Tuesday, September 4, 2012

Guild Wars 2 Secrets - Guild Wars 2 Powerleveling Secrets Unveiled

The release of Guild Wars 2 is a monumental event. Here we have an MMORPG that goes against the
grain. Almost everything you’ve known about online games is thrown out the window. Unfortunately, with change comes adaptation, and take it from me, adapting to Guild Wars 2 is not exactly easy. It’s so difficult that I sought the outside assistance of a gaming guide. I consider myself very lucky that the first guide I purchased was written by none other than Brad Johnson, pro gamer extraordinaire.
Whereas other Guild Wars 2 guides are either written by people who have hardly played the game or someone trying to capitalize on its success, Brad’s guide is written by a gamer for gamers. Brad worked extremely hard to get where he is now. He tried out virtually every profession and skill in the game, and took plenty of notes along the way. Finally, after much frustration Brad mastered Guild Wars 2. He then generously decided to share his findings via one all inclusive, user friendly gaming guide. The gaming community thanks you Brad.
Brad Johnson has a tremendous gaming track record. A pro gamer who has mastered many MMORPGs, Brad is a respected member of the hardcore gaming community. He was one of the world’s first gamers to reach level 80 in Guild Wars 2, and currently is participating in a myriad of endgame content. But he needs more gamers to quest with. He needs you to be as good as him. That’s why, for the very first time, he’s sharing his secrets with the public.
box dvdImagine never having to struggle again. Even if you only put in an hour or two of playing time each night, with Brad’s help you will level faster and more efficiently than someone putting in double the effort. Not only will Brad show you how to powerlevel like a beast, he will also share with you his extensive knowledge of PvP, crafting and how to make coin.
Brad does the leg work so you don’t have to. So, if you’re one of those gamers who has the potential for greatness, but lacks mentorship, check out Brad Johnson’s Guild Wars 2 Secrets guide today. 

Guild Wars 2 Secrets - My First and Only Guide

I’ve always been considered an elite gamer. I’m the guy in my circle of friends that everyone comes to for advice. Among my many accomplishments I’ve obtained a 2200 arena rating in World of Warcraft, became a member of the platinum league in Starcraft II and even was one of the few people in the world to achieve a score of two million on Bejeweled Blitz. Most recently, I cleared Diablo III on Inferno with my Barbarian,
which is widely considered the most underpowered class.
flight sim banner 180 x 320So you can understand why I have never purchased a guide. That is until now. Guild Wars 2 kicked my you know what. Maybe because it’s so different from any game I’ve ever played…I don’t know. Point is, I was dying left and right. The game forums didn’t really help, so I begrudgingly began looking for a guide. And man, am I glad I did. Brad Johnson’s guide transformed me back into an elite gamer.
Thank goodness I stumbled upon Brad Johnson’s blog. I could tell just from reading a few posts that this guy is a pro. Brad Johnson was one of the first people in the world to reach level 80. During his journeys he took a ton of notes on different professions, skills and quest routes. He then took his findings and wrote the most comprehensive Guild Wars 2 guide currently on the market.
I had to see it to believe it. A few hours after reading the guide I found myself leveling up like a madman. Dying became a thing of the past, and thanks to Brad Johnson, I always knew which quest to complete and what events to participate in. Furthermore, I learned how to acquire a ton of gold through crafting, and how to own at PvP. Today I’m the proud owner of my own level 80 character, and am well on my way to participating in all sorts of endgame content.
This guide is amazing. Once again, my friends are turning to me for advice. I don’t think that I’ll tell them about Brad Johnson’s guide just yet. After all, it’s kind of fun having such a big advantage over them.

Guild Wars 2 Secrets - Playing a Hardcore Game as a Casual Player

My preferred genre of choice is definitely MMORPGs like Guild Wars 2. Problem is, I simply don’t have the time or energy that I used to. Reaching the highest level in any MMO usually takes an enormous commitment. Anyone who works a full-time job or owns a house will tell you that they take months, if not years, to master. But I refused to accept that. There had to be another way. Thanks to Brad Johnson’s

guide, there finally is.
I can proudly state that I am a happily married man with two lovely children, and two level 80 Guild Wars characters. Believe me, before I found Brad’s guide I never thought I was going get my Warrior to the top level, but by following his step-by-step advice, I was able to maximize my time in the game. Friends of mine would play all day just to gain one or two levels, but I was earning those levels in just a couple of hours each night.
I’m the type of guy who likes to be the best. Before Guild Wars 2 Secrets, I would spend dozens of hours learning every skill, every rotation and every build. Suffice to say, spending that much time in the game got me into trouble with the missus. But with Brad’s proven methods by my side, I longer feel the need to scour forums for hours on end in the hopes of finding that one rotation that will lift me over the top.
flight sim banner 180 x 320Through Brad I’ve learning everything there is to know about crafting, leveling, gearing up and acquiring coin. Even my PvP skills, an area that I’m usually lacking in, are good enough to help my teams win tournaments.
Thanks to this guide, I really feel like I’m making the best of my in game time. Hardly a moment passes where I’m not completing a quest, killing a mob for maximum XP, or crafting a useful piece of gear.
I advise that anyone struggling to grasp the mechanics of Guild Wars 2 give Brad’s guide a shot. The worst that can happen is that you’ll be leveling more efficiently. At best you’ll become an in game legend.
I used to think there weren’t enough hours in the day to accomplish all of my goals. Now I realize that I just wasn’t using my time as efficiently as I should. Brad Johnson’s Guild Wars 2 Secrets guide taught me everything I had hoped to learn and then some. I suggest you pick it up today.

Guild Wars 2 Secrets-How Brad Johnson Can Help You Reach Level 80



Brad Johnson was one of the first gamers in the world to reach level 80 in Guild Wars 2. Along his journeys, he took extra care to note all of the best questing routes and skill rotations. Once he perfected his methods, he wrote them all down in one easy to use, comprehensive guide.
Frustrated gamers rejoice - Brad Johnson’s guide is the real deal.
Brad’s guide will teach you everything you need to know about professions, including what skills to use, weapons to equip and stats to favor. By using his methods you will kill monsters significantly faster, and will hardly ever die. Brad will also tell you which quests are worth doing, and what content to skip. His questing routes are so seamless that there will hardly be a moment in the game when you’re not generating XP.
flight sim banner 180 x 320There are so many far-reaching benefits to dinging level 80 in Guild Wars 2. You’ll acquire more gold, craft better items and fight cooler enemies with better loot tables. But in order to get there you’ll have to suffer through countless deaths and complete dozens of unrewarding quests. Or you could save yourself the pain and check out Brad’s guide.
Believe me when I say that I thought I was a pro gamer too. But Guild Wars 2 taught
me a harsh lesson in humility. It’s so different than any other MMO that I’ve played that I ended up feeling completely lost. I picked up Brad’s guide in the hopes that I would at least master the basics. Boy, did I learn a lot more than that!
Today I’m the proud owner of a level 80 Elementalist. I’ve also become a level 400 Armorsmith and Jeweler. I’m surprised my bank can hold the amount of gold I’m making on a daily basis. I can to participate in the most epic events and see the 180 coolest locales. I have Brad’s guide to thank.
Using the fantastic techniques listed in Brad Johnson’s guide, you too can powerlevel your way to the top. Your entire perception of the game will change. You’ll be able to handle any situation, defeat any enemy and buy any item. Mastery of Guild Wars 2 is yours for the taking.

