So another thread recently got me thinking, what are some of the most useful things you have picked up on DMing?
For me it has been not to over think everything. I have also discovered that halfway decent players will tell you things about the game world that you may have not thought of. In fact I have been leaving lots of blank space in my new homebrew and already little things about character backgrounds have helped me flesh the world out.
I have also learned to give the players just enough rope to hang themselves with if they aren't careful, but not to set out to undo them. If its too easy then there is no real reward, if its too hard then it's just annoying. Also there should be big scary shit out there that they can't just rush headlong into.
Oh and fuck keying every room on the map, just key the important ones and know enough about the area to wing the rest with a little help from some tables.
DMs need to just role-play their NPCs, and tell players how difficult their die rolls are. That's it. Players are smart enough to role-play their PCs.
Quote from: Arkansan;672839So another thread recently got me thinking, what are some of the most useful things you have picked up on DMing?
Never share your tips online where potential or actual players can see them.
Quote from: Black Vulmea;672849Never share your tips online where potential or actual players can see them.
Ha! True. Unless it is in fact a clever ruse to lure them into thinking they should know what to expect.
Prep less, play more.
Quote from: Arkansan;672850Unless it is in fact a clever ruse to lure them into thinking they should know what to expect.
Now you've got it.
;)
Quote from: Orpheo;672864Prep less, play more.
Yep, because in a campaign you soon get to a stage where your play IS much of your prep.
Never let a disrupting Player ruin the game for everyone else. If they do not get their shit straight, do not be afraid to kick them out.
There are gamers out there whose idea of fun is pissing off everyone else at the table. Get rid of That Guy as soon as possible.
Don't ever attempt to run games you don't enjoy running.
Furthermore, don't ever run a game to a player that doesn't enjoy some core conceit. Run something else or get a different player.
Don't plan to run a multi-year campaign before it starts. Chart out a goal that can be accomplished in several sessions at most, then if you complete that see about more.
Quote from: Black Vulmea;672849Never share your tips online where potential or actual players can see them.
That's silly. Some of those players will probably be inclined to GM at some point and they need all the help and encouragement they can get.
the more prep and the more data you have, the better the feel for the campaign and setting and the more consistent the setting appears.
Every GM thinks they can wing it as well as they can do a prepped game. But nearly every GM disaster I have watched has had one thing in common. Too much winging it.
Energy and enthusiasm. Cannot stand it when the DM sits behind the screen emotionlessly delivering what would otherwise be a great session.
Let the players have agency. The game is about their characters, not whatever plot the DM has in mind.
Quote from: Old One Eye;672938Energy and enthusiasm. Cannot stand it when the DM sits behind the screen emotionlessly delivering what would otherwise be a great session.
Let the players have agency. The game is about their characters, not whatever plot the DM has in mind.
I like this, as I often say one of my jobs is to make it all about the PCs while making it seem like the world goes along with or without them.
- Don't over prepare.
- Don't be afraid to wing things.
- If you have made a bad decision then admit it.
- If the players work out a better reason for a plot line then steal it and congratulate them on how clever they were at working it out.
- Leave many things open-ended so the players can tell you what has been happening.
- Always roll the dice openly, never fudge them.
- Assume the PCs will be able to overcome whatever you throw at them very easily.
- If players come up with a good idea/rationale then use it.
Wank less. Play more. Make mistakes, and learn from them.
Although advice may be occasionally helpful in providing some distance when considering this or that practical problem running your games, no amount of advice is ever going to replace personal experience. You need to play. Run games. Learn by doing. Acknowledge your mistakes. Listen to what the players tell you they like and don't like, and learn to read between the lines. Make mistakes - lots of them. You will learn that much more and become more aware, more conscious, in a word, better, over time.
Quote from: Benoist;672951Wank less. Play more. Make mistakes, and learn from them.
Although advice may be occasionally helpful in providing some distance when considering this or that practical problem running your games, no amount of advice is ever going to replace personal experience. You need to play. Run games. Learn by doing. Acknowledge your mistakes. Listen to what the players tell you they like and don't like, and learn to read between the lines. Make mistakes - lots of them. You will learn that much more and become more aware, more conscious, in a word, better, over time.
and different GMS find different pathways to success. We don't all do ith the same way.
The trouble with GM advice is that very little of it is universally true. There are a lot of different approaches to roleplaying and what works for one is toxic in another.
