Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art.

All of these contains tons of interesting tips/techniques (and some will contradict each other, you don’t GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your game

  • phase
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    7 days ago

    I try to always avoid to say no: say yes if… or yes but… . It could as stupid as Yes but you can’t dive into lava. Nevertheless then the question is how to dive into lava, which is way funnier.

    Also, if the action looks like suicide from the MJ’s point of you, give the potential consequences (perma-death, …), ask again if they are sure, and finnaly let them role.

    For example: I have played a character a bit edgy and it caught a molotov cocktail because of a 20. The deal was that thry would die on a 19 or less. But it would have been a death to remember.