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Ensuring fun isn't the GM's job

  Ensuring fun isn't the GM's job If you’ve ever looked up GM advice, you’ve probably heard the saying: "The GM’s job is to make sure people have fun." But honestly? That’s a load of rubbish. As a GM, your role is not to ensure everyone has fun. The idea that a GM fails if a player doesn’t have fun causes more stress than it’s worth. You can be the best GM in the world, but players might still have a bad time because of things beyond your control: Did they have a rough day at work? Are they rolling poorly? Did they have a fight with their partner? You can’t control these factors, so don’t feel responsible for them. Instead, focus on creating an environment where fun is possible. Think of it like throwing a party: your job is to set up the right atmosphere, with good food, drinks, and a fun crowd. It’s not your job to entertain everyone just because someone had a bad day. Keep this perspective, and you’ll save yourself a lot of unnecessary stress. Agency So, how do y
Recent posts

A Story of Silent Rebellion

The Hill of Crosses In the serene northern parts of Lithuania, there's a pilgrimage site known as the Hill of Crosses. Over 100,000 crosses stand on this hill, each a testament to the Baltic people's resistance during the Soviet occupation from 1944 to 1990, and to struggles faced even earlier, dating back to the 1831 Lithuanian uprising. This pilgrimage began with women mourning their husbands lost in the Polish-Russian War, gradually transforming into the site we see today. Despite the Soviets' efforts to erase this symbol—bulldozing the site, blocking roads, and implementing harsh penalties—the people of Lithuania persisted, secretly bringing crosses to the hill every night, a true embodiment of silent resistance. Unyielding Unity: The Human Chain In 1989, something extraordinary happened. Two million people, more than 30% of the Baltic population, formed a 690km long human chain across the three nations. This wasn't just a display of unity; it was a formidable state

D&D is about to Change - What about Our Game?

Upcoming Changes in the 5e Player's Handbook As devotees of the Dungeons & Dragons universe, we're accustomed to the ebbs and flows of game mechanics and lore. However, the upcoming release of a new 5e Player's Handbook signals changes that may shake up the community. Let’s dissect these updates and ponder their implications on our beloved game. Revisiting Combat: A Nod to Baldur's Gate 3 The revised combat rules, including 'Cleave' and 'Graze,' are reminiscent of Baldur's Gate 3. These changes raise the question: Are we enhancing the game or merely complicating what many have come to love? While the intent might be to inject new life into combat and speed things up, there's a fine line between innovation and unnecessary complexity. The new combat rules may work like a charm in a videogame, but does this translate well to the table? Time will tell. Overhauling Magic The new categorization of spells into Arcane, Divine, and Primal is a bold mo

More than a Compelling World, Players want a Compelling Game

This statement echoes profoundly in the hearts of those who weave and wander through the realms of tabletop RPGs. For while the allure of meticulously crafted worlds, rich in lore and splendor, is undeniable, it is the game - the heartbeat of interaction and decision, of chance and skill - that truly ensnares the imagination and passion of players. A compelling world is akin to an intricately painted canvas, a backdrop of awe and wonder. It sets the stage, offering a universe of possibilities, painting landscapes of forgotten ruins and echoing halls of ancient kings. Yet, it remains just that--a backdrop, until the players step in. It is the game, the interplay of mechanics and narrative, the dance of dice rolls and character choices, that breathes life into this canvas. The world might be vast and vibrant, but without a compelling game, it stands still, a story untold, a song unsung. Players seek more than just to observe; they crave to interact, to mold, and to be molded by the game&