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Category: GMing Advice

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THE ONLINE EDITION: AUDIO IS CRITICAL
January 15, 2016 Posted by John Fredericks
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Online games are a lot like old-time radio shows. Clear audio is a must for telling stories. Nice maps and tokens are great, as are all the bells and whistles provided by virtual tabletops (VTT’s). But without clear audio, you can’t have a game. In this article, we’ll look at some options for audio services, hardware choices, recording issues, and dealing with background noise. AUDIO SERVICES There are really two main options: dedicated audio services such as Skype, or the audio that comes with some […]

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Driftwood: Saving Games
January 11, 2016 Posted by Walt Ciechanowski
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For my first article of the new year I decided to resurrect one of my old recurring themes; “Driftwood” was about taking a rule from one RPG and applying it to others. This time, though, I’m taking a concept from video games and seeing if I can apply it to tabletop RPGs. This article was inspired by a video that was shared with me on Facebook. In it, the author argued that “bosses” in video games aren’t the same as similar adversaries in tabletop RPGs because video games […]

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Do It Better
January 8, 2016 Posted by Angela Murray
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When I talk about my inspirations to be a good Game Master, I’ll often reference the great GMs I’ve had the privilege of playing with over the years. If I’m really honest with myself, though, the bad GMs I’ve had the misfortune to play with are just as strong an influence in my desire to run good games. Have you been sitting at a table in the middle of a poorly run game and thought, “I could totally do this better.”? As awesome as our […]

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Fear Itself
January 7, 2016 Posted by Guest Author
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Today’s guest article is by Gnome Stew reader Craig Dedrick, and it’s his third. (See Freedom Through Restraint and What Makes a Good Monster? for his previous two pieces.) Thanks, Craig! — Martin Scare the S#!t out of your Players I am a big fan of horror games. When all is said and done, horror is probably my favourite RPG genre. I have had many conversations with other game masters about how to frighten players, and they often tell me that it is a trouble […]

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THE ONLINE EDITION: THE BACK-UP GAME
January 4, 2016 Posted by John Fredericks
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Sometimes you don’t get a quorum. It’s no one’s fault: people get sick or have other real-world obligations (sigh). Still, it’s tough for both players and game masters (GM’s) alike to show up and realize a session isn’t going to run. One way around this is to prepare a back-up game for times when you only have 2-3 players. These can be a type of “hip pocket game” as described in Scott Martin’s excellent article: Hip Pocket Games. This article will offer a few suggestions […]

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Johnny’s Five – New For The New Year
January 1, 2016 Posted by John Arcadian
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It’s a new year, 2016, and that means it’s a great time to dig in and find something new for your game. The end of the year – with holidays, travel, and multiple obligations – is often tumultuous for a social activity like gaming, but the new year is a time to refresh and rededicate to the hobby in a new way. In the new year, we should all look into new ways to add something unique to our gaming. Find New Sources Of Inspiration […]

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Campaign, Interrupted
December 28, 2015 Posted by Walt Ciechanowski
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It’s that time of year again. In these parts, whether or not you celebrate Christmas there is a definite chill in the air when it comes to gaming. As an adult married parent with a job and other responsibilities, I’ve already made adjustments to the gaming schedule (short answer: weekly sessions have been gone for years!); December makes it even rougher, as holiday shopping and midwinter vacations disrupt the already precarious schedule. I ran my last session on the first Friday of December. Thanks to […]

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