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The art of gamemastering.

Let me first introduce myself. I'm Hans and I've been a game-master ever since I got into role-playing some 20 years ago. I was the bum that got stuck with the job when me and my friends started playing and apparently I showed some talent so I stayed the game-master. Over the years I learned many things and mastered many different games and genres. Now, I thought it would be a good idea to share what I have learned with all of you. Of course, mastering is an inherently personal thing and as such there is no right way of doing things. The main point is that you're having fun. But maybe I can help a few of you along with some of my insights and tricks I have learned.

  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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