Write things down. Take notes. See how it all looks when not seen through the fuzzy vision of your daydreaming.
Continue Reading “The 22 Rules of Gamemastering (Adapted from Pixar): Part 10”
Write things down. Take notes. See how it all looks when not seen through the fuzzy vision of your daydreaming.
Continue Reading “The 22 Rules of Gamemastering (Adapted from Pixar): Part 10”
Good GM’s imitate. Great GM’s steal.
Continue Reading “The 22 Rules of Gamemastering (Adapted from Pixar): Part 9”
Ways to get unstuck when your game can’t advance.
Continue Reading “The 22 Rules of Gamemastering (Adapted from Pixar): Part 8”
Advice on something I’m really bad at doing: Finishing your campaign, no matter what.
Continue Reading “The 22 Rules of Gamemastering (Adapted from Pixar): Part 7”
This is how your game ends: Not with a cutscene, but with a conversation.
Continue Reading “The 22 Rules of Gamemastering (Adapted from Pixar): Part 6”
Challenging a character with the opposite of what they’re good at: Something to do very very carefully.
Continue Reading “The 22 Rules of Gamemastering (Adapted from Pixar): Part 5”
This week, advice on streamlining your game to everyone’s benefit.
Continue Reading “The 22 Rules of Gamemastering (Adapted from Pixar): Part 4”
A skeleton for your plots and characters.
Continue Reading “The 22 Rules of Gamemastering (Adapted from Pixar): Part 3”
Two rules that both relate to how you can mold your story to better suit your players.
Continue Reading “The 22 Rules of Gamemastering (Adapted from Pixar): Part 2”
If you want interesting stories, the characters have to try. If you want their players to try, then failure has to be viable, or at least recoverable from.
Continue Reading “The 22 Rules of Gamemastering (Adapted from Pixar): Part 1”