As I said in the last part of this leg of GM as God, settings are bullshit. There are no vampires and elves. Even in grounded settings, real human beings are interested in a whole bunch of ordinary things I…
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As I said in the last part of this leg of GM as God, settings are bullshit. There are no vampires and elves. Even in grounded settings, real human beings are interested in a whole bunch of ordinary things I…
Haggard morning video blogging! Couldn’t sleep! Here I talk about engaging a setting through its premises instead of rejecting it, using that to invent cool stuff, and how Libertarians in space are irrelevant.
Oh boy.
This one was inspired by a Youtube video. It’s extremely silly and incredibly nerdy, and I may not be able to communicate my message because of it, but what the hell: at least it’ll be good for a…
My last post in the GM as God series was a little too abstract so I want to elaborate a little by talking about an example of it succeeding in one of my own games. So:…
One of the most difficult tasks for any GM is to fully integrate the players’ character portrayals with the world. This can be a deeply hidden problem because groups tend to get right to how everyone gets along instead of…
So, here’s part one of the GM as God series. This article is pragmatic and tip-filled. I’m going to jump around between straightforward business and the Art, though.
Let’s get started.
Though the forceful GM looms large in…
It’s easy to hate the GM. It’s a cheap and easy way to look clever – has been for the history of the hobby. One of the first things any would-be game design revolutionary does is alter or eliminate the…