How much creative and descriptive power should I offer my players? Is it different for sandbox campaigns? [closed]
I know that as a GM you have to have some skill with your words to make the descriptions really come to life. However, as I think more and more about my next sessions, which are probably going to be ...
As a GM, I'm not sure whether should I try to avoid 2nd person narration whenever possible. For example, instead of saying, "You feel a chill in the air," would it be better to say, "The air grows ...
I am looking at history of gaming to understand the range of RPGs that are being played today. In the context of sharing some influence on narration between players and game masters, loaded or ...
I realise the title is somewhat ironic. I have started playing a new game, it is exciting, well-paced, suspenseful; everything an rpg-er like me could ask for. The issue is the description of, well, ...
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, ...
What is the ideal balance between planning out an entire session of playing, complete with music scoring and conversation detailing, and winging the entire thing? As an example, I'll cite one of the ...
I'm looking for game mechanics and story telling methods that convey the atmosphere that characters don't just live in one world, but in a multiverse adhering to something similar to the many-worlds ...
Reading the core book I realized how different Shadowrun is from my usual game of Dungeons and Dragons. We usually play the good guys saving a village from a tribe of goblins. Most of the time we play ...
I'm running a game that's best described as "medieval fantasy," in the sense that we're actually trying to have the lives of people in the setting strongly resemble the historical Middle Ages. There ...