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Thread: Ten Commandments of Game Mastering

  1. #1
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    Ten Commandments of Game Mastering

    Because I don't think I'd never seen this before today (and so I figured others might not have either), and because it seems particularly relevant in light of some of the near-paranoid posts in the "Focus" thread, I thought I'd post this:

    PHIL FLEISCHMANN'S

    The 10 Commandments of Game Mastering

    1. Thou shalt watch thy players for signs of boredom. Thou shalt be prepared to allow them to kick some booty just for fun once in a while, even if it temporarily diverts from thy storyline.

    2. Thou shalt not bear false impressions of the world to thy players. They must understand the basics of how the world works. Thou shalt not portray mooks as masterminds, nor extras as central characters, nor shalt thy have any NPC behave in a way that defies all logic. For the PCs will respond in kind, as their experience shows them is best. Thou shalt order thy universe, even if it be incomplete or hidden from the players. Let there be clarity.

    3. Thou shalt shine the brightest light upon thy players' characters, and let each shine in turn. Thou shalt know their names and their stats and their styles and their desires. Thou shalt provide puzzles for the mad thinker and tragedy for the tragedian. Thou shalt provide depth for the plumber and power for the empire builder. Thou shalt provide romance for the romantic and accolades for the hero. Thou shalt provide action for the combat monster and intrigue for the intrigant. Thou shalt provide all for which thy players game, and in measure, each according to his personality and degree of success.

    4. Thou shalt not praise the wisdom of thy NPCs, nor shalt thou have one NPC praise the wisdom of another, for this is nothing more than thou praising thyself. This is foolishness and an abomination unto thy players.

    5. If thou wishest to display the grandness of thy intelligence, creativity, or skill, then thou shalt cease to be a GM, and shalt become a player. For the GM's task is to challenge the players and allow them to display the full measure of their intelligence, creativity, and skill.

    6. Thou shalt know at least as much about the genre in which thy game dwells as the players doth know. Thou shalt endeavor to avoid cliches and predictability and that which has oft gone before.

    7. Thou shalt not place a quest before thy players that is too difficult, nor too easy. Although the quest that thou layest upon them may appear to be otherwise.

    8. Thou mayest freely deceive the characters, but thou shalt not deceive the players. A wise GM knows the difference.

    9. Thou shalt not set one player against another. If they struggle amongst themselves on their own, that shall not be on thy head, but let them leam though their failure that the task before them is best completed with the cooperation of all.

    10. Thou shalt prepare thy games dilligently and with patience. Thou shalt be prepared to welcome new players and part with those that must leave. Thou shalt not rush thy plot against the fear that thy gaming schedule will change. Keep faith and know that in the fullness of time, all thy plot twists may be revealed with their due impact.
    Last edited by Trebuchet; Apr 5th, '05 at 03:41 AM.
    The government forgets that George Orwell's 1984 was a warning and not a blueprint. - Chris Hunhe, Liberal Democrats, UK

    Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly, and applying the wrong remedies. - Groucho Marx

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    Re: Ten Commandments of Game Mastering

    Very nice....
    Starwolf
    Corsairs Lair
    Samantha Arken: Wow you have a lot of guns...
    Wade McCode: Heh... Yeah, bad guys keep trying to kill us, but we keep surviving and collecting their weapons... It's a hobby

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    Re: Ten Commandments of Game Mastering

    What about..
    "Thou shalt not suffer a munchkin to live or prosper unchecked in thy campaign, for verily shalt his corruption lead thine flock astray" ?

    Too Old Testement?

    ::Church of the Old Regular (Fire and Brimstone) GM
    "Our country! In her intercourse with foreign nations, may she always be in the right; but our country, right or wrong."
    Author: Stephen Decatur

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    Re: Ten Commandments of Game Mastering

    How about an old style GM hymnal sing-along?

    Give me that old time GM'ing (to the tune of 'Give me that old time religion')

    Give me that old time GM’ing
    Give me that old time GM’ing
    Give me that old time GM’ing
    And it’s good enough for me.

    They knew the rules from cover to cover
    They knew the rules from cover to cover
    They knew the rules from cover to cover
    And it’s good enough for me.

