One of the idioms about GMing games is about making sure your players have agency. And in basic principle this a very good idea.
Genre Police: Reading The Intent
It might be obvious but I think it is worth mentioning that any roleplaying game ruleset are a ‘text’, much as we would look at any sort of media.
Genre Police: What’s For Who
I recently had an interesting conversation about flow, and I want to share it because I think it reveals some things about RPG that we don’t talk about often.
Genre Police: Over The Line
Games become info dumps for new players and massive lore searches for existing players.
Genre Police: The Thinimblin Line
In that moment, I understood a concept I’ve felt in other long-running gameworlds. We’d reached the Thinimblin line. And it made me sad.
Genre Police: The People Game
I’m now looking forward to fixing my mistakes with that group – we haven’t played since things got a little tense, but I know things went wrong and how I can make things better.
Genre Police: Juggernaut
So, we’ve talked for the last couple of articles about dramatic situations and using them to generate ideas and plot, using the work of Georges Polti as the basis for our investigation.
Genre Police: What’s My Motivation?
In 1895, the proto-structuralist theatre scholar Georges Polti suggested that in the making of drama, that there were really only 36 potential instigating situations that could be considered worth presenting.
Genre Police: I Am The Law/Am I The Law?
Last time, we looked at GMing through a binary of ‘Lawful’ versus ‘Chaotic’, and while accepting that such a binary was an oversimplification, it was worth looking at to think about how we deliver a game.
Gamers offer tips to player whose DM started to date someone else in the group
His aggression is only targeted towards me, and never at the other players.