Last week, we began looking at the essentials of designing your campaign. It was a big topic, so I had to split it into two sections. Today’s entry will finish what we started, as we look at the remaining three basic campaign arrangements. In case you’ve forgotten, last week we discussed the ‘Episodic’ and ‘Set-Piece’ design systems. Today, we will cover ‘Branching,’ ‘Puzzle Piece,’ and ‘Enemy Timeline.’
Things are looking up for you; now you’ve chosen a game and have a group of players willing to play it. What do you do next? The first step, obviously, is to design the overall campaign. This sounds like a daunting task, so let’s look at some advice and tips on how to do that in the most effective manner possible.
Please note that this section is going to cover a lot of material. I don’t want to overwhelm you, though, so I’m going to break it up into two parts. We’ll do part A today, and I’ll finish with part B next week. Continue Reading →
So you’ve found a game that you want to GM. You’ve looked at the systems, examined the genera, and decided which one was best for you. Now you have to complicate matters by adding extra people to the mix. You need to find some players to play in your game.
Today’s entry will be an examination of the things to consider when selecting players. We’ll look at fitting players to your game, fitting players to each other, choosing a group size, fitting players to you as GM, and (some might argue, most importantly) fitting everyone’s schedule together.
I’m going to do something a little different. Today’s post will be the first in a series, which will run until I’m done. How many posts will there be in this series? I don’t know. I’m making this up as I go. 😀 But this series of posts will be an analysis of GMing. How to do it, how to get players, how to prepare, how to be good at it… that’s what we will look at in this series. The series won’t be consecutive; I’ll intersperse it with my other articles. But for today, we’ll start with How to Choose a Game System.