Tag Archives: gm advice

Telling Players the Obvious

Last week at MisCon, one of the panels I was on was titled “Guerilla Warfare in RPGs.” How do you GM a resistance-based game where the PCs must fight a guerilla campaign against established, entrenched bad guys? Can they sleep safely in the woods at night, sustain themselves by hunting and gathering, and gain the

Using UA Passions to Develop Depth

During the Moral Ambiguity in Gaming panel at NorWesCon, the charismatic Clinton J. Boomer — a fellow Unknown Armies fan — made a great point about creating characters of depth using some ideas from UA: specifically, the three passions. This came from a conversation about how everyone is the hero of their own internal story, and no one self-identifies

Simple DRYH GM Trick: Modifiers

One of the interesting things about Don’t Rest Your Head is the GM dynamic. 90% of the GM’s decisions points & influence are narrative, as there’s only one mechanic to immediately press: how much Pain dice is rolled in a moment. Normally, that’s determined by the sort of threat you have in play (or, if

The Cardinal Rule of Horror: Cheat

As the last post on Horror Week, let’s get into some GM talk. It’s all good and well to design a horror game — really, it’s fun! — but the heart of the horror game is the same as in any game: the performance.  The playing. The GMing. And my Cardinal Rule of Horror: Cheat.

Talking GM Advice on Dungeon Master Guys

Last week, ENnie-nominated Dave the Game[1] interviewed ENnie-nominated Brennan Taylor and ENnie-nominated[2] me about one of my most very favorite probably-ENnie-nominated topics ever, convention GMing. It’s on the ENnie-nominated Dungeon Master Guys podcast, episode 11. In This Episode: Special guest Sarah Darkmagic assists in hosting duties Dave talks to Brennan Taylor and Ryan Macklin about running convention games NewbieDM talks to Daniel Perez about running

NPC Touchstones & Two months later…

I started running an Aethertide game over Skype, so this week will be all me talking about that. Today, I’ll talk about a couple GM tricks that I used during it to attempt group cohesion we did during the character creation/world creation/playing out the initial meeting. To recap the premise: Something simultaneously bombs the Technocracy