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Thread: Tips for Gamemasters

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    Tips for Gamemasters

    I noticed that DrSavant had posted a question in the rules requestions board about advice on GMing. I wanted to plug two books, both of which I think offer a lot of excellent advice on how to be a good GM.

    The first is Gamemastering Secrets, published by Grey Ghost Press (http://http://www.gmsecrets.com/gmsecrets.shtml). It's marketed as being for the d20 system and FUDGE, but in reality, it's not system-specific at all. Our own Steve Long is one of the authors.

    The second is Robin's Laws of Good Gamemastering, by Robin Laws, published by Steve Jackson Games. It's also not system-specific. It's at http://www.sjgames.com/robinslaws/

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    Re: Tips for Gamemasters

    Originally posted by Derek Hiemforth

    The second is Robin's Laws of Good Gamemastering, by Robin Laws, published by Steve Jackson Games. It's also not system-specific. It's at http://www.sjgames.com/robinslaws/
    Amen, Brother Derek! I can't say enough nice things about this book -- it's fantastic. Even if you're an experienced GM, there's still a lot to learn (and I had a great time making up a "Player Goal Chart" for my 1793 game)! I thought that perhaps the categories of players were too simplistic, but that was my only complaint.

    -Shelley
    Shelley Chrystal Mactyre
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    Never Get Involed in a land war in Asia- Classic GM Blunders

    I do like all those general resources you mentioned. I also like some of the tips that Arron Alston gave in StrikeForce as well. (Search for it if you don't have it. It is one of the great classics of gaming.) I personally have generated hundreds of tips for GM (over 1100 for players and GMs) at www.openroleplaying.org. The tips section can be random zen or you can use the search function (GM in this case, or search via the title). Below is a little article that is also very useful.

    First posted at WWW.Openroleplaying.org in the tips section. This can not be reprinted, in part or in whole, without credit to the site. (Sorry, they make me say that).

    Never Get Involed in a land war in Asia- Classic GM Blunders

    One of my favorite movies is "The Princess Bride". In that movie, the Evil VIZZINI, explains that there are a few classic blunders:
    "You fell victim to one of the classic blunders. The most famous is "Never get involved in a land war in Asia." But only slightly less well known is this: "Never go in against a Sicilian when death is on the line."

    He laughs and roars and cackles and whoops and is in all ways quite cheery until he falls over dead.

    I love that scene. Some of us are so confident in our abilities that we ignore the basics. There are things that begining GMs do wrong on a regular basis, that even experienced GMs do upon occasion. They are easy to do, so these classic blunders are things that every GM, DM, or ref needs to be on the look out for.


    Classic GM Blunder #1: Failing to provide enough motivation for characters to go on the adventure. While forcing players to do things is never a good idea, a character needs some motivation to do things in the game. If the GM does not provide enough motivation, the players could easily go off on tangents that they find much more interesting. FIND THE CHARACTER'S HOOKS AND USE THEM TO PULL THE CHARACTER INTO THE STORY.

    Classic GM Blunder #2: Failing to pace the story well. The GM must keep the story going, giving the players something to do or react to. Every scene has a purpose and a way to lead into the next scene. KEEP THE GAME MOVING OR THE PLAYERS WILL GET BORED.

    Classic GM Blunder #3: Making NPCs more important than PCs. The player characters are the protagonists of your campaign story. If they are not, why should they play? GMs sometimes love their NPCs a bit too much, allowing them to save the players, show up the players, or make the PCs useless and unimportant. IF A GM IS WRITING THEIR NPC'S STORY, WHY SHOULD THE PCs SHOW UP?

    Classic GM Blunder #4: Failing to engage the Troop in the fictional world and the campaign. The GM is the author and narrator for the campaign story. If you were reading a story and you don't like the characters, the supporting characters were flat, and the setting was grey and lifeless, would you keep reading the book? Probably not. Why would you keep playing a game with the same failings? Players need to know about the game world, interact with colorful characters, encounter dramatic events, and encounter interesting things. PROVIDE THESE THINGS FOR THEM.