In that spirit I guess my top tip would be to read Robin's Law of Good Gamemastering. This is not because I'm a big Robin Law's fan (I don't think I have any of his games) nor is it because the book contains deep insights; it doesn't.
However what RLGG succeeds at doing (in a reasonably non-judgemental manner) is showing how different players come the game table often looking for different things, even when they are all taking part in the same game. Likewise is also shows how there isn't just one way to GM but an array of techniques for the GM to use and their effectiveness isn't absolute but situational.
As such the secret to successful GMing is understanding your players and adapting your GMing style to make the most of the group you have.
Of course if you already have a homogeneous group of players who are particularly suited towards your preferred style of GMing, kudos! For the rest of us the real world in a place filled with compromises.
Here's a really simple tip that virtually nobody does but which I've found makes a huge difference: Have players roll initiative at the end of combat and use those values for the next encounter.
By moving this bookkeeping task to a time when a lot of other bookkeeping and stock-taking is being done, you drastically improve the pace of your game sessions. Most importantly, it allows you to jump straight into the meat of a combat encounter without going through the tedious business of collecting initiative scores: It makes ambushes more surprising; it makes dramatic confrontations pop.
Quote from: LordVreeg;672937Every GM thinks they can wing it as well as they can do a prepped game. But nearly every GM disaster I have watched has had one thing in common. Too much winging it.
I tend to agree with LordVreeg. A lot of this "prep less" advice is missing the mark: The problem is not the amount of prep; it's that you're prepping stupid stuff.
You don't need less prep. You need smarter prep.
For example, did you just spend an hour writing a 3 page biography for one of your NPCs? I virtually guarantee you that you just wasted a bunch of time. Did you spend four times as long keying your dungeon because you insisted on writing out polished boxed text instead of just throwing down some bullet points of the pertinent details? Yeah. You just wasted your time again.
Some tips for smart prep (http://thealexandrian.net/wordpress/11923/roleplaying-games/technoir-and-smart-prep):
(1) Try to avoid prep which cuts off options during play.
(2) Don't prep anything which could be just as easily generated during play.
(3) Try to avoid prepping any specific plots. And definitely avoid prepping any outcomes.
All of the best DMing tips I learned from Erick Wujcik. Most of these are in his two Amber RPG books, which I would absolutely recommend to anyone, even if you have no intention of ever running amber, just for the GMing advice contained therein.
RPGPundit
I'll throw in two pieces of advice.
Know the system you are running, BUT don't stress about getting the mechanics perfect to the book, run with what you think makes sense, and if you don't get what was exactly written it doesn't matter. Even IF you want to run RAW for some reason, its better to keep the game going than to always get things "right" and ruin the pacing and break everyone out of play.
Pay attention to the players. Try to identify what they find fun, and what they find a pain, and try to keep a bit of what each player finds fun in the game.
A lot of mine have been covered especially about prep and such. Except when you wing it have faith in yourself that you'll figure it out after game when you have time.
Solicit honest feed back.
And if you ant to get better. Pick one weak thing you want to improve and focus on it until you have improved it. Don't try to be a better GM be Better at describing Combat dynamically then be better at NPC interactions then etc. . . Focusing helps you remember what you want to improve and once you have the skill, you have it just keep it up.
Just my thoughts
Because I haven't seen it yet - Before you say no, try hard to find a way to say yes.
As for prep, it's both. I might phrase it as - Your time is not infinite and neither is your best effort. Know your limits, trust your strengths, and prep against your weaknesses.
And along those lines - Never underestimate the power of 'good enough'. Perfection is rarely useful in RPGs.
Quote from: LordVreeg;672937the more prep and the more data you have, the better the feel for the campaign and setting and the more consistent the setting appears.
Every GM thinks they can wing it as well as they can do a prepped game. But nearly every GM disaster I have watched has had one thing in common. Too much winging it.
I agree based on the statement 'As well as'
Preperation should always provide some degree of positive influence.
That being said, many gm's are real life wizards with winging it.
Quote from: Bill;673256I agree based on the statement 'As well as'
Preperation should always provide some degree of positive influence.
That being said, many gm's are real life wizards with winging it.
true that.
Don't throw anything away!
At least not until you've copied and filed it away for future use.
- That 3rd level cleric you played back in junior high school who got killed by a normal snake?
- That tower you designed for your wizard in someone else's campaign?
- Those cool magic items you custom-designed that the PCs never found?
- That pirate ship with crew you rolled up in another campaign but never used because the PCs pussied out of adventuring at sea?
