Gamemastering Secrets
This Can Be Your Site, Too!
Tell us what you'd like to see on gmsecrets.com! If you have
gamemastering secrets of your own you'd like to share, we'll host them
here! Just send email to webmaster@gmsecrets.com with
suggestions for the site, links to add to the GMsWeb page, recommended
reading to add to the Bookshelf, or your own submissions for the
Articles pages! We're looking at adding messaging and chat capabilities,
let us know if you'd like to see those here!
About This
Gamemastering Secrets, Second Edition, By Aaron Rosenberg, is
a book published in August 2002 by Grey Ghost Press, Inc., the
publishers of Fudge Expanded Edition and other roleplaying games.
This site is the support site for that book. It is hoped that in time,
this site will grow to be an online extension of the book: a community
destination site full of resources for GMs, and which will archive
articles of GM advice and tips written by GMs across the world.
Excerpt from Gamemastering Secrets: Introduction
So you're a Gamemaster.
Great!
Being a Gamemaster (or GM) is very exciting-- you're at the heart of
everything. You decide what game to play, where to set the story, what
story to run, and what characters are involved-- you set the stage for
the adventure, and handle the running of it. You are the default
storyteller-- when the characters are not actively taking control, you
dictate events, and you handle all other characters. It's a heady
feeling, to know that you are in charge.
It's also a heavy responsibility. Players can just show up for the game,
with their character sheets and their dice, and be ready to play. You've
got prep work to do - events to plan, areas to map, characters to
create and develop. And, while each player only has to worry about his
or her personal character, you have to keep an eye on everyone and
everything - you are responsible for all of it, and you cannot let a
single event slip by.
Feel like you need help? Well, you're in luck.
This book, Gamemastering Secrets, is all about GMing games. In it, I
and my guest essayists will talk about every aspect of creating and
running a game. We'll give you tips on how to handle situations,
pointers on potential dangers and how to avoid them, and general
information on how to get the best gaming experience for everyone
involved. These are things you won't share with your players-- they
are trade secrets, after all-- but they'll feel the effects, and
they'll be amazed and thrilled at how well your games are run, and how
much fun you all have during the games. Some of the sections you'll only
need to ready once-- others you'll probably refer back to on a
regular basis, to refresh your memory and to answer any new questions
you might have. Can we answer everything, cover every situation?
Probably not, but we will give you a solid base to work from. If you've
never GMed before, we'll teach you how to go about it, where to start
and how to proceed, and enough tricks to convince anyone that you're a
veteran. If you are an experienced GM, we'll give you a few new tricks,
ways to keep your players on their toes, and ways to spice up your games
a bit.
Ready to learn a few secrets, and improve your skills? Well, read on
and remember-- it's all about the game.
-- Aaron Rosenberg
|