Behind the GM's Screen

The Ten Commandments of Villainy--minus Charlton Heston

In the beginning, the darkness came from the valley and spoke unto me, “Dost my will?” and I asked humbly, “I am thine servant Theo, what is thy desire?” The Darkness replied. “Show them, the true power of the dark side, show them what you have been taught of evil through comic books. Lead them into a land of Mountain Dew and Bugles!” And so, I the Prophet received the Ten Commandments of Villainy, to help steer the chosen people from cliches of necromancers and demon lords.

Putting the Magic Back in the Game – 2 of 3

Like a magician’s trick, a good gaming session is all about creating a shared experience that leaves the audience mystified – it challenges preconceptions, overturns expectations, and reinforces faith. But tricks don’t work if they are hidden. Making a rabbit appear from a hat only works if you show the empty hat at the beginning. At the end of the trick you need to show the rabbit too. One trick means showing the audience two points in time. Magic is the inability of the audience to connect what is shown with what is hidden.

Dismantling the GameMaster’s Screen – 1 of 3

It is all too easy for the GM to hide behind the screen, make mistakes, and have huge flaws in logic and planning. Through the course of any sustained campaign the players will come to know whether there are indeed any good mysteries behind the screen. By revealing inconsistencies in the story and execution the players can effectively pull down the curtain between player and GM.

you notice a well hidden secret message! +50 experience points. yeah, I know.