Gamemastering
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How to Respond to Player Input
on
2008/09/23 by
Fang Langford, [Gamemastering]
There are an infinite ways to respond to another infinite number of inputs; neither you or I want to see an article that long so…. Let me start by abstracting things completely (well almost). Whenever a player affects play, as a gamemaster, you have basically two choices, indulge or contest. (I believe you can [...]
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The Illusion of Control not Control of the Illusion part II
on
2008/09/09 by
Fang Langford, [Gamemastering]
In the first part of this article, I explained how to put on your ‘gamemastering cap’ and look at the complications in your game. This time I’ll talk about how to manage those complications deliberately…to have fun! Life is So Complicated Forget micro-managing your game or its complications. The players are going to throw things [...]
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The Illusion of Control not Control of the Illusion – part I
on
2008/09/02 by
Fang Langford, [Gamemastering]
See the second part of this article when you finish I hope you don’t mind if I mangle an olde Shakespearean aphorism…well more of an antimetabole. This is at the heart of the con-game known as gamemastering. “You must avoid the Control of Illusion to have the Illusion of Control.” — Fang Langford Now I know what [...]
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What Makes the Perfect Gamemaster?
on
2008/08/15 by
Fang Langford, [Gamemastering]
It is having fascinating world, scenarios and characters? Being able improvise, but not railroad? Perhaps if one lets players act whenever / however they like? I’m a big proponent for keeps things moving; is that it? Maybe a perfect gamemaster can handle a split party with perfectly equal spotlight time? [...]
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How Should You Gamemaster?
on
2008/06/03 by
Fang Langford, [Gamemastering]
Inspire the Unplanned For those of you who think this sounds like ‘plan the unplanned’, have I got a deal for you! If you keep in mind a few basic ingredients, and your games will be smoother, looser and more driven by what the player personae do. It really breaks down to a [...]
