[Twilight Time] GM Dabbling
Heather Grove
heather at burningvoid.com
Mon Nov 27 13:30:02 EST 2006
November 27, 2006: GM Dabbling
Volume 7, Issue 4
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Good day!
Just a quick update on the cafepress shop; I hope you'll forgive the
plug as we have a few developments for the holiday season! We've split
the gaming stuff into one area, and added in a ton of tabletop designs,
in particular a whole line of "Adventurers' Last Words" and the first
of our holiday designs, "I'm on Santa's Ignore List":
http://www.cafepress.com/burningvoid
We've split the rest of our material into a new store, Caffeinated
Chicanery, including designs related to writing, reading, and random
twisted stuff. We're still moving some of those designs over from the
old shop:
http://www.cafepress.com/chicanery
We've discounted all the level 60 designs (for you warcraft players) in
the gaming store since we're introducing the 70s. We've also discounted
our best-selling "I'm not lazy, I'm just out of mana" dark t-shirt
through 12/24:
http://www.cafepress.com/burningvoid.87210139
I think that's everything, so I'll get out of the way and get on to the
article. If I don't get around to sending out another issue before
then, happy holidays to you all!
Best wishes,
Heather
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Game Master Dabbling
Sometimes it seems like people are looking for "the" answer to a given
gamemastering (GMing) question. What is THE way to do X or Y? Like the
GMs & writers on some of the other sites I love to visit, I prefer a
more dabbling-oriented approach. You try different methods, see which
one works best for you, and stick with that. Or maybe you find that
different methods work for you for different campaigns, so you change
them around now and then.
A Brief Case Study
My husband and I are working on campaigns in parallel, but we have
totally different approaches to world-building. He takes something of a
top-down approach, drawing a world map and creating a pantheon first,
then working his way down from there in successive layers of detail.
It's a bit like looking at a high-altitude satellite map, then
selecting an area and zooming in, repeating the process again and again
until you're working at a level that provides enough detail for
day-to-day campaigning. At some point I hope to kick him into writing
up his process since he takes some nifty approaches with it. You could
also think of it like the jigsaw puzzle player who builds the frame
first and then works inward.
I, on the other hand, work in an almost entirely opposite manner. I
believe the first thing I decided was, "it takes place on a largely
desert continent." The next thing I created was an NPC. I take a very
haphazard and fine-detail approach, like a jigsaw puzzle player who
builds random pieces of the puzzle as he sees details he recognizes and
then fits them together later. I'll be sitting around reading a book
and out of nowhere turn to my husband and say, "oh, by the way, the
city you live in is built into the sides of a deep gorge."
Both methods work. Both methods produce a viable campaign world. It
could be argued that my husband's method is more likely to result in a
consistent and highly-detailed world, and it could also be argued that
my method is more likely to result in a campaign that's ready to run
quickly because you don't have to work all the way from the top down to
the bottom before you're ready to go. But what's really important is
that these methods suit us as GMs.
If I were to try my husband's method I'd never run a game, because my
thought process simply isn't that organized and linear, whereas he'd
probably go nuts if he didn't finish one thing before moving onto the
next, logical thing. His campaign will probably be more beautifully
detailed than mine, with absorbing arc-plots and the like, whereas I'll
be able to put together an adventure for mine very quickly because it
will be easy to get random inspiration from, say, a dungeon generator
and toss it into a blank spot in my world with just a handful of
modifications. From the outside, both games will likely seem relatively
similar, however, in their execution.
One of the best ways to figure out what suits you, or to find a
solution to a particular problem you're having, is to look around at
other GMs' methods of solving things. In this I've found a couple of
resources to be unusually valuable. Just in case you haven't seen them
yourselves, or haven't visited them recently, here's a pointer.
Roleplaying Tips
Naturally one of the long-time leaders in this set of resources is
Johnn Four's "Roleplaying Tips" email newsletter:
http://www.roleplayingtips.com/
He's presented his loyal readers with more than 330 issues of tips,
methods, tools, and more. In turn he's passed along hundreds of tips
from his readers adding to his own articles, suggesting additional or
alternate things for GMs to try. You could spend hours at his site
without ever getting bored.
Treasure Tables
Treasure Tables is a blog, wiki, and forum setup that allows GMs to
communicate about their problems and share solutions and ideas.
However, unlike many of the communities that have gone before, it's a
friendly, creative, active environment that constantly turns up new
fodder for GMs:
http://www.treasuretables.org/
It's constantly updated with new material, provides great resources on
quandaries large and small, and is enjoyable to read.
And with that, since those two sites will provide you with more than
enough material to keep you busy for a while, I'm going to cut things
short this month. Have a good one!
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