Edited by Savant Jil Conway
From some of the responses I've received from club GMs, I've gotten the impression that there are two distinct approaches to role-playing games. While some focus on game mechanics - the monsters encountered, the foes defeated, the treasures won - others stress presentation of the game - how the characters are involved, whether they relate well with each other, and how their actions can change the entire course of the adventure. While good game mechanics are important, the success of failure of an adventure - the heart of all role-playing games - is a good story. This is especially true of play-by-mail games because the "voice" of the GM depends on his or her skill as a writer. The ability to tell a good story, and thereby involve your players in the adventure, is what separates the good GMs from the great ones. As a GM, whether in face-to-face games or play-by-mail, how do you get your players involved? Is suspense, trickery, or the element of surprise your forte? Or is it that your gameworld is populated with fascinating NPCs? And how do you portray that less-than-honorable duke, that lovely-yet-deadly princess, that much-too-charming bard? Write to me with your experiences, your successes, or failures. Your comments and questions are welcome! Back to Chainmail Issue #25 Table of Contents Back to Chainmail List of Issues Back to MagWeb Master List of Magazines © Copyright 1992 by Dragonslayers Unlimited This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |