Heathen72
Explorer
Hi guys,
I'm hoping you can help me out with a few ideas...
I've been running a relatively serious campaign for the last, I don't know, ten years or so, and it has just about come to an end - one major story arc left before I retire the campaign world. However, there still some stories from the world that I don't want left untold, so before I finish I want to run one more story arc there - One with some totally new player characters.
As I said, though, my other game has gotten pretty heavy, so I want to lighten the mood a little, and bring back a little of the fun. I'm going to run a more 'game'-oriented game, if you understand my meaning, as opposed to my usual 'story' oriented game, and while I am at it, I'm hoping to expand my GMing skills a little - I think I have been somewhat resting on my laurels of late. Maybe I can find someone to run a G.M refresher course.
One way I've thought of doing this is incorporating a few GMing "gimmicks". I want to trial things that I've generally eschewed in my other campaigns in a game that has less riding on it, with a view to perhaps using them later on...
Some ideas I have thought of incorporating are:
"Whimsy cards"
"Cut Scenes" - An idea I've always liked but never used...
"Drama Dice"
"Taglines" (like in the Dying Earth RPG)
"Good stuff/Bad Stuff" (a la Amber DRPG)
I might even put in a few dungeons again.
Has anyone tried using the above in their D&D games? What little gimmicks have you found in other systems that have translated well (or poorly) to your current campaign. And what tricks have you discovered yourself that have helped make your game more enjoyable and have helped break the routine a little?
Any suggestions would be much appreciated.
Mike
I'm hoping you can help me out with a few ideas...
I've been running a relatively serious campaign for the last, I don't know, ten years or so, and it has just about come to an end - one major story arc left before I retire the campaign world. However, there still some stories from the world that I don't want left untold, so before I finish I want to run one more story arc there - One with some totally new player characters.
As I said, though, my other game has gotten pretty heavy, so I want to lighten the mood a little, and bring back a little of the fun. I'm going to run a more 'game'-oriented game, if you understand my meaning, as opposed to my usual 'story' oriented game, and while I am at it, I'm hoping to expand my GMing skills a little - I think I have been somewhat resting on my laurels of late. Maybe I can find someone to run a G.M refresher course.

One way I've thought of doing this is incorporating a few GMing "gimmicks". I want to trial things that I've generally eschewed in my other campaigns in a game that has less riding on it, with a view to perhaps using them later on...
Some ideas I have thought of incorporating are:
"Whimsy cards"
"Cut Scenes" - An idea I've always liked but never used...
"Drama Dice"
"Taglines" (like in the Dying Earth RPG)
"Good stuff/Bad Stuff" (a la Amber DRPG)
I might even put in a few dungeons again.
Has anyone tried using the above in their D&D games? What little gimmicks have you found in other systems that have translated well (or poorly) to your current campaign. And what tricks have you discovered yourself that have helped make your game more enjoyable and have helped break the routine a little?
Any suggestions would be much appreciated.
Mike
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