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
Last night my players turned to me and asked, "Where do you want us to go? You're the GM; what do you have prepared?" I blinked, smiled, and confessed, "I'm equally unprepared for both options! What would your characters do?" Crickets.
Campaign Title: Starting at the End: Tales of the Eternal Champion
System: FATE/Savage Worlds Mashup, plus multiple others
Synopsis: The fabric between worlds is growing thin--tearing--transforming. A handful of heroes scattered from across the mul