Tag: suggestion pot article

8 0 Social and

How to End a Campaign Early

A couple years ago I wrote an article about how, while I consider myself a Gnome-worthy Game Master, I never managed to finish most of my campaigns. Sometimes I couldn’t do anything about it; circumstances ended the campaign. At other times, I was lucky enough to have some time to wrap...

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16 0 Social and

Hints, Clues, and Description

IcebergTitanic had a question that will hopefully end more successfully than his handle’s history. Similar to the questions on Metagaming, I would like to see an article on how a GM can give hints and clues for a story without the players immediately leaping upon it. You know, the old “if...

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10 0 Social and

Evocative Scenes on the Fly

Dipping a ladle into our suggestion pot, I see that NinjaBait had a question about setting details: I’ve been a DM/GM for several years now. I’ve never had any complaints about my stories or settings, but I’ve never felt very comfortable with describing what I’m seeing in my head. “The pungent...

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15 Social and

Getting Feedback From Your Players

Over at the Suggestion Pot, Gnome Stew reader and high-level Cleric BishopOfBattle cast Divination (or maybe it was Find the Path; I’ve taken too many negative levels in d20 to be an expert). Anyway, he asked: How do the Gnomes go about getting better player feedback? Often articles mention...

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8 Social and

A little TLC for OPC (Other People’s Characters)

Caring about characters is a tricky thing. Many GMs struggle just to get players to like their own character–to treat their character as a person, with coherent thoughts and feelings, instead of viewing their character as an attractive array of powers and stats. Once you do reach that lofty...

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9 Social and

Connect the dots and get to work!

Pixedragon asked (in the suggestion pot) about several things that often tangle together into a big knot: mysteries, clues, and the GM’s spotlight versus the player’s flashlights.

One thing that a good railroaded adventure (or module) has going for it is coherence. Because the players don’t have many options, the GM can spend a lot of effort working on the scenes that they know will happen. Even in a less structured game, the GM is still (usually) the arbiter of scene setting. There are at least two paths a GM can take when the game starts grinding gears.

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