Tag: GM Advice

How to Alienate Your Players

After reading Ten Secure Ways to Screw a Pen and Paper RPG Session, Richard, a fellow GM and good friend suggested that someone find an article for GM’s on how to alienate players.  This is my attempt at providing such a guide.  All of the cases below are real experiences…

Complete Campaign – Lessons Learned Along the Way, Part 3

After finishing up the first campaign that I’ve intentionally completed, I have contemplated the lessons learned.  This was the most character driven and story intensive game I had ever run.  In this short series I’ll be sharing a few examples from the Solo Ravenloft campaign. Hopefully you’ll end up inspired…

Fun, Fundamental, Functional, Flexible, Fast – The 5 F’s of Preparing Great Adventures

The following is a set of ideas to help any Game Master design fast, fun and functional adventures. Following through with these concepts will give you a flexible and fundamentally sound module. At the end of this article you will find a list of resources to help you create your…

Workshop: Play Unsafe – How Improv Can Change The Way You Role-play

Often, we treat roleplaying games like work. We buy shelves of thick books. We plan detailed adventures. We memorize rules. Explore what happens when you throw away the serious stuff: when you stop working, stop planning and start playing. I’m running a workshop for the Raleigh Tabletop RPG’s Meetup and…