GM Tips – Running a sea/river/ocean based campaign revisted

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One of the most special campaigns I first ran in Pathfinder was Skull and Shackles. And, through it, I fell in love with water based campaigns. These campaigns bring a special flare to fantasy RPGs. Water based campaigns introduce new skill uses, professions, encounters and challenges.

Sailing from Isle to Isle or underwater adventures to lost cities (a nod to the new Pathfinder Adventure Path upcoming based on the lost Azlanti Isles), it is a rush to GM these terrains. Having your parties encounter storms, pirates, merchant ships, lost civilization ruins on remote islands, tribal encounters, dinosaurs and more.

I take time in this 24 minute GM Tips video to discuss ideas in designing a memorable sea/river/ocean campaign and considerations a GM/DM needs to ponder on. I hope you run some water campaigns upcoming and share the joy of them with all of us in the Fantasy RPG communities!

GM Ric

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GM Tips 11 – Helping Your Players Create Their Characters More Effectively for New Campaigns

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Have you ever started a new campaign as a GM and have your players shock you by having:

  1. No background
  2. One or two dimensional character play
  3. Classes that in no way will help them with the current campaign
  4. Min/Maxing of stats and powers that drives you nuts as a GM
  5. Frustration on your part helping game play go even near to what the party and you want 

 

In this new GM Tips video, I discuss several points about how we as GMs can help players with the character creation. So often, we may try to help, but not provide truly effective areas that will benefit a player’s idea or concept for their character design.

 

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