Steal My Idea: Should the GM Pass Notes to Players?

This post is part of a related thread: Player Knowledge VS Character 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.

Sometimes, keeping player and character knowledge separate won’t do it for you. You may find yourself purposefully wanting to keep that information away from the other players, even if those players are proficient at separating player and character knowledge. Continue reading “Steal My Idea: Should the GM Pass Notes to Players?”

Steal My Idea: Having “That Moment”

One of the most enjoyable times in an RPG is when the group has “that moment.” That moment when all of the characters work together and accomplish something incredible that none of them could have done on their own. The event could be anything from taking down a tough boss to orchestrating and pulling off a heist. I’m sure many of you agree when I say I want those moments because they show how we at the table are working as an empathetic and reactive unit rather than five or so people with different agendas.

While I find it impossible to manufacture those moments, I have found three things that help nurture the environment that helps to create those moments. Continue reading “Steal My Idea: Having “That Moment””

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