In the introductory article for this series, I determined that in my mind, at least, the main job of the GM is to elicit or evoke emotion in the audience, i.e. the player. That’s why I play roleplaying games, why I don the persona of another: so I
Recently I wrote a preview article about how to use emotional strengths and weaknesses part of the Morality mechanic in Star Wars: Force and Destiny, an element that I designed in collaboration with Sam Stewart. At the same time, I've also had Deuter
For the first time ever, I'm running a campaign in which I am a GM and also a player. Already it's been pushing me to be a better GM, but it also has its pitfalls.
All GMs have their foibles, their bad habits and weaknesses, but recognizing them i
I haven't had to gamemaster much online (if there aren't players in my local area, I'm more likely to make my friends into gamers than I am to turn online for players), but in cases when the game I wanted to run wouldn't appeal to my normal play grou
Lately I've been gearing up to run my Knights of Dragoneia campaign (not that Dragonia), which is essentially a Legend of the Five Rings homebrew game heavily inspired by such animes as Magic Knight Rayearth, Escaflowne, Fushigi Yuugi, Twelve Kingdo