Lots of links
Its fine to split the party, as long as you keep the splits short and end each segment on a cliffhanger.
"Who wants to sum up what happened last week?"
The first question I’ve been asking across my (nine) games is “Where do you feel the campaign should end” if we hadn’t already defined that at session Zero. You’d be amazed at how short term some campaigns can be. I love years-long campaigns as much as the next guy, but sometimes it’s better to see the story wrap up nicely (or less than nicely).
For instance, in our samurai campaign, the collective answer was “in a glorious last stand protecting the kingdom!” and now we’re working towards a war storyline. In our Naruto game, the answer is the Chuunin exams.
Sessions after that, I’ve been trying to ask if there’s something special we would like to accomplish that day. Sometimes it’s something I wasn’t expecting, like finding answers but not necessarily completing x quest.
At the end of a session, I like to ask two questions: what was your favorite part of today’s session? What was your least favorite moment today? And sometimes I ask “what are you looking forward to in the campaign?”
All taken together, this has drastically improved the enjoyability of my games. Do you do something similar? Are there other questions you like to ask?
Start, Stop, Continue.
What have we not been doing that you want to start?
What have we been doing that we should stop?
What is going awesome and you want to make sure we continue?
Official Resources (Pirated)
Lots of links to look at:
Poison drips – steadily and continuously – from the tip of a stalagmite which stands alone within a natural cavern deep beneath the surface of the earth.
The Power Gamer
The Buttkicker (Murder Hobo)
The Tactician (manage everyone)
The Specialist (One characer)
The Actor (Highly developed character)
The Bone orchard
I stopped rooting for the monsters and instead began rooting for the players while continuing to amp up the challenges and making the environments more dangerous. It's a fundamental change in my way of thinking because instead of blocking a special power of a player...I create the potential for them to use their special powers. Player love thorn whip? How about a fight amidst a room full of bamboo scaffolding? Another player loves to fly? How about a chase after a bad guy through narrow caves? Oh, player is weak against fire? Lava level it is!
By exercising the strengths and weaknesses of your players they can feel more connected, more like it's their story. A lava level when players are neither strong or weak against fire isn't as powerful as an encounter or environment that cancels their strongest advantages.
Fight Club Files