    Give me that old time GM’ing
    Give me that old time GM’ing
    Give me that old time GM’ing
    And it’s good enough for me.

    They’d pile up PC bodies.
    They’d pile up PC bodies.
    They’d pile up PC bodies.
    And it’s good enough for me.

    Give me that old time GM’ing
    Give me that old time GM’ing
    Give me that old time GM’ing
    And it’s good enough for me.

    They’d kill all the PC’s followers
    They’d kill all the PC’s followers
    They’d kill all the PC’s followers
    And it’s good enough for me.

    Give me that old time GM’ing
    Give me that old time GM’ing
    Give me that old time GM’ing
    And it’s good enough for me.

    They’d didn’t put up with PC whining
    They’d didn’t put up with PC whining
    They’d didn’t put up with PC whining
    And it’s good enough for me.

    Give me that old time GM’ing
    Give me that old time GM’ing
    Give me that old time GM’ing
    And it’s good enough for me.

    An endless dungeon was our heaven
    An endless dungeon was our heaven
    An endless dungeon was our heaven
    And it’s good enough for me.

    Give me that old time GM’ing
    Give me that old time GM’ing
    Give me that old time GM’ing
    And it’s good enough for me.
    "Our country! In her intercourse with foreign nations, may she always be in the right; but our country, right or wrong."
    Author: Stephen Decatur

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    Re: Ten Commandments of Game Mastering

    #2 I've always translated as "Don't have an NPC do something you don't want the players doing."

    Too true.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

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    Re: Ten Commandments of Game Mastering

    Since we are discussing the 'holy' aspects of gaming I thought I'd cross post this bit of related humor from the NGD.

    Enjoy!
    HM

    "OldHero and the Quest for the True Game"

    Session 23

    OLDHERO: There it is! The WarGaming Forum!
    CRYINGHERO: Oh, great.
    AFTERNOONHERO: Look!
    OLDHERO: There's the OldGamer from Session 21!
    NITEHERO: What is he doing here?
    OLDHERO: He is the Inspector of the Forum of WarGaming. He asks each
    poster five questions--
    AFTERNOONHERO: Three questions.
    OLDHERO: Three questions. He who answers the five questions--
    AFTERNOONHERO: Three questions.
    OLDHERO: Three questions may post in safety.
    SILLYHERO: What if you get a question wrong?
    OLDHERO: Then you are cast into the Forum of Eternal Bec.
    SILLYHERO: Oh, I won't go.
    AFTERNOONHERO: Who's going to answer the questions?
    OLDHERO: Sir SillyHero!
    SILLYHERO: Yes?
    OLDHERO: Brave Sir SillyHero, you go.
    SILLYHERO: Hey! I've got a great idea. Why doesn't Hackalot go?
    HACKALOT: Yes, let me go, my liege. I will take him
    single-handed. I shall make a feint to the north-east--
    OLDHERO: No, no, hang on hang on hang on! Just answer the five
    questions--
    AFTERNOONHERO: Three questions.
    OLDHERO: Three questions as best you can. And we shall watch...
    and pray.
    HACKALOT: I understand, my liege.
    OLDHERO: Good luck, brave Sir Hackalot. God be with you.
    INSPECTOR: Stop! Who would post to the Forum of WarGaming must answer me
    these questions three, 'ere the other side he see.
    HACKALOT: Ask me the questions, Forum-Inspector. I'm not afraid.
    INSPECTOR: What is your name?
    HACKALOT: My name is Sir Hackalot of Gamealot.
    INSPECTOR: What is your quest?
    HACKALOT: To seek the True Game.
    INSPECTOR: What is your favorite comic publisher?
    HACKALOT: DC.
    INSPECTOR: Right. Off you go.
    HACKALOT: Oh, thank you. Thank you very much.
    SILLYHERO: That's easy!
    INSPECTOR: Stop! Who approaches the Forum of WarGaming must answer me
    these questions three, 'ere the other side he see.
    SILLYHERO: Ask me the questions, Forum-Inspector. I'm not afraid.
    INSPECTOR: What is your name?
    SILLYHERO: Sir SillyHero of Gamealot.
    INSPECTOR: What is your quest?
    SILLYHERO: To seek the True Game.
    INSPECTOR: What is the total damage potential for a character with a 5d6 HA NND with Does Body and a 20 STR?
    SILLYHERO: I don't know that! Auuuuuuuugh!
    INSPECTOR: Stop! What is your name?
    NEWBIE: Sir Newbie of Gamealot.
    INSPECTOR: What is your quest?
    NEWBIE: I seek the Game.
    INSPECTOR: What is your favorite comic publisher?
    NEWBIE: DC. No Marv-- Auuuuuuuugh!
    INSPECTOR: Heh heh. Stop! What is your name?
    OLDHERO: It is OldHero, King of the Boards.
    INSPECTOR: What is your quest?
    OLDHERO: To seek the True Game.
    INSPECTOR: What is the endurance cost for a Brick lifting 2 tons off the ground?
    OLDHERO: What do you mean? Heroic or Superheroic Brick?
    INSPECTOR: What? I...I don't know that! Auuuuuuuugh!
    NITEHERO: How do know so much about Bricks?
    OLDHERO: Well, you have to know these things when you're a king
    you know.