Guild Wars 2 Secrets - Brad Johnson’s Guild Wars 2 Guide Reviewed



My experience with gaming guides is the past has been less than favorable. I’ll go right out and say it: I’ve been scammed by companies making false claims about its guides. I bet that most of the people who wrote these so called “expert guides” never stepped foot in the game. They’re a disgrace. I could find almost all of the worthless information contained in them from a simple Google search engine query. Even the guides that aren’t half bad contain out of date information. MMORPGs are always being patched, and guides need to reflect that in order to stay relevant. That’s why I won’t ever buy a physical guide.
I was hesitant to purchase another guide. After all, I’ve been burnt before, who’s to say it won’t happen again. But because Guild Wars 2 was giving me so much trouble, I decided to see what was out there. After searching long and hard, I found Brad’s blog. He showed screenshots of his character – he was level 80. I didn’t even think it was possible to have a level 80 character in such a short amount of time, but sure enough, Brad Johnson’s accomplishment was legit. He shared a few useful tips in his blog that I incorporated to great success. I wanted more, so I ended up purchasing the guide.
Turns out that the rumors were true. Brad’s guide is far and away the best guide I have ever owned. After reading just the first section I already knew enough about Guild Wars 2 to get by. Upon completing the guide, I was a powerleveling machine, the likes of which I never imagined I could be. The information contained within the pages of the guide was both relevant and useful. Brad really knows how to speak to the average player like myself. It’s something us newbies can appreciate.
Do yourself a favor and check this one out. In addition to learning hundreds of leveling tips, Brad will teach you everything you need to know about professions, crafting, making gold and PvPing. It’s the most Guild Wars 2 comprehensive guide on the market, and Brad promises that each and every time the game is patched, the guide will be updated to reflect the changes. Thanks you Brad Johnson.

a healthy gamer: good tips for parents PART 2

It's important to set limits

Set boundaries and make sure your kids understand them. How long are your children allowed to play? What kind of games? Don't just put a gaming system in their bedroom and leave it at that. Rather, turn it into a structured activity and make sure play occurs in a place where you can easily pay attention to their habits.
gaming jobs online - banner250x250 Also be aware that gaming may be a pastime that's more appropriate for older children. "There are dangers to introducing games too early. It’s crucial to brain development for children to be actively engaged in the world, getting tactile feedback as they grow," Knorr tells us. "Children learn by doing—putting away the dishes teaches them to be careful, having conversations teaches them how to speak, and playing real games with their friends trains them in a whole host of social behavior that is key to lifelong healthy interactions in the world." Giving them a sedentary activity that's often done in isolation can interrupt that process, with a harmful effect on your child. Her advice is to wait until the age of six or so before introducing your children to gaming.
"I have always been pretty strict in my own home when it comes to movies, TV, games, cell phones, and Internet use," Vance says. "But I do find that whether one parent is more permissive or restrictive than another really should have no bearing on what happens in your own home. As a parent you have every right to set your own rules. No one else has the right to do that. That’s precisely why our age ratings are intended to serve as warning flags, not dictates for parents."

You have to go further than the rating on the box.

Let's take two games as an example: Halo 3 and X-Men Origins: Wolverine. Both games are rated M for Mature. Both games have almost identical descriptors on the back of the box—the difference being Halo 3 says "Mild language" while Wolverine's rating says "Language."
The difference in tone and level of graphic content in the two games couldn't be more stark, however. Halo 3 is a science fiction first-person shooter that feels more like Star Wars than an R-rated film; in my opinion, this is something that wouldn't be too harsh for many children aged 10 or so. If my seven-year-old walked in on me playing Halo 3, I wouldn't be in a rush to pause.
In contrast, when you play Wolverine, you'll see men decapitated. The violence is brutal, with the main character killing great swaths of enemies using only the blades on his hands. The language is rough, and the cut scenes are even more graphic than the gameplay. This isn't the best thing for children, and much of the content would get a hard R if it were rated like a movie.
The point here is that rating games is an imprecise thing, and comparing two games rated similarly can be an eye-opening experience. ESRB president Patricia Vance encourages parents to go deeper than just the rating if they're unsure of a game. "Our new rating summaries—available on our website and, for access in-store, via a new mobile website at m.esrb.org—provide an unprecedented level of detail about content in a game that factored into its rating assignment. The feedback we've gotten from parents is that rating summaries are precisely the type of information they need to make sensible choices for their kids."
Microsoft's David Dennis agrees. "Like with movie ratings, ESRB ratings are intended as general guidelines only. Parents should never buy a game based solely on these ratings and it’s the responsibility of each parent to do their homework when it comes to choosing games," he explains, also pointing out the new ESRB rating summaries. "Beyond the ratings, I always try out any games before I let my kids play them to be sure they are age appropriate."
In my own home I'm a big fan of Common Sense Media, and Patricia Vance pointed out that What They Play is also a solid resource for more information on what games are appropriate for what ages.

a healthy gamer: good tips for parents PART 3

 

gaming jobs online - banner250x250Online play: something you should take seriously, but not why you think.

With Xbox Live and the PlayStation Network—not to mention games like World of Warcraft and hundreds of other online titles for the PC—being so popular, you have to be aware of when your child is online.
"I don’t think the risks are with online predators. I think the risks are with negative online behavior fostering a generally negative atmosphere for kids, which is ultimately not healthy," Knorr explains. "I think the anonymity of online gaming is problematic because it doesn’t help foster empathy, which again is key to social development. Never allow a child younger than 12 to play online multiplayer games unless the game is highly secure, and has moderated and filtered chat—something like Club Penguin, for example." For kids older than 12, you can allow supervised online gaming with a discussion of your rules: no hate speech, no negative behavior.laying video games online can be unhealthy for children for the same reasons many adults find it distasteful: racial and sexual terms are far too common, aggressive behavior and generally abusive language is the rule instead of the exception, and rarely do these kinds of anti-social behaviors carry any real consequence. Speech or even virtual actions that would never be tolerated in the real world can be normalized by playing online, and these problems aren't just something that you may run into online—they're a near certainty.
Vance makes the case that children need to be instructed how to act and behave online just as they are in the real world. "Exposure to strangers through a game online can carry with it the same risks as meeting strangers in the offline world," she tells Ars. "Just as parents teach their kids to deal with those issues in the real world, they need to prepare those kids for these kinds of possibilities in the virtual realm as well."
box dvdImagine it from a child's perspective: they're usually taught not to talk to strangers, and now they're in a situation where the whole point is interacting with strangers. They're taught not to use certain language, and suddenly everyone is using that language with no oversight. Be nice to others? That's another behavior that's thrown out the window with online play in many games or services. Online play is a tricky thing, and if your child is playing with a headset, you have no clue who is speaking to him or her or what they're saying. Proceed accordingly.

Monday, September 3, 2012

a healthy gamer: good tips for parents PART 1

The first thing to remember is that gaming is not complicated—just treat it like any other parenting challenge.

David Dennis, the Xbox 360 group manager, says it well. "Sensationalism aside, as with all types of digital entertainment and Internet use, parents are the first and best line of defense when it comes to ensuring their kids stay safe online, whether playing games or using the Internet."
How do you do that? Simple: just pay attention. "This means taking an active role in their children's gaming by learning about and setting the parental controls on their child's video game console or PC, and maintaining an open dialogue."
Kourosh Dini, author of Video Game Play and Addiction: A Guide for Parents, stresses that you're the best expert on your child. "At the end of the day, you’re deciding about your child and a specific game. There will always be studies about various aspects of playing games. Studies often focus on the negatives of playing games, and if you only rely on them, you’ll miss out on the positives. Your decision should depend upon your judgment of the game and your child’s maturity."
Caroline Knorr is the digital life editor at Common Sense Media, a great source of information about video games, as well as other forms of media and how appropriate they are the for the family. Her advice? Don't stress out about it—simply become informed. "I don't think parents should 'worry.' I think that educating yourself about the types of game consoles available and their features, as well as the types of games on the market, allows parents the ability to manage the media in their homes proactively and with confidence."
The Entertainment Software Ratings Board has a guide on how to set these parental controls for the 360, Nintendo Wii, PlayStation 3, and even a Vista-enabled PC. The instructions are easy to follow, and it's a simple way to make sure your children aren't playing M-rated games in your absence. Start there, and you've already gone a long way to making sure you know what type of games your children are playing.
So the parental locks are set, and you don't know what to do next. Our first recommendation: make some time.

