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The Douchey DM » Entries tagged with "inspiration"

JiB on GM’ing: Managing Fear

Tweet I owe a huge debt of gratitude to Gina Ricker who kept me sane through the couple of weeks leading up to Gateway. Her insights and thoughtful comments helped me get my games ready to play, and her support and confidence kept me moving when my own fear and doubt might well have scuttled my games. “Thank you,” will never be enough to show you what it means to me G. JiB   I had several conversations with different gm’s at Gateway and I kept hearing a common theme. It was a theme that had been going through my head for weeks. It centers around fear, fear that we won’t finish, fear that nobody will want to play, fear that the game will suck and the players will hate it. These fears … Read entire article »

Filed under: Adventure Design, Advice, General Gaming, Inspiration, Misc

JiB on GM’ing: Dealing with Multiple NPC’s At Once

Tweet One of the problems that comes up for gm’s (Ok maybe it’s only me but I’ve heard other gm’s bemoaning this problem so I don’t think so.) is that horrifying moment in time when two NPC’s end up talking to each other but you need for this conversation to take place to impart information or exposition to the player characters. The purpose of this JiB on GM’ing article is to talk about this situation and ways to deal with it without turning the players into audience members watching a one man show.   The first question that needs to be asked is, “Why would my npc’s need to talk to each other?” The short answer is because they have something to say. To be more precise they have something to say that … Read entire article »

Filed under: Advice, Inspiration, Opinion

JiB on GM’ing 8: Game Systems Really Don’t Matter

Tweet Ok, before everyone goes up in flames. I’m not disagreeing with Tappy’s premise that the game system flavors the play. Quite the contrary, I agree totally that it does. That is not the point of this JiB on GM’ing article, but I’ll get to the point momentarily. I just wanted to make sure and get that out front before I started.   I’ve been talking with a number of gm’s across different game systems lately including, Hero, Savage Worlds, Pathfinder, D&D 4e and L5r in particular, but not exclusively and with all the talk about game systems and the various mechanics and implementations I’ve come to an interesting conclusion, the game system doesn’t really matter. Or let me rephrase, it’s not the game system that is important.   We talk a great deal about … Read entire article »

Filed under: Advice, Alternate Views, General Gaming, Misc

JiB on GM’ing 7: GM’s are Players Too

Tweet GM’ing is hard work. It takes a lot of time and effort to write, prep and run a good game. Sometimes in the haze and panic of prepping a game for play we forget that we (gm’s) are players too. We spend the time and effort to make a good game so we can have fun with the other players. I’ve recently had conversations with a couple of gm’s who were struggling with their games for different reasons mostly having to do with a fairly simple precept, “Make sure that the players have fun with the game.” That sounds good on the surface. We want to make sure that our players enjoy the games that we put in front of them. That said, if we’re not having fun with the … Read entire article »

Filed under: Adventure Design, Advice, Alternate Views, General Gaming, Inspiration

JiB on GM’ing 6: Collaborative GM’ing

Tweet The topic of co-gm’ing has come up a lot in recent conversations. Usually when people talk about co-gm’ing they think in terms of dividing up labor during game prep and splitting up duties at the table. I find myself thinking that the term itself may be incorrect. I think that a better term might be collaborative gm’ing. Ok, sure we can shorten it to co-gm’ing for ease of use. However, for this JiB on GM’ing article when I say co-gm’ing I mean collaborative gm’ing.   When we partner with someone to run a game there are a number of obstacles that might be encountered, some during conception and preparation of the game, and some during game play.   The first question that is going to come up when two gm’s are going to do … Read entire article »

Filed under: Adventure Design, Advice