Category Archives: The DM’s Chair

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Plans for CROWN OF THE DEAD

We’re into 2016, and coming up on a year that I have been running CROWN OF THE DEAD.  While I have enjoyed the project and how my friends have fared in the campaign, there are other creative projects I wish … Continue reading

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DM’s Chair # 9 : Keep Them Guessing

Keeping players interested in your campaign is about providing constant mental engagement – intrigue, tension, and uncertainty. Manipulate characters to make them work against themselves.  Mix distrust and unease into their dealings with NPC’s.  Let it slip that some associates … Continue reading

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DM’s Chair # 8 : Playing Their Role

An RPG is action and reaction.  The DM presents the scene and crucial information.  The players ask questions and direct their characters in response.  Balance in this relationship is essential. As the DM, don’t talk at your players for hours … Continue reading

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DM’s Chair # 7 : Advancement = Interest

Players stay interested in a game that changes, evolves, presents new opportunities and new challenges.  Plan your adventure sessions to move the story along.  Strike the right balance in pacing to keep up momentum without rushing the characters through the … Continue reading

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DM’s Chair # 6 : Involvement & Fun

An RPG campaign lives or dies on the engagement of its players.  The game and its story draws players; the experience at your table keeps them.  Successful campaigns keep all players participating and having fun.  This is the return on … Continue reading

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DM’s Chair # 5 : Know Your Story

Your story and its plot exists within a world.  This world didn’t begin at the Inciting Incident of your adventure.  Events, politics, NPC’s had been going on before your players’ characters arrived on scene, and will continue to evolve as … Continue reading

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