    <!-- / message --><!-- sig -->
    Last edited by Hyper-Man; Apr 6th, '05 at 06:19 PM.

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    Thumbup Re: Ten Commandments of Game Mastering

    With <i>serious</i> apologies to Monty Python's _The Holy Grail_ I hope...

    Good listTreb

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    Re: Ten Commandments of Game Mastering

    Nice.

    Quote Originally Posted by Trebuchet
    5. If thou wishest to display the grandness of thy intelligence, creativity, or skill, then thou shalt cease to be a GM, and shalt become a player. For the GM's task is to challenge the players and allow them to display the full measure of their intelligence, creativity, and skill.
    Hmm. I don't know about this one. I think it is okay to display your creativity through the richness of your setting and storylines. It shouldn't get in the way of good gaming and the players' enjoyment, but I think it's okay for the GM to take pride in his or her work too.

    6. ...Thou shalt endeavor to avoid cliches and predictability and that which has oft gone before.
    I think it depends on the level of comedy and nostalgia you wish to incorporate into your game. Sometimes cliche can be incredibly hilarious.

    9. Thou shalt not set one player against another. If they struggle amongst themselves on their own, that shall not be on thy head, but let them leam though their failure that the task before them is best completed with the cooperation of all.
    I couldn't agree more with this one!!! It makes me want to retch when I see a GM create a game with the premise of all the players being set against each other. A friend ran an intro to Vampire the Requiem in which all the PCs were told that only two of them would be allowed to live, so they better start picking each other off. Great! And I felt sick like nothing else when some of my fellow gamers set up a regular, "Player Dueling," session to introduce new players to D&D 3.5 (what the heck kind of players are you trying to create here?!?!).

    10. Thou shalt prepare thy games dilligently and with patience....
    Prepare? Yes...of course. Heh. But seriously: preparation is nice and can be very helpful; I don't think it is necessary for a good game. Some of the good ones I've had a part in were improvised.

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    Re: Ten Commandments of Game Mastering

    Quote Originally Posted by Trebuchet
    9. Thou shalt not set one player against another. If they struggle amongst themselves on their own, that shall not be on thy head, but let them leam though their failure that the task before them is best completed with the cooperation of all.
    Of course, if you are GMing a game that is all about pitting one player against another (Paranoia anyone?), then I would disagree. However, the players should know that when they enter the game.

    My opinion would be that it would make a better one-shot than a campaign. In fact, a couple of friends and did something just like this for a convention a few years back... each player played a villain, who were working together, but with ulterior motives and goals.

    Was a blast... got great feedback from it. However, I would never do an "All Villain" game as a campaign (just like an evil D&D party, if played correctly, should fly apart at the seams).
    is windoze free, sailing away on ubuntu 9.10!