The easiest way to be a good parent to a gamer is to game with your children

It really can be that easy. Play with them. Learn how to use a controller. Not only will you have another activity you can share together, but you'll be able to better understand what games your child likes, and why. Talk about what game you're playing, and the themes and characters contained in it.
Even if you aren't always there when your child or children plays a game, putting an hour or two into the game when it's first opened up will give you a great idea about what kind of content you can expect to see in the game. Watch your child's body language, because games can evoke strong emotions and reactions in those playing them. My son loves the Lord of the Rings films, but playing the tie-in games often seems to slightly overwhelm him.
gaming jobs online - banner250x250Caroline Knorr points out that gaming can be another way to instill lessons in your children, or to teach them more about activities they're already interested in. "Try and choose games for your family that encourage the kinds of values you want your child to grow up with in the digital age. Look for games that have strong female characters, or people of color as heroes," she says. "Find games that allow kids to play cooperatively. And look for non-violent titles that have an educational component, or complement your kids’ interests, such as sports or fantasy games."
Sports titles can teach your child more about the games they like to play in real life, as well as get them more excited about a healthy activity for sunny days when you put the game system away. The Harry Potter games can be a fun way to get children interested in the books as well as the movies. Games where children have to take turns or play cooperatively teach good manners and social behaviors. When you play games with your children, it becomes another chance to teach the lessons you feel are important in a context that children find entertaining and stimulating. Even better, you'll have a strong grasp of what your child is playing.
ESRB President Patricia Vance agrees. "The best thing to do is try to roll up your sleeves and play with them, but if that's not realistic, at least spend some time watching your child play," she told Ars. "Learn about the virtual worlds he or she enjoys visiting, what they do there and why they keep coming back. It's not only a great way to just keep informed about the games themselves, but a wonderful excuse to spend some quality time with your child as well."

Tips for Game Masters

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The Golden Rule

Have fun.
Maybe you're breaking a "rule" from a magazine article or web page. If you're having fun, don't worry about it.
For every bit of advice, guideline, or rule for better GMing, there is at least one game in your city, probably with people you know, that would be ruined by it.

All styles of play are valid

box dvdHack and slash is fine if everyone involved likes it. Interacting with store keepers is fine. Angsting away in the corner is fine. Backstabbing party members is fine. Using out of game knowledge is fine. Strongly plot driven games are fine. Open ended games with minimal plots are fine. Heavily planned games are fine. Games run entirely improvised on the spur of the moment by the GM are fine. If you're having fun... it's fine.
Conversely, if a particular element is hurting the groups fun, take it out. Nothing is sacred. Want to run a hack and slash Vampire? White Wolf appears to condone it. Other worldly horror in D&D? Why not?
Don't feel constrained to the style of game you think you should be running. The rule books are just a suggestion and your past experience is past. Do what's fun.
Be aware of what you and your players want. If you want something different from your players, something is going to have to change. Probably you, since you're the loner. Similarly, if a single player wants a different style of play, if it can't be easily integrated, don't force the issue. Sometimes players or game masters don't fit a particular gaming group. It doesn't make anyone wrong, it just didn't work out.
Given this, never deride another gamer's choice of game or style. If he's enjoying it, it's right for him. Whatever you play there are gamers who hold it in low regard.

Pre-Game Player Interaction

Run a mailing list

More and more gamers have email access. Use email to help organize your group. A mailing list with an archive of previous discussions can really help. You can set up a free mailing list for you and your friends at eGroups. Presumably you game as a social event, so use email to extend the social aspect a bit.

Send pre-game update emails

This is even easier if you have a mailing list. A few days before your game, send out a reminder message. Remind everyone of the time and place of the game. Ask people to confirm that they'll be there. This way you'll be able to plan for any missing people. If there are special details for this game session ("Bring $20 for the pizza fund"), this is the spot for them. If you run a regular game and need to cancel a session ("No game this week while I'm on vacation"), you can easily communicate it here.
While you're sending out the message, provide a two or three sentence summary of what happened last week. "Last week the group left town to defeat the dragon. While climbing the mountain to the dragon's lair, the group barely fought off some griffins. Now the group stands at the entrance to the dragon's cave." The reminder will get people excited for the next game and get them planning their actions. If your mailing list is being archived, these short summaries can be collected to form a brief history of the campaign to reminisce over.

Player and Character Questions

Characters tend to enter the game world as empty slates. Maybe the player writes up a twenty page history of his character's childhood traumas, but it's just words on paper. The player certainly doesn't know his character.
Play helps flesh out characters. After a few sessions you'll start learning about who the character really is. Does the character stick with his friends through thick and thin? Does he help people in trouble? Actual game play adds details to a character. Unfortunately many of the little details, the details that make characters human, don't usually come up in play. Details that can be useful. What does the character dream about? What did he think of his schoolmates? Who does he fantasize about?
Email is an excellent opportunity to collect these details. The answers will give you more tools to use and will give the players deeper insight into their characters. A week or so before a game session, email out a question. Attach some little reward to answering it (experience points, a re-roll during the next game, a vote on pizza toppings).
Let your players know that you are expecting short answers. No more than a few sentences. Too much information will drown you and drain your players of energy. They'll be more like to take the time if it only takes a few minutes. You certainly don't want your players to start resenting the questions. After all, it's only a game.
Pick a mix of questions, some simple (What type of hat does your character wear?), some hard (How does your character feel about the war?). If you need particular information for a future plot line, ask several months in advance (Who is your character's dearest love? What does your character have nightmares about?). Find out what your players like (What is your favorite movie? What radio station is your car radio tuned to right now?), what they don't like (What popular television show do you hate?) and what they fear (What movie scares you the most?).
I suggest starting with simple questions. Give the characters a bit of time to grow in the game before you ask deeper questions.
You might want to look at my list of questions for players and characters for some ideas.


In-Game Tools

Random NPC Cheat Sheet

I keep a list of about 200 random names. When the characters ask a random townsperson for their name, I can quickly pick one, cross it off my list, and use it. Just having a name quickly at hand makes the character more real.
  • Web based fantasy name generator
  • Everchanging Book of Names, excellent Windows program.

Have mini-encounters ready

Players are very unpredictable. Maybe it's thirty minutes into a four hour session and they've zipped through all of your prepared material. Maybe they ignored your carefully crafted plot and decided to go bar crawling. For these moments, having some random encounters can really help. Build a list of generic encounters which can be tossed in almost anywhere.
Mini encounters should range from five minute complications (reunite a lost kid with his parents, challenge someone to darts) through mini-adventures to tie up a few hours (A character is a witness to a crime and is asked to testify, a child is kidnapped, a raccoon steals supplies during the night). Fill out the collection with a few medium length complications (The local bully picks a fight, a mugger tries to mug a character, an accident sets a building on fire, a wild animal attacks).

Keep copies of player character sheets

Having an up to date copy of a character sheet gives you a lot of power. If you need to secretly roll an ability score check for a character, you don't need to ask the player for the information. If you require that player's tell you all changes to their statistics, it's easy enough to maintain. Also, if a player forgets or loses their character sheet one week, you can keep them in the game.

Get a confidant

Find someone trustworthy to talk about your game with. Tell them everything you're planning for your game. Tell them what your players are doing. Part of being a GM is coming up with neat ideas, then keeping those ideas secret from the players. Given that gaming is about socializing, this level of secrecy can be hard. Having someone to tell helps you resist the urge to spoil surprises for your players. Also, your confidant can help you spot possible problems in your plans; your game is important, why not get a second opinion? The simple act of explaining your plans to another person also gets the mind working in different ways and can help identify problems or inspire new ideas.

