Currently I have a campaign where the highly capable antagonist has a weak spot: A very beautiful, highly intelligent, jocund and unfortunately pretty spoiled raven which is also able to speak. The ...
A consistent issue with the games that I've run comes through with villain characters. Not just at the end of an adventure, but overarching villains; movers and shakers of the world. I notice that I ...
Related to this question but more closely related to this question. How can I get my PCs to not cause a single or small handful of characters to become the butt of a joke when that humor could easily ...
How can I make intelligent NPC races that are truly alien? They need to be: Culturally non-human. They need to be stranger than any sort of human culture that already exists. Rational. Behaving ...
Just read through a great question (on getting players to play in line with their characters' cultures) and it got me thinking: What do you do to make the cultures in your setting differ? Let's say ...
One of the assumptions I make as GM is that the players should always be in the spotlight. Sometimes the players find themselves in a situation where they watch NPCs speak to each other. I don't ...
In my early years of GMing it was simple enough to say that the badguys were evil and that was all the justification we needed. They are attacking the village because they are evil, they are stealing ...