Save 'em all up and use them as needed or desired. I have them on index cards in plastic boxes and when I need an encounter, a ready-made replacement PC, a treasure trove or a diagram for a ship/tower/tavern -PRESTO!
The more stuff you save up, the better this works. A name change here, a stat change there and even the players who have been gaming with you for years won't know the difference.
Quote from: Elfdart;673277Don't throw anything away!
At least not until you've copied and filed it away for future use.
- That 3rd level cleric you played back in junior high school who got killed by a normal snake?
- That tower you designed for your wizard in someone else's campaign?
- Those cool magic items you custom-designed that the PCs never found?
- That pirate ship with crew you rolled up in another campaign but never used because the PCs pussied out of adventuring at sea?
Save 'em all up and use them as needed or desired. I have them on index cards in plastic boxes and when I need an encounter, a ready-made replacement PC, a treasure trove or a diagram for a ship/tower/tavern -PRESTO!
The more stuff you save up, the better this works. A name change here, a stat change there and even the players who have been gaming with you for years won't know the difference.
Great advice!
Recycling is very handy.
Quote from: RPGPundit;673153All of the best DMing tips I learned from Erick Wujcik. Most of these are in his two Amber RPG books, which I would absolutely recommend to anyone, even if you have no intention of ever running amber, just for the GMing advice contained therein.
Hey, hey, hey. This is the RPG forum, not Other Games. If you keep trolling these threads with crap from non-traditional games like Amber the site owner is probably going to drop the banhammer on you.
But seriously, though, I think one of the best pieces of advice from the Amber books is the bit where Wujcik has the GM tell the player to describe the outcome of their successful action. Wouldn't you agree?
I think there's definitely a prep sweet spot - I've under-prepped and I've over-prepped. The most valuable bit of pre-game prep for me is probably NPC creation - personalities & goals, not stats. NPCs create a living world that feels worth playing in. Next most important is a good map for the game to take place in. Maps create player choice/freedom. Getting the map scale right is important, too, it fundamentally affects the feel of the game.
Quote from: S'mon;673464I think there's definitely a prep sweet spot - I've under-prepped and I've over-prepped. The most valuable bit of pre-game prep for me is probably NPC creation - personalities & goals, not stats. NPCs create a living world that feels worth playing in. Next most important is a good map for the game to take place in. Maps create player choice/freedom. Getting the map scale right is important, too, it fundamentally affects the feel of the game.
Ok, I need to admit that I feel that setting development as prep is part of gaming, and manymgms don't feel that way. The sweet spot ideal may be a good one...at least for most gms.
Quote from: Justin Alexander;673463Hey, hey, hey. This is the RPG forum, not Other Games. If you keep trolling these threads with crap from non-traditional games like Amber the site owner is probably going to drop the banhammer on you.
But seriously, though, I think one of the best pieces of advice from the Amber books is the bit where Wujcik has the GM tell the player to describe the outcome of their successful action. Wouldn't you agree?
I like the bit where he talks about the importance of story :)
I agree that there is a sweet spot between under and over prep. I tend to sketch broad historical outlines with bullet points, write one page descriptions for towns and a paragraph for NPCs. I also try and do a few little charts of how things are connected in a given area. With dungeons I write out a page outline of the general physical traits of each region and a few tables of what can be found treasure and monster wise in each one. Only important rooms get any actual description and specific forethought.
I find that level of prep leaves me enough room to wing it while still having enough decided to help me chose what direction I am winging it so to speak.
I don't claim to be perfect, and some of this may be old hat to people, but some tips I would give someone are:
Relax. Mistakes will be made, and the game is supposed to be fun, not work.
Don't tell players what their characters are thinking or doing. Hands off!
It's ok to suggest a character might infer something, but tread lightly.
The players are not the enemy. You are a judge and referee, not an executioner.
When possible, give a character a chance to perform an action instead of saying 'no way'
Beware of gm pet npc's. Most players will dislike an npc stealing the spotlight, saving them, being annoying, etc...
Handling a gm pet npc may be one of the hardest things to do right. if there is even a right way.
Don't railroad unless the players enjoy that play style. Support what the players do tempered by world logic.
Try to understand the role play of each character. I say try, because when you are wrong, it can annoy a player. Tied to this is the 'don't tell the player what his character is thinking' mentioned above.
Be thankful when a player corrects your rules errors, or points out where you made a mistake, or remembered a detail wrong. Everyone at the table should be helping each other. That's helpful.
When a rules debate surfaces, discuss it after the game.
