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Why You Also Need To Be A Player | Gnome Stew

"One thing I hear frequently from my fellow GM’s is that they are always a game master and never a player. Allow me to drag out my soapbox and say that if all you ever do is GM then you are doing yourself a large disservice. You are, in many ways, limiting your ability to grow as a GM. If you want to run the best games possible, sometimes you have to get out from behind the screen and pick up a character sheet."
- excerpt from the Gnome Stew article linked above

Follow the link to read a Gnome Stew article about how those who usually play the DM/GM can benefit from spending a little time on the other side of the DM screen. Among other things, the article mentions…

  • The difference between DMing and Playing
  • Presenting scenes
  • Gaining experience in settings and styles that you’ve never used or may know little about
  • How actions/expectations/assumptions play out differently when you aren’t privy to the DM’s notes
  • Getting a sense of what downtime means to players and an appreciation for how different players fill that time

I’d also point out that the article is interesting for its counterpoint. It’s just as useful to consider what a player could learn by DMing, even once. I’ll have a look for articles written on that topic and put up what I find, or write my own if someone else hasn’t said it better already.

Until then, check out Tabletop Gaming Resources for more art, tips and tools for your game!

Filed under DM advice dungeon master game master rpg tabletop rpg Dungeons and Dragons tools reference

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fearformfun:


Explore dead civilizations, write about what you find, and share your stories with the universe; Elegy for a Dead World is a game about writing fiction.

As you explore, the game helps you create the narrative. You begin on Shelley’s World, now devoid of life. A bloated, red sun scorches a landscape of towers, sculptures, and cryptic machinery.

As you encounter these elements, Elegy will cue you with a series of writing prompts. Here, for instance, the game asks you to describe the landscape:

There are many stories to write and many places to visit, from the crumbling museum, stone faces, and sweltering plains of Shelley’s World to the central planning station on Keats’ World to the desiccated shores and frigid tundra of Byron’s World.

Each world offers multiple sets of prompts, each intended to inspire you to write a different story about it. Elegy might ask you to write a short story about an individual’s final days, a song about resignation, or a poem about war. In the more advanced levels, you’ll sometimes get new information halfway through your story which casts a new light on things and forces you to take your story in a different direction.

When you’ve completed your narrative, you have the option to share it with other players through Steam Workshop or reproduce it in digital and print media.

You can read other players’ works, browsing through the most-recent, the best-loved, and recently-trending stories. In our gameplay tests so far, players have expressed a variety of thoughts about what happened in each world — the silhouette of what looks like a telescope to one player looks like a rocket ship to another, and a planet-destroying weapon to yet another.

You can also take screenshots of your story and upload them to a print-on-demand site like Blurb or Lulu, which will then send you a gorgeous, full-color, physical book:

Show your support and be among the first to tell and share your story!

If you’re like me and you love RPGs for their ability to let the player tell their own story, then you’re definitely going to want to check out Elegy for a Dead World.

The (already successful) Kickstarter is ending soon so if you want to follow along and see this fantastic idea as it goes from concept to a game in your library then you’ll have to act fast!

Filed under video games the player's story user content share with others narrative driven story driven rpg roleplay writing