Michael Zenke has further thoughts on this in his article "Brainstorming with Other GMs."
Relatedly, be a confidant. This is helpful even if the other GM runs a very different stype of game. Another GM's plans are great brainstorming material. For example, I'm not fond of "End of the World" plotlines, but helping another GM write such a plotline for D&D gave me some interesting ideas that I plan on using in Deadlands..

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Never defend your actions

It's not uncommon for players to chat with their GMs about the game. It's also not uncommon for players to be a bit dissatisfied with part of a game. After all, you can't please everyone all of the time. However, when a player expresses concern about part of a game, listen to them and accept their opinions as valid.
Your players are your game. Without them, you'd be gamemastering for no one. Their opinions on the game are at least as valid as your own. You may disagree, but you can't discount their opinions. The game must remain a two way street. It's quite reasonable to want to explain why you made decisions the player may not like. Be careful to not cross the line from explaining to defending.
When you defend, you're encouraging the player to further challenge your ruling. This will just slow the game done. It causes the players to invest more emotions into the argument leaving them increasing frustrated if you don't rule as they hope.

Take responsibility

You are the GM, you create worlds. With that power comes great responsibility. If your players aren't enjoying your game, you are responsible. If you don't take responsibility, your players will leave. Like it or not, you're the leader. If you're unwilling to take this responsibility, you're on the wrong side of the GM screen.
Now, brief periods of unhappy players happen in every game. But, if most of the time most your players are unhappy, you need to change. (Mind you, this has nothing to do with making characters happy. It's possible for players to be happy and characters to be miserable.)
If you simply cannot give the players what they want (perhaps because you wouldn't enjoy it), then it's your responsibility to end the game. Players will often stay in a game they dislike because they like the people or out of a sense of responsibility. Free them to seek out games that they will enjoy more. If the group wants to continue hanging out, maybe you should look into something besides role-playing.
Part of this responsibility is realizing that you can't be all things to all people. Sometimes things aren't going to work out and you need to accept that. If you're determined to run gothic horror, but your players demand slapstick comedy, maybe you're not compatible as GM and players. Do look for a compromise, first! Are you sure you wouldn't enjoy running slapstick comedy? Maybe your players would be willing to give a session of gothic horror a try? If it doesn't work out, look at other options. Maybe it's time to turn over the GM screen to a player and join in as a player?
Sometimes the majority of a group works fine, but some of the players present problems. Perhaps the player hates the game or the genre, making it impossible for them to enjoy your sessions. Perhaps two players cannot stand each other. A player may simply be sullen at every session for no particular reason. A problem player tends to spread resentment through the group, places everyone on edge, and generally hampers enjoying yourselves. Whatever the reason, if a subset of your players are harming the game it's your responsibility to address the issue. It might be a minor problem that be sorted out; maybe it's time for a new character. But not every problem can be worked out. If you can't find a better solution, it's your responsibility to ask the problematic player to leave. Telling a friend that you don't want them in your group is very hard, but leaving a problematic player in your group is worse. This isn't about disliking someone, this is about the group as a whole not working.

Players must understand your universe

Ultimately your game takes place in your universe. You may seek to accurately simulate "reality" in your game, but ultimately your beliefs about the world become the actual reality of your game. The players will often have slightly different beliefs. The game rules and setting often help coordinate these world views, but it's only a beginning. Players will always have an incomplete and inaccurate view of your game world. When the player's assumptions and your assumptions conflict you'll have problems and usually angry players.
The biggest clue that you may have a problem is when the players plan or take an action that seems obviously wrong. If the players are making plans based on some clearly mistaken assumption, let them know. For example, maybe the players are planning a stealthy infiltration using a small black raft to reach a cruise ship held by terrorists. That seems a little odd, since the terrorists have guards watching the water and it's the middle of the day. Asking, "Why don't you think the guards will see you?" would reveal that the players actually think that it's night. Having the players learn that it's actually day when the guards start firing at them will simply anger the players. Similarlly, if a player makes a clear mistatement of fact that should be obvious to the character, correct it immediately. ("Oh, there are lots of superheroes in the city!." "Ummm, no, it's pretty much you guys and no one else.").
If you ever think "Wow, they totally forgot to do something obvious; now I'll screw them over!" you've probably got a communications problem. Are the players planning on leaving their warhorses outside a dungeon for several days and you're planning on having them starve to death? Perhaps the players believe that they left the horses enough rope to graze. Planning on having the horses attacked by wolves? Perhaps the players believed the warhorses were capable of defending themselves against such wildlife. Punishing the players for having an inaccurate model of your universe isn't clever, it's just petty. Typically an inaccurate model of your game's universe means you made a mistake and need to try and rectify it.

Players must be empowered

Role-playing games are about making choices. If players cannot make choices, or those choices seem meaningless, you aren't really role-playing. Players don't need to be all powerful, but their decisions need to be important. Even hopeless situations can be empowering for the right group of players, so long as they can chose what they die for.
The source of many empowerment problems a GM falling in love with his story, his plot, his scene, or his NPCs. Role-playing games are not a book, it is not enough to show the players neat things. Typical symptoms of players being sidelines are "railroaded" games, invincible enemies, and any scene in which all the players can do is watch.

Avoid untouchable adversaries

Avoid pitting the PCs against an adversary that they can do nothing about. After the third or fourth time in which the player's actions have proved irrelevant against their enemy they will become frustrated. Challenge your players, but ensure that players feel that there is hope. Players don't need to be able to necessarily defeat their enemy, it may be enough to foil his plans. An enemy might be too powerful right now, but if there is a clear way to prepare to defeat the enemy in the future they will be satisfied.

Keep the players involved

Players should not watch climatic scenes. They should feel involved and essential (which is different than important). Players aren't tourists off to see wondrous things, they want to participate in wondrous things.
NPCs part of the party should not be supermen. Having NPCs in the group that are head and shoulders above the rest of the party is just frustrating to players. NPCs should generally should not be better than the players in any area the players are interested in. For example, if you have combat oriented PCs in your game, any NPC joining the group should not be as good at combat as the best PC. However, in areas the players aren't interested, it's fine for an NPC to shine, especially if he's much weaker than the PCs in the areas the players care about. For example, if no one in the party can track, having a highly skilled tracker join the party is fine.

Characters must make progress

The players must feel that they are making some sort of progress. Going for several sessions without feeling you've accomplished anything is draining and no fun. The progress doesn't need to be major, but it does need to be real and visible to the players. At the end of the session the players should be able to say "Thanks to that session, we're now this much closer." Don't constantly move the party's goal further and further away, that gives the players a sense that their accomplishments are meaningless. Players should feel that they are moving toward some sort of conclusion and that they are doing so because of their decision.

The world must acknowledge the characters

The players need to see positive results from their characters actions, otherwise they feel powerless in the grand scheme of things. The players need to feel rewarded, but the rewards need not always been experience, money, and new weapons. Players often find the non-tangible rewards more satisfying than simple money. Little details can really give the players a sense that they've changed the world. The character's exploits might be covered in the news, be it bardic song, newspaper, radio, television, or holovision. The characters might stumble across some children pretending to be the characters. Local people might offer the characters a hand, be it a warm meal if they're in the neighborhood or free drinks at the bar. A local community might chose to honor the characters, naming a street or building or day after them. An invitation to an exclusive party. Someone they respect might send them a letter congratulating them. A local noble might provide a letter of introduction.
Players need to see this sort of result with some frequency. Going without recognition can make a long adventure seem to stretch onward forever. If you decide to run longer games, remember to give the players opportunities for smaller successes in the middle. While tracking an ancient artifact, the characters might slay a monster threatening a town. Even something simple like a chance to randomly save someone from a mugging will do the job.

