What I've learned from a 29 year old game

Aramax

First Post
I've learned Two very important rules for gamemastering a very long range ,epic game and wish to share.

1)deeply develop the world then dont give the pcs any info about it.

Pc's don't care about your list of the 20 greatest princes ever,so don't tell them.Make them sweat every tiny itsy bitsy piece of info that you have and then tell them even less.It will make them THIRSTY for what ever tiny wisdom or fact they can eke out.They will be much more involved than if you give them a 20 page handout

2)(Most important)DM like you have a boss to answer to

I have a fake Board of Directors that I "answer" to.Any major decision I take to the "Board" and make sure it meets with "thier" aproval.Sometimes the board will tell me no I can not do this because it hurts the player its too big of a treasure or it will make the game not enjoyable.Ive been doing this for so long that it has become 2nd nature to me and I rarly consult them but when a major decision comes my way I stop and think"Would my bosses let me do that?"

It might seem like an alien concept but Ive found that in practice it is one of the things that has allowed me to make a 29 year campain.
 
Last edited:

log in or register to remove this ad

Regarding the first one, it's something I call "DM Games."

I love developing my setting.

I also know that my players will most likely not care about a lot of it.

But I'm cool with that. They don't need to know the ins and outs of every political situation or all the history or whatnot. I enjoy designing it, and that's that. It's something I do for my own enjoyment, rather then something I expect them to memorize.
 

Hmmm.

#0 I highly recommend not puttin your full address in the location for your profile. I don't like disclosing personally revealing data online, in case some crazy gets an idea. Make them at least work for it

#1 I completely disagree. If I play a game where I have zero information revealed, then the nature of the world really doesn't matter. Taking the left path or going north to the dungeon matters not. Because whatever is there is there. If getting information is too hard to get, it's not worth the trouble as the danger to get the info is the same as acting without knowledge. in that case, you might as well just charge in.

furthermore, creating content that your not likely to use is just DM wankery. If its not useful to running the game (inspiring you is OK, making because you can is not)...

#2 whatever helps you review your plans and validate them for fairness and quality is fine. Assuming it works.
 


I've learned Two very important rules for gamemastering a very long range ,epic game and wish to share.

1)deeply develop the world then dont give the pcs any info about it.

Pc's don't care about your list of the 20 greatest princes ever,so don't tell them.Make them sweat every tiny itsy bitsy piece of info that you have and then tell them even less.It will make them THIRSTY for what ever tiny wisdom or fact they can eke out.They will be much more involved than if you give them a 20 page handout
I'm maybe not quite so harsh about it, but the general principle is just the same as what I do.

And while I can't claim a 29-year campaign (what levels are they by now anyway?), my games do tend to go on for a while...

Lan-"but if they need to know something, they'll know it"-efan
 

Decent rules of thumb. I especially like the second. As a person in an upper leadership position it always helps to have someone(s) that are above or at least equal to you. Thus you can use the mechanic in your second point.

Ill add one.

3)Never seek to recreate a great gaming night. Your chasing the wind. You may find it similar or close but what the stars and dice do in one night should be enjoyed and not manufactured again and again. Just for that night let it be cool.
 

Remove ads

Top