Techniques

Uniquely Qualified

Nothing breaks my heart more than when I hear a GM complain that he wishes there were more roleplaying in his game. It’s tragic because it’s always so heartfelt and sincere and is almost always followed by said GM then introducing his new combat showpiece, hardcore dungeon crawl, or puppet show on rails. It hurts […]

Roleplay and Exploration Rewards

I was struck by a tweet this morning regarding the difficulty with handing out XP awards for exploration and roleplaying, specifically, that such rewards are arbitrary and hard to rightsize. This immediately struck me as a very valid complaint, but also one that’s very easily addressable – it’s just a matter of identifying the behaviors […]

Your Better Instincts

I admit that I’m usually all about taking advantage of your instincts to hose your players to make things more fun for them, but I want to take a second to turn that around. See, while I’ve gotten better, one of my real weaknesses as a GM is a tendency to be too nice. If […]

Stuffing the Underpants

Great comments on yesterday’s post, at least some of which speak to the subject of today’s post – what to do once you’ve got your underpants gnome plan in place. It’s all well and good for me to say “Come up with a plan, then fill in the gaps that present themselves” but it might […]

Underpants Adventures

Very interesting post about what went wrong with the Star Wars prequels that’s worth a read for writers and GMs. It boils down to a pretty simple point – if you start with a simple plot, it allows for the characters and story to grow more complex in the telling, but if you start with […]

Rating the Unratable

I think I’ve mentioned before that if you haven’t read it, Atul Gawande’s Better is a great book about how things can get systematically improved. It focuses on medicine, but it’s one of those all-purpose insightful books. Anyway, one section that really stuck with me was the Apgar score (article version here, for the curious) […]

The Meek Shall Inherit The Tabletop

One of the most important lessons I learned from MUSHing (for the unfamiliar, think of it as LARPing online) is the power of weakness. People play games looking for chances to be awesome, but in a game where you’re interacting with other players, that creates few opportunities, because everyone else would like to be awesome […]

The Gamer’s Choice

I’m on my second playthrough of Dragon Age 2, and I’m trying to make it end differently than it did my first time, because while I “won” the game, I was unhappy with many of the events surrounding the endgame, and I have a very strong sense that at least some of it is a […]

Pulling Teeth

More on lateral connections is coming, but I got sidetracked by a thought this weekend. Someone on twitter was talking about bringing “Roleplay” oriented mechanics, like Aspects, into 4e, but was worried that getting his players to RP would be like pulling teeth. I sympathize with this a great deal, so I just wanted to […]

What Not to Write

Thinking about other characters and how they can drive play lead me back to a thought that lives in the same orbit as the thinking in my Getting Villainy Done post. The hang up I’ve been running into is this: games are full of things that are _interesting_, but just because something is interesting as […]