Tag Archives: GM Advice

Are Historical Settings the Best Settings?

Seeing as the crew over at Gamerstable happens to be running an undoubtedly awesome Mutants and Masterminds game set in the Second World War, I couldn’t help but have a half hour nerdgasm full of talking at my car stereo like I was right there with them during their recording session.  Be that as it may, their awesome episode last week (which can be heard here) inspired me to put my two cents in on some do’s and dont’s of either creating or running a game heavily influenced by, or set in an actual real-world historical setting.

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Character Backgrounds – Why do they matter?

Okay, to be honest, I really like the picture for the post because, hello… Death Metal Lawn Gnome Bard!?!  Hell yes!  More importantly, is the nod this awesome picture of insanity and text gives to gestaltism and the idea that the whole (the Player Character in this example) is primary to the sum of its parts (stats, equipment, powers, etc.), which are all secondary.  Robert’s article last week, “I Was a Teenage Munchkin,” and the recent creation of a Sundered Skies character for a play-by-post game made me want to look into something that I’ve always taken great stock in, character backgrounds, and give my two cents on the topic.

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Rules Heavy vs. Rules Light – Zen and the Art of GMing

I am currently at a major crossroads when it comes to the way I approach running a game.  Anyone who has listened to the early episodes of the podcast knows that I spent an abhorrently long time in the pre-planning stage of my campaign.  Finally, after years (literally) of juggling ideas around in my head, I was given a hard deadline by the rest of the group to start the game, and that’s when it all went sideways…

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