Admit when you are wrong.
In combat, don't overuse the following:
Invisible ninjas back stab the pc's in their sleep
Main bad guy escapes the pc's.
Rocks fall, everyone dies.
Pc's in deathtrap with no way out.
Only one practical way to overcome a challenge.
Enemies never negotiate or run from battle.
Zombies that use tactics a navy seal would envy.
Quote from: Bill;673294Great advice!
Recycling is very handy.
More important than cards full of NPCs, monsters, treasure, maps etc...
Don't throw away your scenario ideas!
So your idea for an adventure where the PCs are trying to smuggle a fugitive noble and their treasury past enemy lines and to their allies* never caught on with the players, or they fucked it all up before you could even get started. Just file it away for future use.
This not only allows you to try it again some other time, but removes the temptation to try to railroad the PCs. If they don't bite, no problem: Just try it again later if the opportunity arises.
* This is the premise behind the classic movie
The Hidden Fortress, and a sub-plot in the Cadfael series:
One Corpse Too Many (http://www.youtube.com/watch?v=7uB20YH0ZT0&list=PL6F6E47FEEBC5E7FC).
Quote from: LordVreeg;672937the more prep and the more data you have, the better the feel for the campaign and setting and the more consistent the setting appears.
Every GM thinks they can wing it as well as they can do a prepped game. But nearly every GM disaster I have watched has had one thing in common. Too much winging it.
I'm the complete opposite. The more prep I do, the worse the game. I find myself too constrained and spending too much time looking things up or trying to remember things or worrying about missing things. Not prepping frees up my mind and allows me to be spontaneously creative. I'm not bound by books or player's expectations of what the setting should be like.
I'm about to start a new game with new players and I'm not using a fleshed out world. The PC's will start in an area that is somewhat isolated from the rest of the world and so will start off knowing very little themselves. Together we will create the world through gameplay.
System familiarity. It will take practice, but GM system familiarity helps retire system to the background. And it frees up mental space to keep on their toes, as players are most ingenious.
Setting sketch familiarity. Again, like above.
For both of the above, don't be afraid to make it yours. But when you do, be consistent. Take notes if you have to.
Be patient with both yourself and your players. This is a social game, and social decorum helps keep things smooth. Use your words, even if you have to count to ten first.
;)
Quote from: vytzka;672928That's silly.
:duh:
If you are playing a game with concrete conditions that do specific things, print out a cheat sheet for players for quick reference.
(I just like cheat sheets in general for any system that has a complexity higher than Risus)
Quote from: Arkansan;672850Ha! True. Unless it is in fact a clever ruse to lure them into thinking they should know what to expect.
I once had a player that liked to sneak looks at my gm notes and npc character sheets.
So I left some fake notes and npc sheets that suggested an npc was a high level dopple ganger wizard instead of what the npc really was (a lawful good fighter)
I also left false notes that referenced a vast treasure in a swamp.
(What was really in the swamp was quicksand, shambling mounds, and and will o wisps)
Fun times!
Quote from: Bill;674904Fun times!
Shame this forum doesn't have a like feature :)
Quote from: LordVreeg;672937the more prep and the more data you have, the better the feel for the campaign and setting and the more consistent the setting appears.
Every GM thinks they can wing it as well as they can do a prepped game. But nearly every GM disaster I have watched has had one thing in common. Too much winging it.
The secret to successful winging is taking good shorthand notes so that consistency is maintained.
Also:
Quote from: Justin Alexander;672969I tend to agree with LordVreeg. A lot of this "prep less" advice is missing the mark: The problem is not the amount of prep; it's that you're prepping stupid stuff.
You don't need less prep. You need smarter prep.
For example, did you just spend an hour writing a 3 page biography for one of your NPCs? I virtually guarantee you that you just wasted a bunch of time. Did you spend four times as long keying your dungeon because you insisted on writing out polished boxed text instead of just throwing down some bullet points of the pertinent details? Yeah. You just wasted your time again.
Some tips for smart prep (http://thealexandrian.net/wordpress/11923/roleplaying-games/technoir-and-smart-prep):
(1) Try to avoid prep which cuts off options during play.
(2) Don't prep anything which could be just as easily generated during play.
(3) Try to avoid prepping any specific plots. And definitely avoid prepping any outcomes.
Spot on. Its helpful to remember that DM notes are just aids for helping play run smoothly at the table. Not every scenario needs to be written up completely as if presented for someone else to run.