Minimize external plot elements

If player's cannot change anything about a given plot element it is pointless to your game and should be de-emphasized. Having the PCs witness but be unable to effectively interact with a major event (say, an evil summoning or a mighty battle) is frustrating. If you need such a scene, focus on the player's actions and on what they can do, not on the bigger picture over which they have no control.

Don't force players into blind decisions

Don't force players to make decisions when they have no way of judging the possible results. These blind decisions are pointless. If the decision doesn't seem important the players will shrug and pick one randomly. The players won't feel empowered, they'll feel like they're doing grunt work. The most common case is picking a corridor in most D&D games. Most of the time the characters don't have enough information to judge which direction is best and will just pick one arbitrarily. Those players haven't been provided an interesting decision, their decision might as well be resolved by a die roll. (That said, it is possible to make an informed decision in some cases. The players might listen at a door to guess what is beyond, a rogue might scout ahead, magic might be invoked to divine the results of going down each passage.) If the decision is important the players will spend hours arguing over entirely hypothetical risks and rewards. All of the analysis in the world won't make it a rational decision if you have no data. A slightly cliche example is two doors. All that the players know is that behind one is certain death, behind the other great reward. It's a frustrating choice. A more realistic example is planning an attack against an a powerful opponent who has unknown defenses. If a Shadowrun or Cyberpunk group cannot get any research about a corporation they need to raid the only plan they can put together is to hope that things work out for the best. Ultimately decisions need to be made with some level of understanding about the possible results. The information doesn't need to be perfect, but something needs to exist. The information doesn't even need to be easily acquired; finding enough information to make an educated decision may be a key part of the story.

Understand your players

Your players are paying careful attention to you as they try to understand the game world around them. You should paying careful attention to your players to try and understand them.

Think about what you are teaching

Like children, players must learn how to interact with the world. While the game books usually tell you and your players about the world and society of the game, there remain huge grey areas that must be filled in by you. Your interpretations and preferences will take the general shape of the world and add the details that make it livable. Maybe a game says that a specific ruler is "mentally unbalanced and cruel." You'll need to decide, how crazy the ruler is, how cruel is he? Does he have any good sides? Is his sense of humor normal, or twisted and sick? Does he have a sense of humor at all?
The world of the game you run really only exists in your head. The players won't know what is acceptable and what is unacceptable until you teach them. Your players will see how your game world works and adjust their behavior to better conform. Expect your players to tend toward the path of safety and ease. As a result, you need to be aware of what you are presenting as safe and easy.
Typically the world of a role-playing game is full of strife, lies, and backstabbing. Evil often wins. All too often the players learn that their characters should become paranoid, harden their hearts, and only take sure bets. Not the stuff of heroes.
The most common example is NPC's breaking the PC's trust. Having a friend or ally to the players betray them is a fun plot element. It's a common theme in fiction, and it gives players an opportunity to wallow in a bit of angst. However, done too frequently, the players will decide that eventually most NPCs will backstab them and will stop trusting anyone. Now you can't do the plot line at all.
Two similar problems are "good always wins" and "evil always wins". If it seems like characters with unwavering faith never fail, the characters will lose their uncertainty and moral weaknesses. If the character willing to sell his soul always gets an edge, the characters will line up to start bargaining with the devil.
The answer is not to stop doing these plots, but to provide balance. Make sure that you show the benefits of behavior you want to encourage. Maybe one NPC betrayed the party, but look at the other NPCs who have been very helpful through thick and thin. Maybe Bob got supernatural powers for his dark pact, but as a result he is slowly losing his sanity.
Definitely make sure you are not repeating a message you don't want players to learn. Certain genres tend to reinforce certain lessons. Cyberpunk games tend to encourage greed and selfishness. Horror games tend to encourage paranoia.
A good example of the worst case is Scooby Doo. Every episode, the Scooby and gang stumbled across an apparently supernatural creature. Every episode the creature was revealed to be someone in a costume. This scenario repeated dozens of times, but they never learned. Probably too many "Scooby Snacks". Role-playing game players will learn after the second adventure and sucker punch the ghost five minutes into the third adventure. Scooby Doo is doomed to failure as a role-playing game.
FASA had problems with this in many of their early Shadowrun modules. There was a run of modules which all featured a plot twist in which the party's Shadowrun employer betrayed the party. These modules all taught that shadowrunning wasn't profitable, since your employer always reneged on the deal. Not such a good lesson for a game about shadowrunning.
Be particularly careful at the beginning of a campaign, or when adding new players to an existing campaign. During this time players are eager for lessons, trying to get a grasp on the world. They have no idea what sort of game you're planning on running and take their cue from you. These lessons will run deep, so strive to set the tone and lessons carefully.
Related is your attitude to the dice. If the GM decides to "let the dice fall where they may," players will become cautious, they'll avoid daring feats. If the GM rewards daring feats and fudges the dice, player's will take more and more risks.

Pay attention to your players

Presumably, you run your game with the intention of your players enjoying the game. It's easy to get focused on what you enjoy in a game, and miss what the players enjoy. Fortunately, it's as easy as paying attention to your players.
When your players are focusing on the game, you're probably doing something right. When your players are reading books, chatting about unrelated topics, or simply not showing up, you're probably doing something wrong.
You might even try simply asking what they've liked and disliked in your game.
Also pay attention to the lessons they've learned (see above). Sometimes players generalize patterns incorrectly ("Gee, the bad guy always gets away safely while we get battered. Maybe we should turn to lives of crime."). Sometimes players miss obvious patterns ("Gee, the last four men with spider tattoos on their hands have tried to kill us, but this one seems friendly enough.") Pay attention to how their characters are behaving. Listen to what players talk about and plan. If they're learning the wrong lessons, figure out why. Perhaps there is a pattern you didn't intend. Perhaps the cause and effect relationship wasn't obvious. Perhaps you are too close to your own plans and need to step back. You'll also need to see if you can take corrective action. Maybe breaking the pattern in a stunning way will do the job. Maybe you can simply tell the players out of character what's what.

PCs may chose death over defeat

Avoid making players pick between failure and the death of their characters. When something important to the characters is on the line the players may pick death, leaving you with the choice of making them roll up new characters, or inventing implausible ways for the characters to succeed.
Players are generally portraying heroes. Fictional heroes don't give up, even in the face of death. Fictional heroes usually succeed, in spite of the odds. These are the sources players will be following. (In some genres heroes strive in the face of death and die. In others the heroes aren't actually heroic and will worry about saving their own skin first. If that's the case make sure your player's understand it!)
As an example, I began a Deadlands campaign with the destruction of the player character's home town. The destruction of the town had to happen, it was the key plot element for the next year of play. The forces arrayed against the characters were clearly overwhelming. The characters almost died in a battle to defend the town that they could not win. They were prepared to sacrifice their characters. They only survived because I approached them out of game and asked them to back down. Not a great way to get the campaign off to a start.
Similarly, avoid backing the characters into a corner. If the players feel trapped, they may gear up for a doomed last stand, blinding ignoring an escape route. If the players feel trapped but shouldn't, remind them of details they may have overlooked or forgotten.

Have unrevealed backplot and setting

Have more backplot and world info than you reveal to your players. The existence of the information will subtly give the game a depth and coherence. Humans seek answers to mysteries, so your players will naturally explore the edges of what you tell them the most. They'll take whatever information you do give them and wring it for answers. Having hidden information gives you some breathing room if you need to improvise. Furthermore, if the backplot to something makes sense in your head, players are more likely to detect a pattern, even if they can't determine it. Patterns make the world feel logical and survivable. Relatedly, don't expose too much to the players. A sense of wonder and surprise is important. The players don't want to slog through a fictional history lesson. Reveal just enough backplot and setting, but nothing more.

Never let the game stall

If the players don't see any options for their characters, something has gone wrong. This usually manifests as the players sitting around doing nothing, or arguing in circles about a plan of action. Don't leave them banging their heads against the plot for too long, it's frustrating and pointless. The most obvious case is solving a puzzle or working around a trap, but it can manifest anywhere. (Steven Marsh has an entertaining story on the potential problems with puzzles in Pyramid.) Players might be stuck planning how to attack a powerful enemy, or how to engage in courtly intrigue. If the players didn't figure out the solution in the first hour of staring at a given situation, they're not going find a solution in the second, fourth, or twentieth hours. Once the players start feeling stuck their thoughts start going in circles, they become frustrated and less likely to see a solution.
If your players are stuck, you need to step in and move the game forward. The problem isn't that the player's need to do something, the problem is that you need to change something. Be sure they are stuck before you intervene; if a plan is slowly coming together, or the players are seeking more information to help their decision, go with it. Give players a bit of time to think, but balance it. Ten minutes is fine, four hours usually isn't. If the discussion between the players goes in circle with the same plans being rehashed and shot down they're probably stuck. When you hear the same arguments repeated for the sixth time you've let it go on far too long. Any discussion in the form, "That plan has no chance of succeeding," "But it's the best plan we have," usually marks a stuck group. "We wait until something happens," is a desperate plea for help.

Give players options

The first part of the solution is to avoid it in the first place. Avoid highly linear plots. If a particular plot point needs to be visited, or a particular enemy needs to be defeated, you create a risk that the players will get stuck. If your plot is more open ended, the players can try other option if one path appears to be a dead end.
If your game has a relatively focused plot it is important to ensure that the characters always have at least one semi-obvious way to move onward. This path needs to be practical. If the characters will not follow a particular path for any given reason (moral reasons, financial reasons), that path isn't really practical.

But not too many options

Be wary of the other side of the coin. If you are running a highly open ended game with no clear goal or purpose your players may be blocking on too many options. Some people find a blank sheet of liberating, but many find it intimidating. Having an nearly infinite number of potential actions can be similarly intimidating. If you're running an open ended game and your players regularly block you may need to create a bit more focus and a slightly more linear plot.

Check your assumptions

Keep in mind that players may be unaware of something that seems obvious to you. You create and control the world, within the game you are omniscient. Your players are not, they only know what you tell them. (This has been compared to the players exploring your world with a flashlight.) Players may have gaps in their knowledge. If players are blocking and you find yourself thinking, "Well, obviously they need to do such-and-such," examine your assumptions. Why is that obvious? Check that the players share those assumptions. You may have assumptions about the game world that they don't share. The players may have glossed over an important clue; it seems irrelevant to them so they forgot about it. As you consider assumptions ask your players to find out what assumptions they are carrying.

Avoid forcing players to meta-game

Another potential problem is that the player's may be blocking for role-playing reasons. If your players are really trying to role-play, they may be ignoring or willfully overlooking information that they have ("My character was so horrified by the scene that they are repressing the memory." "My character is a pacifist, and won't accept the violent solution to our problem."). Statements to the effect, "My character would never do that" for the best plans often indicate this problem. Left uncorrected a player will usually eventually sigh and do something that he feels is wrong for his character, essentially forcing him to metagame. If you run into this you've failed to write for your players and their characters. Obviously the best plan is to avoid writing your players into such situations. Providing multiple options is one possible solution. If you're already stuck in the situation and there are no other options to suggest, you may need to ask a player to step out of character and take an action to move the game forward. While the player won't like such a meta-game answer, the group as a whole will be glad that they didn't spend four hours arguing without reaching a solution.

Offer hints

You can help the players move onward in a number of ways. For games with knowledge ability scores or skills, you can let characters make a check for have a flash of insight. "Make a Gather Information check. You got a 15? Great, you remember hearing that the prince was looking for help with a personal problem." or "Make an Wisdom check. Good enough, you notice that the old man is speaking in a particular pattern, something about how he starts his sentences." This is an excellent way to remind players of facts they may have forgotten or ignored or to tell them information they should reasonably have access to.

External forces

In many games, another option is for external forces to change the situation. A guard behind a puzzle lock may not realize the characters are there and may open the door for restroom break, giving the characters a chance to rush in. The character's unknown enemy may send thugs to attack them; when the characters defeat the thugs, they could find a clue to the enemy's location.

When all else fails, meta-game

Finally, if all else fails, punt. Just tell the players how to move forward. Obviously this isn't satisfying, but it lets the players move on to hopefully more entertaining parts of the game. Asking players to meta-game is unfortunate but better than having them frustrated and seething. "You should go help the prince with his problem," or "the combination is 3, 14, 15, the first few digits of pi," may be the best way forward.

Stay at the table

Stay at the table and pay attention to your players. It sounds obvious, but when your players get involved in a planning session or are simply enjoying role-playing with each other it's tempting to distract yourself. No matter how tempting don't take a nap, don't quick check your email, don't break out the GameBoy. If your players do need something you need to be instantly available. If you haven't been paying attention you'll be caught off guard when they announce, "Okay, we're going to do exactly what we just discussed." Asking them to repeat the plan makes it clear that you don't care. If they feel in the slightest that they are interrupting you they'll get the sense you don't care. If the players think you don't care, they will stop caring. Even if the players are perfectly content to work among themselves for a while you need to keep on top of their plans and their moods. You need to intervene if they make erroneous assumptions about the world, if they begin to stall, or they're just getting unhappy. To do this you need to stay aware of what they are doing.

Keep your group small

Stick with smaller groups; 4 or 5 is a typical number. The larger the group the less time you can devote to each player. As players seek to ask you a quick question they'll feel ignored as you are busy fielding other requests. The most common case where this occurs is combat. The larger a group the longer the time between initiative passes; the players are spending more and more time watching and less time doing, the antithesis of role-playing games. Outside of combat larger groups tend to be louder and more boisterous, it's easy for a quiet or shy player to be drowned out. A large group also encourages players to split up. A split group means you're juggling your attention between then, making the situation worse. Spare yourself the grief, keep your games small.

Plotting

Start out with a bang

Starting a session "hanging out" or chatting is problematic. Often by the time players get into the game, the session is over. One solution is to start with action.
Consider ending the previous session just before some action starts. If you're starting something new, just give a handful of sentences setting things up, then into the fray!
Consider starting "in medias res", in the middle of the action. "Welcome to the session. Everyone got your new characters? Here's the situation: you were smuggling Death Star plans for Princess Leia. Stormtroopers have tracked you down. Now you're pinned down behind crates in the Mos Eisley spaceport. Roll for initiative!"
Starting out with a bang is even more important for one shot games and first games. In the absence of prior connection to your character, you've got nothing to work with. Sure, you've got a background, but chatting about something you cooked up on your own is boring. Simply having the characters hang out and chat wastes time. Real character is revealed in their actions, not their history. Let the players leap into action.

The Gun on the Wall

...it helps to remember that I subscribe to Anton Chekov's First Rule of Playwriting: "If there's a gun on the wall in act one, scene one, you must fire the gun by act three, scene two. If you fire a gun in act three, scene two, you must see the gun on the wall in act one, scene one."
Waste nothing.
(Quote from J. Michael Straczynski in a post to Usenet in 1994. I've chosen to quote Straczynski's quote because I can't find a definitive version of Anton's quote.)
Plan ahead. Keep things dense. Players have a knack for complicating and delaying things all by themselves, so don't feel a need to include lots of red herrings and irrelevant details.

