Writing Tips Round Up: Game Mastery4 min read
A weekly round up of writings advice and inspiration
“The Game Master should not view an RPG as a game, but rather as a performance. The Game Master’s role is to facilitate the game play of others. However, the Game Master should also find the experience satisfying. Many Game Masters enjoy the chance to entertain their friends, the fun of being the center of attention, the opportunities for creative expression, the surprises of an unpredictable narrative, and the challenge inherent in having a response for every action in a way that keeps the game moving in a satisfying way.”
The Angry GM‘s gigantic “road map and glossary” of game mastering and RPGs is a treasure trove of GM knowledge, laying out all the skills, session types, narrative structures and elements you could dream of for an epic game.
“A character dies. Maybe the dice weren’t in their favor, maybe they made a tactical error, maybe they grabbed that glowing skull even though it was so completely obvious it was an evil relic. The character is dead. Your player is crestfallen, but one of the others claps them on the shoulder. “Don’t worry, dude. We have, like, 500,000 in the party bank. We’ll get you back tomorrow.” And bam, any tension is gone.”
When an player character bites the dust in one of your games, does it make an impact? Gnome Stew thinks it should, and in this article teaches you how to make death matter in your GM session.
“I love riddles. You’ve probably got a book of riddles on your shelf, too. But when your campaign or adventure theme does not support classic dungeon riddle play, how do you put riddles in your campaign?”
Want to spice up your adventure? Everyone loves a good riddle! The Roleplaying Tips blog teaches you eight ways to use riddles in your game session.
“The role of the DM is tough because it has to balance out opportunities for the characters to shine with challenges that will cause issues if they fail. Dungeon masters ultimately want their characters to live, thrive and survive. If everyone dies broken and penniless, the chances for everyone coming back to the game next week are pretty low.”
If improvisation is not your strong suit, take a look at these tips from Geek & Sundry on adding agenda to your game and getting to know your player’s characters.
“Most GMs know not to railroad the story, but making players feel like they’re behind the steering wheel takes more than letting the story go in multiple directions. It means proactively paying attention to what players want, and finding ways to make that happen – even if it thwarts some of your plans.”
Finally, learn how to lead your game gently instead of forcing the campaign with this advice on essential habits for guiding players from Mythcreants.
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