NPCs are an essential part of every game, but managing them can be a real chore, especially in longer campaigns. In the early sessions, none of the players know who your NPCs are. By the end, your NPCs have developed so much it’s hard to … read more »
I had no plans to be a GM. I like to polish words until they’re exactly how I want them. Stories told through roleplaying don’t let me do that; instead they have these things called players. Not only do players have free will, but I … read more »
Failure occupies a strange place in roleplaying games. On the one hand, without failure success means nothing. On the other hand, no one likes failing their rolls. Why is that? This week, we talk about what should be done when the dice don’t come through. … read more »
A few weeks ago, I wrote a post about why it’s vital for GMs to get the consent and collaboration of their players. By far the most controversial point in that post was the idea that character death shouldn’t be forced, either by GM fiat … read more »
Running a game is hard work, and GMs can burn out if they aren’t careful. When burnout sets in, it gets harder and harder to enjoy the game – if GMs can motivate themselves to run one at all. This week guest host Ari joins … read more »
Roleplaying games have their roots in wargaming, where each character was little more than a machine for killing goblins and gaining loot. It’s no surprise that many GMs still see their campaigns as a one-way street. The GM says how it’s gonna be, and the players … read more »
Every veteran gamemaster has their own process for planning sessions, but what about those just starting out? If you’ve never worked behind the screen, planning a session can seem daunting. Not only do you need to create fun content, but also you’ve got to contend … read more »
It’s one thing to master the rules of combat, but how should you describe it? Sarah joins us for a third time to discuss the delicate business of depicting combat in words. We talk about the disconnect between a badass description and a failed roll, … read more »
Everyone has to start somewhere, even GMs and even if that start is very embarrassing. This week, Sarah joins us to talk about the very first campaigns we ran, or at least the first campaigns we’ll admit to running. All of us learned important lessons … read more »
Running a game is hard. A GM has to not only manage the story but also the game’s participants. GMs are asked to guide everyone to a satisfactory ending while making it look like they are hands off. To keep everyone happy and on track, GMs need to … read more »