SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Best "Game Advice"?

Started by RPGPundit, September 30, 2006, 03:22:07 PM

Previous topic - Next topic

RPGPundit

As a rule, I've found that in 90% of gamebooks the "GM Advice" section is useless filler, generic pablum that no one but the rawest of beginners would find worth reading, right up there with the "what is roleplaying?" essay that often games that only the most hardcore of experienced gamers would ever bother to buy still think they're obliged to write up.

But once in a while, you get a gamebook that has a "GM Advice" chapter that blows your mind.

In my case, it is Amber.  The best, absolute best GM advice section(s) ever.  That game MADE me a GM, and you can pretty well define good vs. bad Gamemasters by the spectrum of how many of the ideas in the Amber GM-advice material they have already clued in on, whether from reading Amber or independently.

Another brilliant one was the Call of Cthulhu D20 book.  The absolute best "how to run horror" advice I've ever seen in an RPG.

What other ones hit the mark?

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Settembrini

Rifts: Adventure Guide.

It's full of awesome!

Go check yourself, it's a hundred pages of pure GM advice from different GM-philosophies. Bill Coffin really shared some great stuff, as did Erick. And guess what? Evin Kevins "a dungeon really is a flowchart" article has lots of cool stuff in it.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

Lawbag

Listen Up You Primitive Screwheads - Cyberpunk

and this
"See you on the Other Side"
 
Playing: Nothing
Running: Nothing
Planning: pathfinder amongst other things
 
Playing every Sunday in Bexleyheath, Kent, UK 6pm til late...

Dr Rotwang!

Yeah, I thought of Jeff's blog, too.

Idunno.  I thought the Star Wars 2nd Ed. Revised and Expanded book had some good GM advice; Theatrix did, too, but I let it lead me down the path of Gaming As Art and I think I got stuck there for too long, so go with caution.
Dr Rotwang!
...never blogs faster than he can see.
FONZITUDE RATING: 1985
[/font]

Aos

CoC d20 is loaded with good stuff. M&M2e has a good section too- although they should have spent some time on Kirby/cosmic style stuff.
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

Abyssal Maw

The D&D Rules Cyclopedia has some pretty good DM's advice:

(on page 262):

The Most Important Rule: Be Fair.
Download Secret Santicore! (10MB). I painted the cover :)

Settembrini

Yes. The real Golden Rule:

Be fair. Follow the rules, make the players follow them. Ensure everyone has equal opportunities, without equalizing them.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

Sosthenes

Quote from: Dr Rotwang!Theatrix did, too, but I let it lead me down the path of Gaming As Art and I think I got stuck there for too long, so go with caution.

That could've been circumvented if you used the "Ironwood" source book, which wasn't all that "artsy".

I'll have to give a nod to Amber, too. The rules for combat were quite nice and help a GM describing things even when he doesn't actually decide them...

"Robin's Laws of Good Game Mastering" got some mixed results for me. I'm really not to fond of all the "player archetypes" stuff, as I've yet to find someone who's clearly in one category. But the flowcharting of adventures was pretty useful.

The Dying Earth RPG has some nice guidelines for creating adventures, listing all the basic elements a Vancian episode should have ("Outlandish Cuisine") and ways to achieve them. I find myself using some of that even in more serious games...
 

jrients

Doc, Lawbaga, thanks for the kind words!

S. John Ross is a good source for awesome GM advice, particularly his Narrator's Toolkit for LUGTrek and the Risus Companion.  Aaron Alston's Strikeforce rocked my world as far as GMing advice goes.  Most of that stuff made it into the most recent edition of Champions.
Jeff Rients
My gameblog

T-Willard

Best advice ever?

"Bring your own shit."-T Willard

That means dice, snacks, books, character sheets, soda, smokes, whatever.

Don't be a goddamn leech.
I am becoming more and more hollow, and am not sure how much of the man I was remains.