I consider it useless and tedious to represent what exists,
because nothing that exists satisfies me.
Nature is ugly, and I prefer the monsters of my fancy
to what is positively trivial.
Charles Baudelaire (1821–67), Poet. “Salon of 1859,” sct. 3, published in Curiosités Esthétiques



Traditional Games

Role Playing Games
General Information
GM Ideas

  Game Forms
  Describing Scenes
  Describing NPCs
  Describing Encounters
  Tips for Names

  Describing Combat
Game Worlds








GM Ideas

The following are some ideas, examples, forms, etc... that I use to help manage the planning, execution, and follow-up to a game session.

Tracking information in a multi-session adventure or a long term campaign is always a challenge. I have used notebooks, note cards, and forms over the years. These are the latest incarnation of the Forms I currently use.

A major factor in whether a game is successful is the ability for the GM to create an artificial world while suspending the disbelief. If the Players can immerse themselves into a game world they will have more fun and they will role-play better. VFAST System TM is a system I developed to help in the suspension of disbelief when describing a scene.

You can do the best describing of a scene, you  can use props for Maps, Scrolls, Potions, or other items the characters may encounter. You can set the mood with dimmer lights for underground adventures. You can be using miniatures for creatures and characters on a 3D Diorama for displaying encounters. You can use voices when presenting NPCs. All of this atmosphere can disappear during the first Combat. This takes some of the help from the players, but the end result is worth it. Here is a method I developed for describing the action for combat.

Coming Soon! A method I developed for building a description of a NPC. This is a method for describing the initial encounters with creatures and other NPCs based on the VFAST System TM.

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