Raising the Bar(Room 209 Gaming) Oct 2012
A look at the assumptions around having the party meet in a tavern and how those assumptions limit player choice before the game even begins. Collaborative character creation, such as the system in Infinite Earths, does wonders to avoid this cliche.
Suggest a tagTags: Campaign/Story Arc, Design, GM Advice
Bonded to the World(Swords of Minaria) Aug 2012
Experience rewards are one incentive to get your players to act in a certain way when they play in your game. Pay attention to what actions you reward and what you use as rewards, and try out one of these alternate ideas to change the feel of your game.
Suggest a tagTags: Campaign/Story Arc, GM Advice
End Game(Gothridge Manor) Jun 2012
Many campaigns don't conclude - they simply end for various reasons. Take a look at a few and thing about how to avoid these problems when planning your campaign's endgame.
Suggest a tagTags: GM Advice, Campaign/Story Arc