This didn't click with me over 30 years ago when I looked to modules as a guide to how much I should be writing up for an adventure. Oh, the agony of the overprep blues.
Quote from: Bill;674904I once had a player that liked to sneak looks at my gm notes and npc character sheets.
So I left some fake notes and npc sheets that suggested an npc was a high level dopple ganger wizard instead of what the npc really was (a lawful good fighter)
I also left false notes that referenced a vast treasure in a swamp.
(What was really in the swamp was quicksand, shambling mounds, and and will o wisps)
Fun times!
:rotfl:
There is nothing more hilarious than letting a player hang himself with his own supposed cleverness.
Quote from: Bill;674904I once had a player that liked to sneak looks at my gm notes and npc character sheets.
So I left some fake notes and npc sheets that suggested an npc was a high level dopple ganger wizard instead of what the npc really was (a lawful good fighter)
I also left false notes that referenced a vast treasure in a swamp.
(What was really in the swamp was quicksand, shambling mounds, and and will o wisps)
Well played. Very well played, indeed.
My advice: don't save ideas, use them. I had so many cool ideas that spoiled in the fridge. So I started using every awesome idea I came up with as soon as it hit my brain. And the game RULED.
Of course it was Exalted, which gave me he leeway. But the theory is sound.
Quote from: vytzka;672928Quote from: Black Vulmea;672849Never share your tips online where potential or actual players can see them.
That's silly. Some of those players will probably be inclined to GM at some point and they need all the help and encouragement they can get.
vytzka, either you don't know I blog about refereeing all the damn time, or you're simply unable to recognize humor, so I decided to write a tip post just for you: How to Referee, Part One (http://black-vulmea.blogspot.com/2013/08/how-to-referee-part-one.html).
Get to know your regular and semi-regular players. What they like and dislike is a better guide than what people who aren't in your game fixate on.
Learn that roleplaying doesn't require a system to tell you how to do it.
Do NOT let your players get high before the game. It should go without saying that you, the GM, should not get high before the game either.
Don't stuff dice up your nose. A d30 is a bitch to get out of a nostril.
Quote from: everloss;677370Do NOT let your players get high before the game. It should go without saying that you, the GM, should not get high before the game either.
I got high before GMing once.
I second that advice.
Quote from: Ratman_tf;677376Don't stuff dice up your nose. A d30 is a bitch to get out of a nostril.
How did you even do it?
Quote from: Ratman_tf;677376A d30 is a bitch to get out of a nostril.
*
pfft* Quitter.
Quote from: Orpheo;672864Prep less, play more.
Nice maps Orpheo
Quote from: everloss;677370Do NOT let your players get high before the game. It should go without saying that you, the GM, should not get high before the game either.
On the other hand, a couple of beers, not enough to impair me, but enough to get me a bit looser, makes me more fun to play with, both as a player and a GM.
I get a lot more into the acting part when I'm loose.
Quote from: Emperor Norton;677459On the other hand, a couple of beers, not enough to impair me, but enough to get me a bit looser, makes me more fun to play with, both as a player and a GM.
I get a lot more into the acting part when I'm loose.
Beer/wine intake needs to be metered by the clock, though. Closer to bed time makes it more and more of a no-no. A single sleepy player can cause the whole table to feel fatigued.
Along these lines, if you have a smoker at the table, keep breaks in mind. Party splits are good opportunities, or you may just want to put a break before any upcoming segment you know the smoker doesn't like. Often times their unrest/need to mood-adjust will result in 'cranky' choices in character.
Note, too, that this advice was more applicable in the last decade than it will be in the next one... :)
Definitely. Its important to keep the alcohol down to an amount that no one forgets what they are doing. (Or gets sleepy, though honestly, I don't get tired when drunk. I get hyper, so its more of a "am I still playing in a coherent manner" for me).
When I am playing with my oldest friends the rhythm of the game kinda revolves around their smoke breaks. Kinda nice actually as I use the to time think and plan and they do the same without me right I front of them, so we often surprise each other. They drink as well but it's always beer and we always eat before hand. Though by the third of fourth hour of play I can see the effect of alcohol in their play as the get much more into it.
As to the don't get high thing, its kinda funny but when I started gaming with these guys all of 10 years ago that was really just part of gaming. We just smoked as we played, I don't remember too much but I doubt if it helped the quality of gaming. We were all done with that by a year after high school though. Hell now I am a tee totaler.
