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Using Lore and Setting to Solve Issues

If you want the Players to engage with your lore/setting/cool stuff – you need to make that stuff part of the solution to their problems. The lore must be relevant to the adventure. If they can solve everything with their character sheet, they don’t need your setting. Unless the player(s) really like learning your lore,…

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Story and Drama

Of all of the things that we steal from other art forms (e.g. movies, novels, TV, etc.) for our games, one of the things that would be most helpful would be to understand story structure, drama, and pacing. Developing and tuning our senses for these things will help us not only as GMs, but also…

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Motivation, Believability, Immersion

We talk about making a setting/world believable for us/our players – helping to keep the verisimilitude working. But do we know what we need/want? I mean, what does it take for us to believe? What about the other players in the game? Perhaps we need to provide different things to different players to help them?…

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RPG, The Rough Draft

One of the things we like to compare RPGs to is to novels, screenplays, etc. One of the things that we need to really understand and appreciate about this is that those products are HEAVILY edited, managed, and modified before they come to us. When we create an rpg adventure, campaign, or even a simple…

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