GMing Mistakes 17 – Teaching Your Players to be Murder-Hobos

Ever notice how players don’t trust anyone and just kill everyone over anything and with any excuse? Well, it might be your fault.

Now, I would like to note that this might not be only you. If players have learned from through previous games and GMs that violence is often the answer, perhaps the only answer (I’ve played under GMs, who have actually forced combat encounters, when players were actively trying to find other solutions), these players will have learned certain modes of operation, and unlearning them might be difficult. Continue reading

Failing Campaigns

Biggest lesson from last few years of gaming to me might have been that I can accept the fact that not all campaigns will work.

At first this seems like no-brainer. But only after some consideration, failures, and successes was I able to embrace this. It is not “letting your players down” nor is it “failing”. Understanding your own resources as GM is a tool.

So in this post I will try to explain this personal notion.

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Maps and Level Design

Maps. Most roleplayers (that I know of) like them. Some (like me) are even fascinated by them. In my opinion they make many situations in games easier to handle and might even inspire the players. Last night while playing Eldritch Sigils the group explored the subway tunnels under Berlin and I happened to draw a map I was exceptionally contended with. This made me think about mapping while playing in general and I decided to share a few of my thoughts.

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