Posts belonging to Category GM Advice

Getting a Character Into the Fray

During Monday’s RPG Blog Carnival post about reasons why players might be avoiding a fight, I started with the most simple of all: it’s a character thing. People do play characters who aren’t interested in fighting in general, or for whatever reason aren’t interested in this fight in particular, and those characters are going to [...]

Rewards That Aren’t the Fight

Oh, come on, am I the only one participating in RPG Blog Carnival this month?
When I talked yesterday about reasons why a player might be avoiding combat, one of the points I mentioned was the possibility that the player just plain isn’t getting anything out of the fight itself. Regardless of how much we as [...]

Combat Avoidance: Why Won’t They Fight?

As I admitted in the opening post for this month’s RPG Blog Carnival (still open; post away!), I’m notorious for my combat avoidance; if there’s a way to get out of a fight, I will find it, and I’m likely to take it. But I know how important it can be to just run a [...]

When Even the Player Doesn’t Know What’s Wrong

Not every character catches on with the player; I think it’s safe to say we all know what it’s like to play a character who just isn’t fun, whether that’s not fun yet, no longer fun, or never that much fun to begin with. Stinks, doesn’t it? While it isn’t specifically a GM’s job to [...]

Serious Business

Most of us have seen something that qualifies as Serious Business. It’s not going to change the world, it’s not life or death, it might not even seem like anything more than a simple pastime, but to the people who care about it—the football fans who close their businesses when the two state colleges’ teams [...]

The Problems and Promises of Real-World Settings

When we’re creating our stories, or choosing our game systems/settings, we’re generally given a choice: create a world of our own/use a fictional setting that’s already there, or use a variation on the world we actually live in. Real-world settings provide a certain familiarity and an existing structure, but while they have their benefits, they [...]

Things You Might Want To Know When Planning An Assassination

Let’s face it, assassins are ubiquitous; you have to work at it to find a genre in which they aren’t hiding behind a post somewhere. And since they pop up in a lot of plots, it’s important to know how to handle them in those plots: how to make sure the assassin gets done what [...]

Artifacts of Anticlimax

It might have been played up just a bit too much in order to provide motivation. Or maybe it’s to justify the fact that everybody with a name, a backstory and/or an even remotely solid set of stats seems to want to get their hands on it. Whatever the reason, it’s clear that the item [...]

That Was… Almost Too Easy

“What kind of graduate program,” I ask, glaring at the computer screen, “doesn’t even make you write an essay?”
I’m still in the throes of grad school application, comparing the one I’ve been stalling on my app to with the one I’ve probably just been accepted in. Sure, the former is cheaper, but something’s been bugging [...]

Search Plotlines: Dealing with the Impossible

PCs have an absolute gift for not quite understanding what the word “impossible” means. If there’s something that can’t be done, it’s a better than even bet a PC has tried it. Sometimes, when they’re taking on impossible challenges, it’s something straightforward, like challenging an enemy who you know is far too strong for them; [...]