There is nothing worse in RPG combat than a long break, when players are checking rules, thinking and discussing what to do next and so on… As I mentioned in FC: A duel and a slaughter, players should feel the atmosphere of a battle and react as quick as possible. Today, I will give you […]
GMing Advice's archives
Getting inspired by sceneries
Well, as I mentioned, I have been to London lately. The trip gave me an inspiration to write this article.I believe 90% of our descriptions are improvised. This means, you didn’t plan them before the game, you haven’t got the descriptions written down and so on. Basically, the quality of your description depends on three […]
Fight Club - Mid-Combat summaries
I guess I first read about mid-combat summaries in RolePlayingTips. They allow us to add some more atmosphere to a fight, make it more climatic and also ensure that everyone knows what is going on in the battle. They work best in long lasting, slaughter-type combats.
So, here is how it all works.
During the battle, […]
10 signs you suck as a GM
Here is a list of elemental mistakes that a GM can make. The order is not very important, although point 1 is more important than point 10. Have fun reading.10. You have a favourite NPC.Check here for more details. Basically, the more your NPC plays, the less your players play. You want your players […]
5 things a GM can learn from playing F.E.A.R
I just finished playing F.E.A.R: First Encounter Assault Recon and I must say it was a great experience, especially because I am a big fan of FPS games. I know this is quite an old game now, but my computer isn’t very new either. If you haven’t - go play the game…Anyway, there are some […]
Fight Club - A duel and a slaughter
fight club coming back!Basically, there are two types of battles in RPG: Duels and Slaughter. They are completely different, and should be GMed in a different way. But, before we begin let me state what I consider a duel and a slaughter.
A duel is a fight with some strict rules and not many people are […]
The universal campaign plan
Here I present you a plan, originally made by Joseph Cambell, based on various similarities in myths and legends from different parts of the world. It suits books and movie scenarios, so it suits RPG as well. You can combine it with Campaing Plan. Let’s get to the point. This is a plan of […]
How to assassinate your players.
This time I am going to discuss different ways of using assassination (obviously usually not successful) to make your players… well, scared. We want them to be afraid, to feel that they can die in every moment, endangered, even a bit paranoid. They know that somebody is hunting them and, sooner or later he/she […]
Fight Club - “No one wants to die”.
This part of Fight Club will concentrate on why to fight and how to fight. Or something like that…
First of all, the statement in the title summarizes enemies behavior in battle quite well. The key to realistic combat in RPG is keeping in mind that the bad guys want to stay alive too. And, because […]
Fight Club - Introduction
GMing combat is a much more difficult task than many would think. No matter what system or setting you are playing in, battles are going to happen. More or less often, doesn’t matter. Of course, you can play RPG without any combat but, to be honest, who would like to play such games? In […]
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