gm-techniques

  1. How does one infuse an AL campaign with a sense of time elapsing?
  2. Is it OK for me to give my players' characters punitive backstories when they don't provide their own?

  3. How to handle diverging expectations on "background density"?

  4. What is a good Fate Accelerated Benchmark Ladder

  5. Is Fate style GMing "lazy"?

  6. What should I consider when creating a time travel adventure?
  7. How do controlled and uncontrolled sharks differ in behavior when aiding Sahuagin?

  8. Dealing with a disgruntled player leaving my campaign

  9. What are the drawbacks of placing time limits on turns?
  10. How can I help my PCs remember clues that they found?
  11. How can I balance gradual character advancement for new players vs. trying to keep the PCs at a similar level?

  12. How to be sure that an adventure is short enough to end in one session?

  13. How to make combat more tactically interesting for me as a DM?

  14. How can DMs effectively telegraph specific dangers in D&D?
  15. Why is it necessary to have a balanced party?

  16. How to get the players to care and RP more?
  17. What is the easiest and/or fastest way to find players?

  18. How do I communicate to players that a room is unimportant?

  19. Is there a better technique to handle the lag between cause and effect?

  20. Are there issues to using passive Perception?
  21. How can I help the party survive a rather tough adventure?
  22. How to run a game for a single player?

  23. How to keep track of campaign timeline?
  24. How to handle a temporally displaced group member?
  25. Post-Act Survey or Same Page Tool
  26. Ignoring detailed resource tracking with new players
  27. How can I best invoke the trope of a foe who radically outclasses the heroes in Fate without compromising player agency?

  28. As a DM, how do I make trick bargains?
  29. Is Pathfinder feasible without players knowing the rules?

  30. Are PCs able to appraise the difficulty of an encounter?
  31. How much should be revealed to the players when rolling gifts of the gods?

  32. How to ‘meet in the middle’ with two different types of player?

  33. When should I fudge dice rolls?

  34. How do you help players not focus on the rules?
  35. How does Lost Mines of Phandelver expect PCs to take on side quests without demanding pay?

  36. How do I deal with a random event that upset my players?
  37. What's the limit of GM forcing things for the players' enjoyment?
  38. How would you communicate with a player attacking his own teammates while disguised without the other players finding out it's him?
  39. As a new GM how do I figure out rules quickly?
  40. How do I telegraph that an encounter that was too difficult before is now achievable?

  41. Pacing GM Intrusions

  42. How are you supposed to gate Princes of the Apocalypse?
  43. As a DM, do you have the authority to fudge the rules?

  44. Tips and techniques for running larger-scale battles in interesting and engaging ways?
  45. How can a DM run D&D 4e combat as theater of the mind rather than a grid?
  46. How to handle battlefield status with TotM?
  47. Scaling encounter difficulties in Rolemaster
  48. Murder mystery and high fantasy magic - how to make it work?

  49. How can I maximize player involvement with the environment without affecting player's abilities?

  50. Player abusing narrative freedom

  51. Player vs. Player Fight
  52. Handling Slightly Unpredictable Situations
  53. How can I keep players occupied so they stay motivated, interested & on topic when I'm reading published materials during a session?

  54. How does an NPC guess where an invisible PC is when attacking?
  55. Introducing new players to a Campaign mid-adventure

  56. How do I make information that I give my players "accidental"?

  57. Overcoming language barriers in Starfinder

  58. How do I manage a player who is handling traps by metagaming?
  59. How to balance a "murder hobo" party with fair punishment
  60. How to handle PCs casually shopping in the market
  61. How to work with a player who cites ADHD as reason for disruptive behavior

  62. How to handle a group that questions every decision I make as DM

  63. How to deal with players that fight villains but are worse than them?

  64. How do I get an idea of the number of rounds encounters are expected to take?

  65. How to give players additional information from a journal?

  66. How to set up love interests for player characters
  67. How to handle Seer spells so they don't either waste time or make playing tedious?

  68. Divided party on a deserted island
  69. Handing out XP per encounter is overwhelming; solutions?

  70. How can I use powerful NPCs without overshadowing the player characters?
  71. How do I calculate the difficulty of a multi-sided encounter?

  72. How to improve pace of my sessions?

  73. How does a GM deal effectively with a player unable to lose gracefully?
  74. How do I get my players to be more decisive and take the initiative?
  75. How to have my PCs uncover a mole in the city guard
  76. How can I encourage my players to use unlimited freedom?

  77. How can I advance time without presuming player action?

  78. How to make an ill-assorted group work together
  79. How do I learn to become a good GM?
  80. What can I do as a new DM, when my players know more about the game mechanics than me?

  81. As an inexperienced GM, how can I avoid killing PCs my first time GMing in Pathfinder Society?
  82. How should I request a PC sacrifice for the best ending to a campaign?

  83. How to make a hyperbolic game board with octagonal tiles?

  84. What are some good roll tables for a DM screen?

  85. Dealing with players of vastly different skill levels?

  86. How can a 'Session 0' successfully align campaign participants' expectations?
  87. How do I incentivize my players to fight and upgrade their weapons/armors?

  88. What to do with players who have done something very stupid, but unwittingly?
  89. How do I handle an omnipotent NPC as a DM?

  90. How should a GM deal with "standing orders?"

  91. How do people get their players from level 1 to 2 in ~6 encounters?

  92. How can I avoid metagaming and conflicting narratives when presenting parallel stories to the same players?

  93. One PC is too powerful. What should I do?
  94. Dealing with PC that constantly lies to NPCs
  95. Looking for generic business management rules
  96. How can I make surrender or capture of the party a (more) acceptable outcome to the players?
  97. How can I arbitrate freeform RP in a manner more biased towards inarticulateness?

  98. LMoP: what are some tips for replaying the Redbrand Hideout?
  99. How much to bend "the rules" about populating a world?
  100. How to keep the group engaged when the party is split?