I play with a fairly mixed bag of psychotic cats individuals: a few old hands clashing with the newer generation of gamers, while those with a foot in either camp watch with bemusement from the sidelines. While there are no real edition wars to speak of at our table, the difference between those who have... Continue Reading →
This is the first of a two-part article about trouble at your gaming table. I've divided my thoughts into two sections: dealing with trouble characters, and dealing with trouble players. I'll start with trouble characters, since they seem to be so much easier to deal with. The idea here is that all the players involved... Continue Reading →
Regulating the flow of information can be one of the most difficult parts of running a game. Give the party too much information, and you'll spoil the ending for the clever players or risk entire portions of your plot being bypassed altogether. Conversely, if you are too vague, stingy or incomprehensible with your clues, you'll wind... Continue Reading →
Why do RPGs have no tools for following the larger plot? We have tons of mechanics for opening doors and climbing walls. Why do we have nothing to pull the players' attention back towards the larger story? Why are there no rewards for furthering the plot? No wonder DMs complain about players destroying plots; there's... Continue Reading →
The Rule of Three is the well known idea in writing that if things come in threes then the reader more readily consumes it, and this is for some reason more satisfying.
A brief look at my experience with rotating players and GMs.