Intrigue vs Annoyingly Vague GM
I’m a fan of intrigue in my games. It’s been a while since I’ve run any kind of standard adventure romp where there are clear cut villains and goals. Hopefully this is not to my players detriment. What I’d like to spend a little bit if time considering is where the line is when mystery stops being fun and is just an annoying lack of information. I’m currently running the first case of my Dresden Files game, The Day of Bad Dreams .…
Isn't it all about dungeons after all?
The Dungeon World (DW) character sheet pdf includes a GM sheet that give the priciples of running a DW game. I think it’s a good intro as to why I like Dungeon World (despite not having actually played yet). Draw maps, leave blanks I’m not good at maps, I admit this freely, and it’s definitely the sort of thing I think is best left in the hands of players. Unless you’re playing a game where geographical certainty is ascertained by advanced technology it’s one of those things where the players point-of-view is important.…
One of my favorite things about being a GM is when I set the scene and the players just run with it and practically take me out of the conversation loop. I love to see people being creative and I think that’s colored my mood and my opinions about roleplaying systems lately. For the last 3 years I’ve been running 3rd edition D&D , which I feel has been something of a drag to the creative process.…