Before a game can even start, there must be a seed of inspiration, something that gets a GM’s creative energy flowing. Inspiration is just as important once the game has started, because something must motivate the GM to spend hours crafting a story for the players’ enjoyment. That’s what we’re talking about this week. We’ll discuss the books, TV shows, and other media that inspire us to run our games. Plus, a look at what supplementary materials are helpful to a GM in need of inspiration, and a long inspiration of Oren’s pet D&D project: the Necroindustrial Complex.
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We know how to write, but do we know *how* to write?
Telling a story is one thing, but how you tell it is another.
Unfortunately, readers don’t generally accept “and then something exciting happened.”
Let the season of witchery begin!
Oh boy do writers love to get this wrong.