what it did. Continue reading “Steal My Idea: Occam’s Razor and Arkham’s Razor (Part Two)”

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