
Game conventions are a great place to introduce new players to your favorite system. But running a game designed to teach a new system is a bit differently than running a game for experienced players. For one thing, you can’t...
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Your GM picked out the adventure, did all of the background work, fleshed out the NPCs, balanced treasure and other rewards. Now it’s finally time to run the adventure, it’s up to the GM to find a way to motivate...
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Here’s the continuation of yesterday’s post on web resources for writing adventures:
9 Tips for Running Your First Convention Game. This is one of mine. On designing up and running conventions scenarios.
30 Fiction Writing Tips That Will Make You a Better DM. From Dungeon Mastering Blog. A three-part series of quick tips to help improve your DMing...
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We all struggle with it (well, at least many of us struggle with it) — how do you write an adventure that your players will love? Here’s a collection of adventure creation resources available on the web:
(Photo...
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The six “W’s”. You know — the questions your teacher talked about over and over. The ones that every book on how to write covers: who, what, when, where, why, how. These questions are good for more...
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Game conventions can be a great way to stretch your GMing muscles, but running a convention game is very different from running even a one-shot at home with your regular gaming group. You never know who (or what) is going...
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White wolf publishing introduced the idea of a story worksheet in their Vampire Storyteller’s Companion (first edition) . Basically, it’s a “quick reference” sheet that covers key details of the adventure at a glance, such as a plot summary, key NPCs and situations, any rewards for the characters should receive and the conditions for success...
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