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    Re: Ten Commandments of Game Mastering

    Quote Originally Posted by prestidigitator
    Prepare? Yes...of course. Heh. But seriously: preparation is nice and can be very helpful; I don't think it is necessary for a good game. Some of the good ones I've had a part in were improvised.
    Likewise-- I used to know a guy who could improv great Cthulhu games practically on the fly. However, I know that under that veneer of effortlessness were actually years of effort and experience. He was so well-versed in CoC that he didn't have to "prepare," much like a professional brass musician reaches a point in his career where he doesn't need to "warm up" before playing. Take an experienced GM and tell him to wing a game, and he can do it. Take an inexperienced GM and tell him to do the same, and odds are it'll last about twenty painful minutes. In either case, evidence that the GM cared enough to be prepared for a gaming session is always appreciated.
    "You've got red on you."

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    Re: Ten Commandments of Game Mastering

    Quote Originally Posted by devlin1
    Likewise-- I used to know a guy who could improv great Cthulhu games practically on the fly. However, I know that under that veneer of effortlessness were actually years of effort and experience. He was so well-versed in CoC that he didn't have to "prepare," much like a professional brass musician reaches a point in his career where he doesn't need to "warm up" before playing. Take an experienced GM and tell him to wing a game, and he can do it. Take an inexperienced GM and tell him to do the same, and odds are it'll last about twenty painful minutes. In either case, evidence that the GM cared enough to be prepared for a gaming session is always appreciated.
    If it was "always appreciated" then I think more people would GM and do a lot more preparation. The fact that the players, half the time, take for granted everything a GM does, and do not thank or appreciate the GM... that tends to be the case more often than not.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

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    Re: Ten Commandments of Game Mastering

    Quote Originally Posted by RDU Neil
    If it was "always appreciated" then I think more people would GM and do a lot more preparation. The fact that the players, half the time, take for granted everything a GM does, and do not thank or appreciate the GM... that tends to be the case more often than not.
    Let me amend that: "always appreciated by me."
    "You've got red on you."

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    Re: Ten Commandments of Game Mastering

    Quote Originally Posted by devlin1
    Let me amend that: "always appreciated by me."
    Well you can come play for me then, dude.

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    Re: Ten Commandments of Game Mastering

    Quote Originally Posted by prestidigitator
    Hmm. I don't know about this one. I think it is okay to display your creativity through the richness of your setting and storylines. It shouldn't get in the way of good gaming and the players' enjoyment, but I think it's okay for the GM to take pride in his or her work too.
    Yes. Perhaps I should have made it clearer when I wrote it. Obviously a GM is allowed to take pride in his work, but he should remember that the players are the stars of the show. I know too many GMs who think their job is to impress the players, rather than to give the players a fun game. "Look at this brilliant idea I came up with! Aren't I a genius?" "You'll be wowed by this monster/villain I created, and I'll reduce your xp award if you aren't sufficiently wowed." That was the point I was trying to make.

    I think it depends on the level of comedy and nostalgia you wish to incorporate into your game. Sometimes cliche can be incredibly hilarious.
    Yes. That's why I mitigated the language on this one. Sure, use the cliche for humor, but you can only do it once (at most once for each cliche), before the ironic cliche joke become a cliche itself. "Stop me if you've heard this one..."

    Prepare? Yes...of course. Heh. But seriously: preparation is nice and can be very helpful; I don't think it is necessary for a good game. Some of the good ones I've had a part in were improvised.
    Even that requires preparation: in knowledge of the system, genre, etc.
    "Sir, you're mad with power!"
    "Of course I am. You ever try being mad *without* power? It's boring. Nobody listens to you."

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    Re: Ten Commandments of Game Mastering

    Quote Originally Posted by PhilFleischmann
    Yes. Perhaps I should have made it clearer when I wrote it. Obviously a GM is allowed to take pride in his work, but he should remember that the players are the stars of the show. I know too many GMs who think their job is to impress the players, rather than to give the players a fun game. "Look at this brilliant idea I came up with! Aren't I a genius?" "You'll be wowed by this monster/villain I created, and I'll reduce your xp award if you aren't sufficiently wowed." That was the point I was trying to make.
    That's very true. I know a fellow who gets his ego so involved in his GMing that no character could ever possibly defeat one of his (pet) NPCs. If ever anyone found a way, he would instantly escalate the power of the NPC, and if that didn't seem to be at all plausible, he would storm out of the house (end of game session). Needless to say, I never really participate in his games (or when I do, it is as a light, comic relief character only).

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