Information in your game can take many forms. Any by many, I mean three. It can three forms. And this article is all about them. And a whole bunch of other stuff.
As a GM, apart from not killing idiot players who deserve it, your primary job is to communicate information. And that means you have to be able to manage information.
Let’s talk about the mythical distinction between players and characters. Players are characters. Characters are players. And once you accept that, it’s a lot easier to run a fun game. Warning: this gets ranty.
This is it, this is my everything. This is why I’m such a great teacher. This is everything I know about RPGs and GMs and the secret order and structure that underlies them.
While not every NPC is a monster, every monster is an NPC. And that’s what this is all about. NPC antagonists. The violent and the non-violent. We’re talking enemies today.
Are you looking to run better games in the New Year? Do you need ten New Years Resolutions to fail at in 2017? Then look no further. I have ten resolutions I guarantee are unlike any others you’ve seen from OTHER crappy gaming blogs.
The hardest thing any GM has to do is come up with stuff on the fly. Especially when that stuff needs mechanical rules behind it. Fortunately, you have this Marvelous Mechanical Miscellany for Ad Hoc Adjudication and Improvisational Invention.
This week, I ponder the question of when it’s okay to take control of a character away from a player thanks to a question from a reader with a really dumb name.