Quote from: Emperor Norton;677598Definitely. Its important to keep the alcohol down to an amount that no one forgets what they are doing. (Or gets sleepy, though honestly, I don't get tired when drunk. I get hyper, so its more of a "am I still playing in a coherent manner" for me).
Yeah. This has been discussed, but we drink wine and mead during our sessions....and dinner, and dessert, and more wine...and I sustain long term groups.
Well, us Poles don't really worry about alcohol during RPGs, but I have a ban on vodka - if we are to drink, we can do that without funny dice. Everything else goes, especially if it's in the mood - so wine and ale for fantasy gaming, mead and wine for XVI/XVII century Polish setting, whisky and bourbon for Wild West etc etc.
Quote from: Arkansan;677624When I am playing with my oldest friends the rhythm of the game kinda revolves around their smoke breaks. Kinda nice actually as I use the to time think and plan and they do the same without me right I front of them, so we often surprise each other. They drink as well but it's always beer and we always eat before hand. Though by the third of fourth hour of play I can see the effect of alcohol in their play as the get much more into it.
As to the don't get high thing, its kinda funny but when I started gaming with these guys all of 10 years ago that was really just part of gaming. We just smoked as we played, I don't remember too much but I doubt if it helped the quality of gaming. We were all done with that by a year after high school though. Hell now I am a tee totaler.
I'd tell you why I never dare to get high again before gaming, but I think all of you'd just turn your eyes away with shame from me from then on :D.
Let's just say not only I was GMing, I was the only guy high, and I came up with the entire scenario while high, and we were playing post - apocalyptic gaming.
I generally stick to beer or nursing bourbon.
And with beer I would get bloated before I got actually drunk. (And drinking bourbon fast is a waste of good bourbon)
Quote from: Emperor Norton;677647I generally stick to beer or nursing bourbon.
And with beer I would get bloated before I got actually drunk. (And drinking bourbon fast is a waste of good bourbon)
Yeah, it's that 'feeling full' thing that typically contributes to the sleepiness. If you were up and around, shooting pool, making out with some chick you just met, etc, it would be easier to stay awake... Ah, the memories.
However, you'll pry caffeine from gamer's cold, dead hands first.
Because of that I have the same policy to that as for any situation. Drugs are allowed, if you can handle it -- and your peers are the judges of that, not you. You'll always have that guy who can't even handle his caffeine and sugar, let alone anything else (such as O2, or testosterone rage, or self-pitying gloom...). That guy needs an intervention, not a babysitter or a night out.
Basically the rule of consideration applies, also known as "don't be a dick."
Apparently, Uruguayans drink more per capita than anyone else in the world. But, being geeks, a significant number of my gamers don't drink alcohol.
When I lived in North America I didn't allow booze at my games, because things tended to degenerate fast; but Uruguayans (mostly) have a different attitude toward drinking and perhaps a bigger genetic tolerance to it, so I've had no such problems here, and allow it for those who like it.
RPGPundit
Quote from: RPGPundit;678116Apparently, Uruguayans drink more per capita than anyone else in the world. But, being geeks, a significant number of my gamers don't drink alcohol.
When I lived in North America I didn't allow booze at my games, because things tended to degenerate fast; but Uruguayans (mostly) have a different attitude toward drinking and perhaps a bigger genetic tolerance to it, so I've had no such problems here, and allow it for those who like it.
RPGPundit
You should do some reading on the evolution of the liver.
And geeks. I don't ascribe to your surface level, plebeian views, but really...I expect better from you.
I prefer to game at a table, not on comfy sofas. I also prefer not to have any 'drugs' of any type there.
Generally the negative effects of these things seem to outweigh the positive.
Especially the evil comfy sofas that make me fall asleep :)
Quote from: Black Vulmea;677177vytzka, either you don't know I blog about refereeing all the damn time, or you're simply unable to recognize humor, so I decided to write a tip post just for you: How to Referee, Part One (http://black-vulmea.blogspot.com/2013/08/how-to-referee-part-one.html).
Haha, apologies :D Sign that up for me being tired or whatever.
Quote from: Ratman_tf;677376Don't stuff dice up your nose. A d30 is a bitch to get out of a nostril.
Best GMing advice ever. :D
Quote from: LordVreeg;678131You should do some reading on the evolution of the liver.
And geeks. I don't ascribe to your surface level, plebeian views, but really...I expect better from you.
I really don't follow as you're being intentionally vague; and yet miraculously its still obvious that you're full of shit, whatever it is you're referring to!
RPGPundit