Today I’m going to talk about designing boss battles in Dungeon Fantasy, but to do that let’s chat about what a boss is. Dungeon Fantasy breaks monsters down into three groups and I usually add two more (those familiar with my article “It’s a Threat!” already know about these additional two types but I’ve added them here for ease […]
Continue readingCategory Archives: Gamemaster’s Guidepost
Gamemaster’s Guidepost: How Much Lore Is Hidden?
When building a campaign setting or starting a new campaign one of the things that you must decide as a GM is what skills are important, what skills exist, and what skills don’t exist. For campaigns with magic, psionics, and other “paranormal powers” one of the key jobs a GM has is to decide what […]
Continue readingGamemaster’s Guidepost: Organizing Your Gaming Notes
Any gamemaster (or writer) worth his salt always has more ideas than he has time. These ideas may be half-baked, over-cooked, or perfect and fully formed like Athena on paper from your Zeus-like noggin. It’s just a hazard of the mindset – too much stuff floating in our heads and too much “what if” thinking […]
Continue readingGamemaster’s Guidepost: My Rules For Spending Points
Some people let you spend willy nilly. Some (like myself) will only let you spend points at certain times. Some are point nazis (“Ve must spenct zee hours and zee points! SCHNELL”). However you you do them is all gravy with me. But this is how I do it for pretty much every single game […]
Continue readingGamemaster’s Guidepost: No Such Thing as a Free Lunch
Free lunches? I don’t believe in them, well, when it comes to free stuff in a roleplaying game anyways. Now, I’m not talking about one woe for every weal – I’m talking about taking disadvantages and then weaseling out of actually playing them or suffering for them in some way. First, it’s just bad roleplaying […]
Continue readingGamemaster’s Guidepost: Slow Lane Sessions
They happen to everyone eventually. The game you’re running or playing in bogs down. Whether this is because the players (or GM) don’t know what to do next or the players (or GM) runs on a “tangent” (non-gaming related talk at the table) or something else. It happens. It’s not something you can really stop […]
Continue readingGamemaster’s Guidepost: Building a Mystery
Adding a mystery angle to your campaign is not something that’s particularly hard – doing it well on the other hand can be tricky. GURPS Mysteries by L. J. Steele is a fantastic, must-have resource for GMs running a mystery campaign for any system, but especially useful for those running GURPS campaigns as it contains notes on just […]
Continue readingGamemaster’s Guidepost: The Worthiness or Unworthiness of Complex Mechanics
Today is a fine GURPSday and today I’m going to ramble on about a topic near and die to every gamer’s heart: How can the complexity of mechanics affect the actual roleplaying of a game? First, a few things. To play a roleplaying game is to have some measure of mechanical institutions within the game […]
Continue readingGamemaster’s Guidepost: Save vs. Spectate
Over at RPGJutsu my buddy +GodBeastX brings up a great point – a point he brought up while we were doing construction on the new GURPS campaign I plan on running in May. The thought here is this: if you are running a Horror campaign as I plan on doing you kind of have to use Fright […]
Continue readingGamemaster’s Guidepost – Framing Your Preferences, Part III
Wrapping up my posts on framing a campaign, today I talk about putting it all together. Know that you know what your players want for their characters and the campaign itself it’s time for the linchpin: What the GM wants. I see so many campaigns flame out fast because the GM and players were simply […]
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