This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws In Make It A Gimme I talked about looking for instances where the resolution system offered by the rules should be jettisoned in favor of an automatic result—in this case, a success for the player. This time […]
Tag Archives: gm advice
This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws Like most creative endeavors, the GMing craft comes with its share of eternal conundrums. One classic example is the question of whether you carefully prepare adventures, or improvise them in response to player choices. Carefully prepared adventures […]
This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws For the past couple of installments we’ve been examining investigative scenario construction from a macro perspective, mostly looking at the way scenes interact with one another. This time let’s zoom in a bit and talk about a […]
This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws Click here for part I of the “Fear of Structure” Last time we looked at the paradox inherent in running investigative scenarios, whether in GUMSHOE games like The Esoterrorists, or with other systems: structure is essential to […]
This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws I’m still not sure where I come down on the whole laptop at the gaming table issue. Maybe my mind would be definitively made up if I were to see a GM make brilliant use of one. […]
This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws If you really want to understand the culture we live in, read a few introductory books on marketing. I can already hear some of you screaming in desperate agony at this suggestion. And believe me, I feel […]
This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws Whenever I serve as a guest at a gaming convention, I make it a policy to ask the seminar organizer to set up a panel on Game Mastering Troubleshooting. On a minute by minute basis, I’ve learned […]
This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws One of the big differences between roleplaying sessions and the adventure stories from which they derive their inspiration is found in the degree of interaction between hero and villain before their conflict devolves into violence. In a […]
This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws Almost all popular RPGs are adventure games – escapist, wish-fulfilling power fantasies. We play heroes evincing varying degrees of ass-kickitude, overcoming villains and other obstacles, saving the day and otherwise demonstrating their reverberant mastery. The fantasy genre […]
This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws One of the powerful abilities of a roleplaying rules-set is to provide compromise without negotiation. The normal process of conversational give-and-take through which people normally resolve issues of mutual preference or gratification is inherently distorting. Let’s say […]