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Gnome Stew, the Game Mastering Blog

Gnome Stew, the Game Mastering Blog

The Alexandrian - Misc Creations An Essay by Justin Alexander I think every GM probably has a story about the time that they spent hours carefully detailing some piece of lore or a particularly intricate conspiracy... only to discover that their players didn't really care. Or you complete a dramatic and powerful series of adventures featuring the unraveling of a conspiracy wrought by the Dark Gods of Keht... but three months later you mention the name "Keht" and are met by blank stares from the players. But often -- even as you're meeting with this kind of frustration -- the players are still having a great time. They'll tell all sorts of tales about the time that their characters did X... and do you remember that time that Y did Z? In discussing this problem with other GMs, I've seen many of them come to the conclusion that players just don't care that much about the game world. Well, there's a grain of truth in that. Are you sure you actually want the players to know what's going on? "Third Lord of Castle Shard."

You Meet In A Tavern - Index www. Newbie DM .com Diario de WKR Según reza en la página oficial del juego, Walküre es un juego de ciencia ficción transhumanista, realista y duro, que parte de una elaborada historia contrafactual que se desarrolla a partir de un desenlace alternativo, pero plausible, de la Segunda Guerra Mundial. Ha sido creado por Pedro Gil y Cristobal Sanchez (autores de Aventuras en la Marca del Este y Pablo Jaime “Zonk-PJ” Conill Querol (creador del juego Cacería de Bichos), que se adentra en los terrenos de las ucronías y los futuros distópicos. Ahora que acabo de terminar mi playset Eugenesia para El Club de los Martes estoy especialmente sensible con estos temas, así que tenedlo en cuenta y avisados estáis. Es un juego de temática bélica ambientado entre el final de la Segunda Guerra Mundial (ficticio) y la exploración temprana del sistema solar, con la premisa de que los nazis no perdieron del todo la guerra y tras la guerra siguen siendo una potencia mundial. No voy a extenderme mucho. Aventuras: PD.

The Alexandrian - Misc Creations Mystery scenarios for roleplaying games have earned a reputation for turning into unmitigated disasters: The PCs will end up veering wildly off-course or failing to find a particular clue and the entire scenario will grind to a screeching halt or go careening off the nearest cliff. The players will become unsure of what they should be doing. The GM will feel as if they’ve done something wrong. And the whole evening will probably end in either boredom or frustration or both. Here’s a typical example: When the PCs approached a murder scene they don’t search outside the house, so they never find the wolf tracks which transform into the tracks of a human. They fail the Search check to find the hidden love letters, so they never realize that both women were being courted by the same man. As a result of problems like these, many people reach an erroneous conclusion: Mystery scenarios in RPGs are a bad idea. Or, as someone else once put it to me: “The players are not Sherlock Holmes.” A.K.A.

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