    Classic GM Blunder #5: Failing to entertain the players. There is a reason it is called a game. The point of the game is to enjoy yourself. If players are not having fun, they have no motivation to come to your game. Run the kind of game the players want, with the kind of scenarios they want, with the kind of subplots they like. IF YOU DO NOT KNOW WHAT THE PLAYERS WANT: ASK!!

    Classic GM Blunder #6: Failing to know the rules. The Game designer can only write so many rules; the publisher can only publish so many. There is no way to make rulings for every contingency in a game. That is what the GM is for. The GM must know the rules and be able to interpret them for any situation. They must be fair in their handling of the rules. They must know the rules so well, they do not have to think about them, so they can use them and still concentrate on the game story. KNOW THE RULES OR DO NOT GM!

    Classic GM Blunder #7: Failing to listen to the players. A Game Master should listen to their players, determining what they like and dislike about the campaign, the game, and the GM's play style. By responding to player comments, the GM can provide the kind of game the players will enjoy and improve their own gamecraft. LISTEN TO YOUR PLAYERS, THEY ARE YOUR AUDIENCE AND YOUR STAFF.

    Classic GM Blunder #8: Failing to be prepared. A GM should spend some time before the game session to organize thoughts and notes, prepare any scenes or opponents, and plan out story lines. Do not take away play time by spending time at the session to do this. Even if you are of the "wing it" school of game mastering, some preparation will allow for easier, faster, and better play. A LITTLE PREPARATION GOES A LONG WAY!

    Classic GM Blunder #9: Allowing the Dice to rule the scene. Dice are used to resolve conflicts and make the RPG more of a "game". In roleplaying games, we also tell stories. Sometimes the dice generate responses that do not fit the GM's desire for the campaign saga or scene. If it is in the best interest of the game, change the results to better fit the story. WHO IS IN CHARGE? YOU OR THE DICE?

    Classic GM Blunder #10: Failing to improve your your gamecraft. Roleplaying games are not static, they are always changing. What challenged and amused your players a month ago might not do it now. The way you presented information a few months ago is now old hat. Gamecraft is like an actor's craft, except it includes things that authors, storytellers, and wargamers do. Always strive to do it better than you have before. Find what works at a given time and do it. A LITTLE EFFORT TOWARDS SELF IMPROVEMENT GOES A LONG WAY!


    PS: If you want to read the Princess Bride movie script: http://www.godamongdirectors.com/scripts/princess.shtml or rent it. It is a great movie.

    MoonHunter
    Sage, Gamer, Mystic, Wit
    "The road less traveled is less traveled for a reason."
    Now posting 1100 RPG Tips @ www.openroleplaying.org

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    One of the greatest GMing tools ever...the laptop. Having everything at your fingertips is awesome.
    SEX

    Now that I have your attention, please read the above post.


    http://www.herogames.com/forums/image.php?type=sigpic&userid=196&dateline=11985701  56

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    Darn it. I read the title of this post and figured I was FINALLY going to get a gratuity.

    Besides Pizza that is.

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    Originally posted by Hermit
    Darn it. I read the title of this post and figured I was FINALLY going to get a gratuity.

    Besides Pizza that is.
    Wouldn't that be a perfect world?

    Keith "GMing 9 to 5" Curtis

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    Yanno, when my players are willing to foot the bill for my pizza and soda in return for me GM'ing - I find that MORE than enough gratitude.
    "Vote for MarkusDark, because you're nobunny until some bunny wuvs you."

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    Hi Marcus: DAMN! I wish my players would come up with the idea to treat their GM to pizza! NICE!
    GAME ON!
    John T>

    Visit my blog called Kingbeast's Lair where I review RPG and anime products.

