So a while back I mentioned in one of my HtSLaaGM (that’s how I refer to them in my head, pronounced ha-too-sel-ahh-gum) articles that I am quite seriously and unhealthily in love with the free GMing software package Masterplan. This amazing suite allows you to do virtually everything a GM would need to do for creating and running any sort of pen and paper RPG, and then some. I would go so far as to say it is the best tool available to any GM out there, save for your own mental capacity. That said, despite being immensely powerful and useful, there are a number of people out there who still don’t use it. I will attempt to educate you on how silly that is. Continue reading
Tag Archives: dragons
How to Suck Less as a GM: Rules Lawyering
Aaaaaaaaaaand we’re back! Continue reading
Metagame Episode 11 – Season One Finale
www.metagameshow.com www.twitter.com www.facebook.com Credits: Shawn – John Rael Terri – Sophie Green Doug – Leeman Parker Tom – Matthew David Sara – Jen Brown Director/Editor/Writer Continue reading
How to Suck Less as a GM: Destructive Players
A strange phenomenon occurred about four years ago while I was the DM (3.5) of a campaign setting of my own design. I won’t bore you with the details of that setting, though I could for hours. But the PCs were accompanying a caravan across the largely unpopulated western region of the continent, with the caravan leader just discovered to be a rather evil individual. A big bad evil guy for certain, and a planned recurring villain for the future. Once the players discovered this, it wasn’t long before they initiated less than diplomatic means to end him. I had planned at least three escape plans (through magic items and spells) that would allow him to get away in the event that the players proved too much at the time, though I didn’t think that would happen anyway. Boy was I wrong. Continue reading
How to Suck Less as a GM: Inspiration
A very common problem I had, and I’m sure a number of early GMs have had, is finding inspiration. Creating worlds, scenarios, encounters and campaigns that were compelling enough to keep the party entertained every time you play is extremely difficult and nigh impossible when starting out. But, as with most things, we develop better habits and traits over time, and finding inspiration is one of the many corners of GMing that I now suck less at. Continue reading

