Polymorf Other
Game mastering tips, but with a different slant, focused on the thinking behind game mastering, its psychology, and undercurrents. No tools, no specific game mechanics, or even much of the "how" but a lot of the "why" and its importance to game masters.
Random Posts
Saturday, February 23, 2019
Leadership and Gaming
Wednesday, February 20, 2019
Coggle and gaming
Its a GM's friend, especially if you are going to play with time or mess with prophecy. A couple of points if you are unfamiliar with mind maps.
1. They are non-linear. It's a connection mesh of how different events will connect in your game. That means you need to keep it updated game by game, but it will save you enormous amount of effort if you play with your timeline.
2. You can rollback and make changes in your timeline easily but backtracking through your connected mesh.
3. You can add plot lines and arcs to your games and show bits and pieces of the "future" through this method really easily. Give the player a snapshot of the mindmpa so they can see the future through a distorted lens. I usually provide a glimpse if they have limited powers. Give them a pencil, paper and a minute or two to make notes all they want. Someone with good prophecy power I would print out or send them an image of the mind map for the prophecy.
Tuesday, February 19, 2019
Back alive
Thursday, February 28, 2013
Leadership and Gaming
Sunday, December 30, 2012
Make NPCs people
Just a quick note today. This is a follow up to some of the good gamemastering tips from earlier.
Spend the time to make NPCs seem like people and not cardboard cut outs. It makes the game that much more realistic and helps with suspension of reality.
The simplest way to do so is to give the NPC a quirk. It helps define the NPC to the players. Still its overused. After the ninth barkeep that twitches/stutters/is annoying when he talks it gets old. How about something a little more detailed?
How about the man who always seems cold? Keeps turning up the heat or wears furs in the summer? Seems to always have pinkeye or a cough? Make identifying marks those that only marginally involve the players but is still noticeable and attention getting.
Friday, December 21, 2012
When to montage actions and time
Sometimes you just need to let time pass. Like when you have players who like to shop. Unless the majority of your group is into that don't spend three hours doing it. Save it for inbetween times or offline where its not in the way.
Of course if that's the focus of your story then roll with it.
Do the same for travel and even some times for fighting if the situation is right. Gauge the mood and don't be afraid to tie something with a cinematic montage. Pull the players in to make it stick.
Tuesday, December 18, 2012
Listening to players
Players, given the chance will tell you everything they want to do, their hopes, dreams and desires, for their characters and for them too. You can use it to turn the game and so can they too, if you are not careful. Players who catch on to what you are doing, and yes, they will catch on if they've any sense may seek to abuse it. That is when you play the game of balance -- to make sure the game is turned and moves the direction you want it to go.
Simple advice but important if it fits your game philosophy. Some GMs run a game like a leader runs a military unit: they are in charge and none shall say otherwise. If this is your style, think of the players' chatting as asked for advice: you'll find pearls of wisdom you'll like within it. If you are more involvled with your players then its a welcome sign that will point the way to success.