A stack is a great inspiration tool when you’re looking for what happens next, especially when you run a no-prep style game. When you’re thinking about what comes next in play, just pick up your stack and go through it. You might find something that inspires a whole scene, especially if you keep up-to-date notes.
The Index Card Method Codex, Part 1
I’ve been using index cards as a GMing tool a lot this last year. In July, I posted about using them to create adventures in your downtime. I’ve since found new uses for them and brought everything together in this post.
“13th Age” Musings: Running Non-Combat PC vs. NPC Scenes
Specifically for my needs, 13th Age does not have an obvious way to emulate “duel of wits.” I’m aware I could just “roleplay” them or make use of the generic difficulty ratings and “failing forward” concepts. In spite of that, I still felt like something’s missing from my 13th Age GMing toolbox.
Chatty’s Adventure Scaffold #1 : Words with Fiends
Where Chatty makes his triumphant return by being all cryptic about what he did these last few weeks. At least, you’ll get a cool adventure plan for your reading troubles.
Pain of Campaigning: Rotating GMs
Dave and I always joked about our gaming white whale: The Supers Game. It’s not that running a superhero game was impossible, it was just that, for us, it had never gelled. Enter Gencon 2010 and my purchase of DC Adventures. I had a system, and I had player interest (though just barely); I even had a weeknight that would work, but I had one problem:
I wanted to play the damn game, not just run it.
How Do You Turn a GM Off the Tracks Onto a Dirt Road?
As part of running Roleplaying Tips, I often receive questions about common gaming problems. One reader sent me this question recently, which might have come up in your gaming group: “How do you wean a GM off of a cinematic/railroad style?”
The Guest DM
Occasionally, DMs need a break. In long-running highly developed game worlds players may find that there are parts of the campaign or the world that they are particular interested in. If they notice that the DM needs a break, but is still is gung-ho about his game, this presents a golden opportunity. Running a single adventure in the regular DM’s game world is an unusual break for him and a change of place for the players.
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