Brainstorming Plots

Look to writing tips

Tips for writing books, short stories, movies, or television shows often directly apply to writing role-playing game stories.
I find David Siegel's "The Nine-Act Structure" an interesting way of thinking about plots. It's oriented toward film, but the lessons of "The Two-Goal Structure" and "The Nine-Act Structure" apply to most role-playing games.
"The Thirty-Six Dramatic Situations" a useful place to start a skeleton of a plot. On a role-playing specific front S. John Ross distills RPG plots down into "The Big List of RPG Plots."
When all else fails, mix things up. Two simple plots mixed together, even if the plots are completely unrelated, can create a complex and entertaining story.

Take ideas from elsewhere

Seek inspiration from media: books, movies, television, whatever. If you know of a television series that is relevant, you may be able to find an episode guide of summaries. Pay attention to apparently unrelated things. The premise of the Area 51 video game (fighting into a facility to set off a nuclear weapon to stop an alien infiltration) gave me some interesting ideas for a steampunk western game.

Do Tarot reading

Serious Tarot card readings are silly, but they can be a useful brainstorming techniques. Traditional Tarot cards work great. Everway comes with it's own Tarot-style deck and a great set of "vision cards". D&D's Tarokka deck serves a similar purpose.
Don't worry too much about doing an official reading, you're just trying to get your brain thinking in new directions. Simply ask questions and draw cards. Traditional Tarot readings provide some useful questions (what is the past, the present, and the future), but ask whatever questions are useful. Some suggestions:
  • What is the problem?
  • What is the history of the problem?
  • What is the best possible future?
  • What is the worst possible future?
  • Who or what is the source of the problem?
  • What complication will the PCs encounter?
  • Who or what can help the PCs?
  • What is the theme of the story?
To interpret the cards keep your mind as open as possible. Consider both the traditional meanings and whatever comes to mind. While it is certainly understandable to interpret Death as meaning, well, death, it's useful to keep in mind that it traditionally indicates changes. Reversed (when drawn upside down), it can be lack of change, stasis. Look at the art an ask questions about it. Try to form a story about the image and look for themes and conflicts in the story. Some examples, all drawn from the Rider Waite Tarot deck, one of the most traditional:
  • Ten of Swords - A man lies in the road, stabbed in the back; was he betrayed? The man was stabbed with ten blades; was he betrayed by a group? The suit of swords typically signifies air and menial efforts; maybe an airborne foe, or maybe a mundane foe.
  • Two of Wands - A man looks out over the sea. Is he waiting for his ship to come in? Is he seeing loved ones off? Is he watching for an ill omen or an undesired visitor? The man holds a staff, is he preparing for a journey or a fight? The suit of wands traditionally represents fire and careers; does that mean anything?
  • Death - Death traditionally represents change. Here Death rides a horse and carries a banner. Does the change come from afar? Is the banner the banner of a peaceful diplomat arriving, or the arrival of an army?
You may find some traditional Tarot card imagery and interpretations at Mystic Games or Paranormality.com useful, but don't limit yourself to the ideas of others. You can get computer generated Tarot readings here; one advantage of this site is the variety of decks available. For more traditional art select the Rider Waite deck. If you're working on a horror story, the Lovecraft deck might be more to your liking.

More Resources

  • Pyramid magazine regularly has good material for game masters. Steven Marsh's weekly "Random Thought Table" is almost always has a thought provoking discussion on game mastering. John Wick's "Play Dirty" series (available in the archives) challenges a lot of common gamemastering assumptions. Kenneth Hite's "Suppressed Transmission" transforms real world events and rumors and turn them into playable ideas for modern and conspiracy games. "Adventure Pizza" and "Campaign in a Box" are great sources for inspiration. It's a great deal at 52 weekly issues and unlimited access to the back issues for $20 per year.
  • Robin's Laws of Good Game Mastering is a great book with lots of information on working with your players.
  • Johnn Four's Roleplaying Tips - A weekly email newsletter (with archives on the web site) composed entirely of tips for running role-playing games. It's uneven, but there is lots of good stuff.
  • Campaign Pre-Production - Some thoughts on setting up for a new campaign by Michael Zenke.
  • Behind the Screen is a series of articles by Wizards of the Coast on game mastering

Unfinished notes

No page on the web is ever really finished. I regularly add to this page. Unfortunately I haven't organized all of my thoughts yet. Instead of hoarding my notes for the day when I get around to organizing them, here they are, raw but hopefully useful.

Ruling questions

  • Listen to player's opinions. They're part of the game and have valid opinions.
  • Explain your actions, but don't defend. Ultimately it's your call. Defending takes time away from game play. If you're defending, a player is pushing the issue. Both of you are increasing your emotional investment and will both be frustrated by the effort. The "loser" will be really frustrated.
  • If you're starting to defend, or a player is pushing the issue, explain that you need to keep the game moving, you're using your current decision now and you'll be happy to discuss it later.
Never take view the players or the characters as adversaries to be worked against.

Know your players

Consider types of gamers. Consider just asking. See 4 types of online gamers. I see explorers, achievers, sight-seers, combat monsters. Explorers tend to take notes and draw maps. Combat monsters fight. Achievers place emphasis on achievement, either character statistics or in game accomplishments (titles, positions).


Give players fair warning

Ensure players have a sense of what they're up against. Otherwise the characters may blunder into their deaths not knowing they're outclassed. Equally bad is having the players run scared from everything.

Horror

  • "...remember that they need small triumphs even if they're eventually going to be eaten by aliens." (paraphrased!) Kevin Bulter of Hex Entertainment, http://www.hexgames.com, (cited by Annalee Newitz, "Sex with stormtroopers". It's not much of an article, but this bit caught my eye.)
  • What players fear more than death is not knowing the rules." (Unknown gamer at DragonCon at a panel on horror in role-playing, (cited by Annalee Newitz, "Sex with stormtroopers". It's not much of an article, but this bit caught my eye.)
  • Not knowing the rules (see above quote). Rules of the world is most obvious. How to balance feelings of powerlessness (and giving up the game) with horror of being out of control.

Assume the players will foil any "must happen" plot element

Allow for anything to fail. If your plot requires that the villain get away the first time the players encounter him, you're setting yourself up for a fall. Players can be brilliant, especially when it comes to defeating your carefully planned scenes. When you're trying to create such a scene, you're pitting your own mind against the combined minds of all of our players. Inevitably there will be at least one small hole in your plan, and the players have a good shot at finding it.
Be prepared for any "must happen" element to fail. Have backup plans, villains, and plot twists to handle the situation.

Avoid putting everything on a single skill check

If the players must make an archeology check to continue on the plot, they will probably fail. Fate seems to like torturing GMs. Don't balance your plot on the assumption that bad luck won't happen. Have fall back plans. Can the characters call in a professional to decrypt the clue? Will another strike by the villain reveal more clues?

Exotic locales

Visiting foreign places is expensive. Seeing the interior of Air Force One is basically impossible. But it's cheap and easy in a role-playing game. Unique settings are a staple of movies and novels. Another superhero fight on a generic city street in dull. You're super heroes, have your fights on Air Force One, on top of the Eiffel Tower, or in the Capital. Dusty streets are a traditional place for a shootout, but don't forget from the back of a speeding train or stagecoach. Pick random locations: a race track, a lumber yard, a food court, a rock concert, your office building. Vary the situation: crowds of people, barren of people, news reporters nearby, fire, tornadoes.
Steven Marsh has even more good ideas in his Pyramid magazine article "Setting Up Setting Need Not Be Upsetting"

Ensure player/PC empowerment

  • Player's need to generally be taking action, not reacting! Occasional reaction is okay ("Oh, no, we've been ambushed by Ninjas!"), but in general actions ("Let's track down and defeat whoever sent Ninjas after us!"). For this reason any plot that focuses on the characters reacting to an external attacker whom the character can do nothing directly against is doomed to piss off players. For example, a campaign where the character's rulership is constantly challenged by the political machinations of an unknown adversary is at risk. If the player's can't chose to track down their adversary, they can only react to the latest attack, then you have a problem. (And of course, if the player's actually have an option, but fail to see it, you have a different problem, but still a problem that is your responsibility to fix.)
  • Players must not believe things are happening arbitrarily. Perhaps your villains have a brilliant plan that the player's don't understand, so it just appears that things happen without rhyme or reason, but if that goes on too long your players will become frustrated and give up.

Draw things out

Never rush your big scene, give cool things time to just be cool. Especially if this is a character specific subplot.
Bad: Meeting your estranged brother you never really knew who wants to kill you and holds your birthright: a family crown signifying your right to rule. Then killing him, claiming the crown and the family lands, a few hours later.
Good: Hearing that your estranged brother is looking for you. Seeing the results of his actions. Tangling with his hired goons sent to kill you. Almost catching him, seeing him with the crown. Tracking him down and finally confronting him.

Misc

D&D specific notes: what 13.33 encounters means

Conflict

Stories are about conflict. While it doesn't need to be violent conflict, without a struggle there is not story. Make sure you have conflict and that the player characters are directly involved in that conflict. If there isn't any conflict you don't have a story. If the player characters aren't directly involved they are just watching a story, which isn't much of an RPG.

Are you using the right game?

Is your game system actually supporting the type of game you want to run? If not, your game will suffer. Maybe you want to run exciting pulp action, but if your rules set makes combat dangerous and frequently deadly you're not going get a lot of pulp fights with lots of risks taken. Maybe you want to run a gritty urban game where combat is dangerous, but if the rules don't make combat dangerous your players will happily dive into fights. Is your focus going to be on courtly intrigue? You probably don't want a game that has fifty pages of combat rules and a single page on social interactions. This can be more subtle. Look at the assumptions your game creates. To take D&D for an example, the game system assumes that characters will build up a collection of magical items, replacing them as they become more powerful. That's a functional game, but it doesn't really match most of fantasy literature where each magical item is treasured. The system also tends to assume plenty of down time for wizards to copy spells and craft magical items, a weakness if you're planning on a high tension campaign where the characters are always on the move. D&D tends to reward heavy armor; the best fighters wear magical full plate mail armor. You can make a successful swashbuckler who runs around without armor, but you're clearly fighting against the system. Here are just a few things to consider about your system and your expectations:
  • How dangerous is combat?
  • Who easy is it to heal?
  • How dangerous are heroic actions? (e.g. Leaping from a bridge onto a moving train.)
  • How are social interactions handled?
  • Is inventory important to track?
  • How exceptional are the PCs compared to normal people?
  • How many normal enemies can a single PC defeat in combat?
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It's a widespread belief that rules don't matter. To an extent that's true. A good GM can work with almost any rules set. However, to do so you're spending time tweaking or outright ignoring the rules to make the game better. If the game better supports you instead of spending time thinking about that, you can think about other ways to make your game better.

Building the Ultimate World of Warcraft Gold Strategy

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I won’t pretend that this short article can provide all the strategy tips you’ll need to be the best at farming gold. But, I can provide you with some basic tips you will need to get a good gold making strategy put together. There are so many ways you spend your days sitting around making gold that you might think it is impossible to do it better. But, here are some strategies to develop that will ensure good returns each time.
• Choosing New Professions – Your professions are vital for making gold. If you don’t have the right ones, you’re wasting valuable gold making opportunities. Up to level 80, your primary professions should be chosen from mining, herbalism, and skinning. After Level 80, you can rechoose your professions and pick something like Jewelcrafting or Inscription – very popular ones for making big chunks of gold.

• Planning Your Time – Next up, stop running around hoping to find things that will make you rich. You need a good battle plan when you go out in the field each day. To do this, you need to start out by developing a routine. What will you do each day when you login. If you know for a fact that Eternals are easier to farm at 4pm when you login each day, why not get over to Wintergrasp and farm on the elementals there before you start going into instances or playing the auction house? Time things right to get the most out of your hours online.
na• Getting into the Auction House – Finally, there’s the auction houstp. I could write books about this, but the truth is that you’ll want to spend some time figuring out what to do here on your own. Develop good strategies that will allow you to make big chunks of gold without spending hours and hours wasting opportunities. Buy the goods that will flip a good profit and sell the things that are worthless. There are a number of good auction house guides online so I’ll let you check those out, but remember how important it is.
It might seem like an extremely simple strategy, but these three things will ultimately help you play the game better one very possible level. Rather than spending hour after hour trying to perfect how you play the game, you need to spend as much time developing a strategy for what you’re doing. How can you spend less time farming and yet make more gold? Then you can focus on things that really matter, like winning PvP matches or raid battles.



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Does Your Class in WoW Have What it Takes?




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There are 10 classes in World of Warcraft and each of them is very different, bringing in a number of different strategies and tools to make gameplay more interesting. However, if you’re just getting used to a new class or are just not having a good time with an old stalwart, you need to determine what you’re doing wrong and how to develop better strategies for your situation.
• Does Your Talent Spec Do the Job – Always start by analysing your spec. Your talents might be completely out of whack or maybe just a talent or two away from being perfect. Whatever the case, make sure to rethink how you spec your talents and choose a way to build your character that matches what you’re doing with it. See wikis and your fellow player for tips on which talent specs will work best for you.
• What Kind of Rotation Are you Using – Next up, make sure you have a good shot rotation. Each character class is designed to have an ideal makeup that will allow them to deal higher damage, or heal for more or stay alive longer. Learn what it is and then learn how to adjust that rotation under duress. You want to maximize output, while keeping from running out of mana or whatever you need to perform those attacks.
• Gear and Item Check – Finally, you need to check out your gear and items. There are so many options in there to choose from, but if you have blue gear going into a raid, no wonder you’re having trouble. Check what you can afford and what is available and then max out your stats as much as possible. These are the things you need to be doing to be topped out for your class.
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Every class in the game is designed to let players excel in exciting, different ways. If you don’t actually spend the time necessary to learn your class though and tweak them to the degree that is necessary for optimal play, you’ll never be able to get to those upper echelons of excellence. So, what options do you have? To start with, you can practice. Second, find other class members to help you out. Finally, get some good strategies off of forums and wikis to help you choose talents and get the right gear. Only with the right information will you ever truly succeed.

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you can master Diablo 3!



A girl's secret: Yes, you can master Diablo 3!

Nobody wants to help you in the gaming world when you are a girl. People think you won't be able to understand the strategic thinking required to get to Diablo 3 master-level. It's like chess, they say. Women cannot handle the Diablo 3 requirements of skill and strategy. But I have proved the world wrong!
I leveled up in Diablo 3 in five days flat and possess all character classes. I have lot of young gamers coming to me every day for help. I have even set up a separate mailbox just to handle the queries from gamers – both boys and girls!
I confess here that my secret to mastering Diablo 3 actually came from a guy. His name is Conor Nash and he has written the all-in-one Diablo 3 pwnage Guide.
At first I thought I wouldn't tell anyone about the guide. But then, I remember the days of my own struggle. Surely Conor has got the system right and he knows how to crack it.

Diablo 3 guide not found easily on the Internet

Everyone knows the power of the Internet. No matter what you are looking for is out there – put up by some resourceful amateur or master. But there's the name of one Diablo 3 guide that's still being kept a big secret. It's not one of those regular guides that covers one aspect of the game and leaves you struggling in other spheres of the game.
This guide is as complete as possible. It's Diablo 3 pwnage by Conor Nash. It can teach you about all levels, all characters, items, and anything else you want to know or need for mastering Diablo 3. I am surprised that it comes with a risk-free guarantee. It surely works. I used to be an amateur but I am on my way to leveling up to 60 in another day. I started with the guide only yesterday!
No wonder the Diablo forums are keeping the name of this guide secret.