Posts Tagged ‘gamecraft’


Sometime in the last few days, I had mused on Twitter that I had forgotten how much work planning a campaign was and that I’d gone “all player.” The title of the article was something that @thefreerpgblog commented to me at the time and it just seemed so apropos that I’m stealing it.

Recently, we decided to dedicate some of our ARPS development time on Tuesday nights to a second game so we could have a consistent gaming experience (to my weekend gamers: I love you guys, but you frustrate me). I volunteered to GM the game. I had a good experience recently with a “snow day” one-shot and with all my recent writing inspiration, I felt I was ready to jump back into the fray. (Some background: I’ve been gaming for 27 years or so and I spent most of that time as DM, GM, Storyteller, or whatever it was called in whatever game we were playing at the time. In the last few years, my campaign pacing and inspiration was starting to come apart at the seams so I decided to take a sabbatical from GMing.)

This time out we decided we wanted to do some more character-centric gaming rather than focus on the world-spanning, epic plots that have been the staples of our other games. These types of games not only require the players to put more effort into their character backgrounds, but also for the GM to do the same, as well. I had forgotten how much work that truly is.

Like many of you, I spent most of my gaming career GMing on the fly having learned that excessive planning fails the second the players and the plan meet. This time out, however, for gamecraft reasons on the design and writing side, I have been reading a number of books and blogs on the art of GMing and the art of adventure planning (Robins Laws, the Kobold Guides to Game Design, Chatty DM’s excellent exposition on Robin’s Laws, Open Game Table #1, etc.). This means I wanted to it “right.”

At this point, I am spending my time on the dramatis personae for the campaign and the small town that will serve as the (initial) base of operation for the PCs. Once I have all the character backgrounds, I will work with the players to weave them into the backdrop for the campaign. Then I can spend the time working on the meta-plot for the series (campaign) and break down the plot into episodes (sessions) and focus on the specific encounters and pacing for each adventure and the overall campaign.

For any of you who have never run a game, let me tell you: this is a lot of work. Learn to appreciate your GM. For any GMs out there: I’m not sure how we fit this into our (adult) lives, but we need to not only care, but have the “GMing bug” or we would never succeed. To this, I salute you all.

Sidebar: For whatever this is worth, blogging is a new thing to me. Bear with me as I figure out how to put together coherent, thematic posts. I hope this one gets me closer; if anything, this process could turn into a series of its own. Let me know what you think either way.