For years, I've had trouble keeping the players engaged in the narrative of combat and what happens during their turns. After the first 4 turns or so, it becomes hard to imagine what everyone does ...
I'm currently in the middle of DM'ing a city campaign. I've found it's quite a bit more difficult than a dungeon. I have the city mostly planned out (type of city, the ruler, the districts, centers of ...
So we started a new game tonight, and only an hour in I was bored out of my brain. The GM kept ranting about where each of our characters were from, the heritage of the area, etc. It could be argued ...
This was obviously inspired by the corresponding question on GM-less gaming. For the past couple of years I've become really interested in RPGs that are less about dungeon-crawling and combat and ...
Whenever I'm running or playing a game, I consistently run into an issue of setting atmosphere. I've realized the best way to do this is through more effective, engaging descriptions of settings, ...
I used a lot of tricks that allowed to skip the counting of every swing and blow and dodge. I think people should share such solutions. My favourite tricks: Roll a bunch of dice and just take look at ...
What are some existing or potential game mechanics that encourage players to "take the reins" a bit more and involve themselves in a story-telling perspective? Specifically, are there any examples of ...
What are the advantages/disadvantages to using either a kind of "Limited Narration" or an "Omniscient Narration" style when running a game? i.e. Does saying... None of the characters notice the ...