gaming (20) RPG (18) gaming props (10) GM (9) game (5) music (5) Fallout: Nukeland (4) Curse of Strahd (3) D&D 5e (3) Fallout (3) Ravenloft (3) Retrocalypse (3) audio (3) Chess (1) criticism (1) fallout 4. mods (1) lit crit (1) modding (1) pc (1) puzzle (1) srd (1)

Monday, September 16, 2013

Syncretizing Gaming Best Practices

I am attempting to syncretize a collection of GM touchpoints from my collection of RPGs and gaming articles. There are so many good resources out there, and I feel I'm swimming in a sea filled with numerous currents, pulled in many directions. I'm hoping to compile a guidance document to bolster my gaming.

This is probably just a fraction of the potential best practices to be gleaned from these games or resources, and I certainly have more items that I could trawl for gems. Some of these do have some bearing on the rules or character creation, it is true, but my ideal is to have a system-neutral skeleton that works for me.




At any time, if any person involved in the game becomes uncomfortable, they can tap or pick up the X card and the thing in progress will stop – no questions asked, no explanations required.
The TowerProvide a player with a graceful way out of a game; provide a benefit to the players remaining
Apocalypse World (and other *World offerings)
Fronts, PC-NPC-PC Triangles; Countdown clock; streamlined character sheet
Generate conflict between PCs; get characters up and running quickly
Aspects, Compels
Punch the player in the Aspects
Lazy Dungeon Master
Numerous shortcuts

3-Line NPCs
  • Line 1: What the players can see: NPC appearance and what the NPC is doing at the moment they meet
  • Line 2: What to portray: What the NPC does for a living and personality
  • Line 3: How to progress the story: Adventure or encounter hook

  • Introduce an NPC Every Session
  • Whack an NPC Every Session
  • Think Like/Portray/Impersonate the NPC
  • Crunch Out NPCs While You GM (using a standard array of stat bonuses)
  • 3x3 Method
    Relationship Mapping

    Location Description Template
    • Room Type/ Environment/ Status;
    • Obvious Elements/ Subtle Elements/ Hidden Elements/ Backstory Elements
    important "clue" elements in each list could be highlighted
    How to build a Villain, by Jim Butcher
    Villains need: a Motivation, some Power, some Admirable Qualities, and Individuality

    Jim Butcher’s Writing Advice

    1. Opening
    2. Big Middle
    3. End
    Character Development: Exaggeration, Exotic position, Introduction, CHARACTERISTIC ENTRY ACTION, Verisimilitude, Tags, Traits

    Three Clue Rule
    Permissive Clue Finding

    Automatic clues; spend for better clues; Drives

    Hamlet’s Hit Points
    Tracking story beats

    Stealing Cthulhu
    Switching up tropes, monsters, and motivations

    No comments: