Author: Scott Martin

About The Author

Scott is an engineer turned gnome and game store owner. He lies awake at night building intriguing worlds and plotting your character's demise.

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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Craft: Public Play (DC 20)

For the last year, the local organized environment featured just 4th Edition D&D. One Pathfinder Society GM ran a table, but had the same players show up consistently and wound up closing his table and running it as a campaign. A few home groups met publicly for a week or two to recruit an extra player, Call of Cthulhu recruited and filled two tables for months, but everything else sputtered and died. Until recently. … If your local store doesn’t have a thriving community, that can change quickly. It just takes one dedicated person. (Ideally, though, you’ll have a bench of other GMs ready in case it takes off–running every week can be grueling.)

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It Came From The Stew Pot

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