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    That's funny, my players always tell me that my gratuity is that they laugh at my jokes
    >Sometimes, the knights are the monsters
    >Life would be a lot less confusing, if only we had smarter intellectuals
    >"Never offend someone with style when you can offend them with substance." Sam Brown, Washington Post
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    Hey, I don't get pizza every time I run a game. Come to think of it, those cheap skates are way behind on payments. There better be a pepperoni soon or I'll have to send Guido and Nunzio to talk to 'em. *Pops knuckles*

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    Moonhunter: thanks for the link, its a good website.

    I wish my players had got me pizza, for some reason they thought it was me that had to provide food when we got together. God I am glad to be rid of that bunch of .... well ... I can't say what I mean but I am sure you get my drift.
    d20 is a kindergarten system. HERO is a real system. Now that the truth is out, we can all get along.

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    Ditto on the link.

    as far as food goes. In my house. GM never pays for food, if we were all gettin stuff together. Offerings to the "gods" we'd call it. Made some guys almost cry..

    I just call it good manners. Being a GM myself I know how much pressure is on and it does take a lot out of you. You deserve a lil something. Even if its just free food/drink.

    Now back to the post.. hehe
    Try to think of your sessions as "tv episodes." I've found that having a title for the current episode keeps your goal in mind. Even if the players are unaware of this, it does seem to help.

    Have more than one copy of the rules available. (no brainer) Give it to players not currently involved to help look up rules that come into question. Rather than stop the action, keep it rolling. If you have to make a snap decision, table it, then discuss it later.

    Laptops.. Someone mentioned that earlier, another good call.

    Allow players to help build your world. If they are so inclined offer them xp or other rewads for character write ups. Allow them to flesh out their own clan/family/originization. It adds more depth to the world.

    Have someone keep a journal!!! This is very entertaining. I am in a Fading Suns game that has been running for 4 years now at least. One character keeps a journal that gets read outloud at the beggining of every session. Not only is it funny, he puts his characters spin on the events, it refreshes our memory on where we are.

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    Uncle Figgy's Guides

    I recommend Uncle Figgy's Guides, especially Uncle Figgy's Guide to Good Gamemastering, given the topic of the thread.
    David Lawson - Dave Dynamo - Supernames
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    Ways to conceptualize a campaign

    There are five general campaign formats that are used in every type of gaming based on the media they reflect. The GM should choose the one best suited to the story line and the troop at hand.

    Movie: A campaign set up as a movie has a basic story line and a few sub plots. The action is directed towards the final goal. The events that occur in the campaign will notably change the setting and situation. Those action lead up to the dramatic climactic ending. The players will know when the movie is over because when the dust settles nothing is really the same. It is difficult to continue the movie campaign past the climax. Don't think of continuing the movie as it is, think sequel instead.

    Television Series: The characters have a basic setting, theme, and plot line. While there will be incremental character improvement and some minor changes in the setting, things will stay basically the same from adventure to adventure. Many GMs find this the easier format, as it is an ongoing campaign. It is easier to develop different plots within the game's single framework. Big dramatic or important change usually occur the designated season premiere or season ending [normally a cliff hanger] adventures. Even when not told about the event, the players will recognize them because of the changes occurring.

    Comic Series: Like a television series, but wihtout seasons begining or ending. However, greater changes per story arc are possible than in a TV series campaign. A more appropriate way to think of things for a super hero campaign.

    Book Sets: The three (four or five) book set combines elements of both television and movie campaigns. There is an overall purpose and plot to the campaign providing general and specific goals that need to be achieve (one of those might be figuring out the campaign's purpose. The players will strive to achieve those goals as they see them. In addition there will be other plots to overcome at the same time (equivalent of a TV episode) unrelated or only marginally related to the overall campaign plot. While the Babylon 5 series was a television series, it functioned as a book set campaign with its overall campaign goals and episodic events.

    One shots/ Specials: Not all campaigns have multiple runs. A campaign comprising of one simple adventure is perfectly acceptable, if not preferred in some circles.
    MoonHunter
    Sage, Gamer, Mystic, Wlt
    "The road less traveled is less traveled for a reason."
    Now posting 1100+ RPG Tips @ www.openroleplaying.org

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