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  1. Story before setting: free dm'ing advice.

    Free advice for would be dm's:
    Setting building is fun. It's entertaining and you can spend hours on end on it. And you should. But it isn't all that important if you don't at least have the skeletal framework to a campaign planned out. This means, villains, storylines, potential foils, possible love interests, metaplot structure, etc. All that is much much more important than the way some language dialects relate to each other or the cool inner politics of the main religion. Because you ...
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  2. The art of gamemastering: chapter 2 - Running the first session

    Chapter 1: Running the first adventure (of a new campaign).

    Last week I spoke on how to start building your own campaign. The logical next step is the first adventure
    The things you need to do is:

    - Take a deep breath and relax, this is supposed to be fun, not work
    - Prepare the session
    - Introduce the characters
    - Set the main storyline in motion
    - Introduce 1 (or more) important npc's
    - End the adventure

    Our first order ...
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  3. The art of gamemastering: chapter 1 - How and where to start a campaign.

    Chapter 1: How and where to start?

    When you're about to start a campaign for a game, be it D&D, Cyberpunk, Dark Suns, Kult or Mage: The Ascension you have to decide and come up with a few things.

    You need:

    - To decide the scale of your campaign

    - To decide the campaign's powerlevel

    - To create a campaign world

    - To come up with a campaign concept

    - To gather players ...
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