Author: Josh Storey

About The Author

In his life, Josh has only ever had three career ambitions: astronaut, Superman, and storyteller. Since he's no good at math and (as far as his parents will admit) not from Krypton, he's going with option three.

Navigating the Cosmere – Designing in Someone Else’s Sandbox

Lydia Suen and Meric Moir have worked on properties as varied and diverse as Arkham Horror, Achtung! Cthulhu, Star Trek, The Expanse, and most recently Brotherwise Games and Dragonsteel Production’s Cosmere RPG, the game that brings together fantasy author Brandon Sanderson’s expansive universe of stories into a single game line and the game that raised over $2 million dollars within hours of its Kickstarter launch.

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Challenging The Tropes: The Loner

Tropes are frameworks for plot beats and character arcs. Cliches are the overused versions of those beats and arcs. Cliches, generally, should be avoided, but tropes are useful AF. They work like signposts, guiding your decisions when it comes to story elements and, in turn, speeding up your session prep.

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Worry About Failure

“Only make them roll when its interesting” is solid GMing advice, but it can be hard to figure out which rolls will be interesting. At least, it’s something I struggled with until just a few weeks ago. Here’s what I discovered about how knowing the stakes of the scene will help you know when to call for rolls from your players.

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Earning Their Trust: The Rules

“I’m just following the rules” is often the GM’s version of “I’m just doing what my character would do.” The rules of your game are not objective or unbiased, so you can’t be either of those things when arbitrating RAW. In the latest installment of Earning Their Trust, we’ll look at how you can be unbiased yet fair and work with your players to create an unforgettable game.

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Dungeons, Dragons, and (Online) Dinner Parties

How do we craft a good experience for our players when they’re just voices in our ears and videos on our screens? After all, experience is more than the points that gets handed out at the of the session. I want to talk about the charisma-based skill challenges we face when our campaigns are digital—the soft skills, the social stuff.

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Give Them a War Room: Player Facing Threat Maps

I love foisting eldritch artifacts or ancient magics onto their shoulders. I take glee in giving them influence within an important organization and seeing what they’ll do. It allows me to ask tough questions about how and when they use their great power responsibly (thanks, Uncle Ben). Plus, it gives my players the power to enact real change in the game – something all of us can sometimes feel powerless to do in our real lives. (My group’s go-to power fantasy is making the world a better place.)

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Focusing Player Attention with Description

As the GM, you are your players’ eyes, ears, and other senses. The choices you make when describing your game literally build the way they perceive their characters’ world, and their perceptions of the world will determine their actions. When they latch onto the wrong thing, be it the goblin barkeep instead of the mysterious figure in the corner or the stale corner of bread instead of the bloody murder weapon, nine times out of 10, it’s a failure of description.

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Make It About Them (Without Making It About Them)

Do you want to center your player characters’ backstories without making it seem like the whole world revolves around them? Do you want to create emotional bonds as strong as adamantine between not just the PCs and the NPCs but the players, too? Do you want to pull off an enemies-to-allies (or lovers if that’s your story of the game) arc without ham-fisting the heel-face turn? Well then, my friend, allow me to introduce you to a little trick in my toolbox…

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It Came From The Stew Pot

Written by a team of veteran Gamers and Gamemasters, Gnome Stew is a widely read gaming blog with multiple awards, ennies, and thousands of articles. We’re dedicated to helping gamers have more fun at the gaming table.

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