These Things I Believe
--Gdaze 09:50, 30 October 2009 (MST) My mother is a ho.
You know whats funny... I head a dream somewhat like this.
OOOH! I want to make a page on how I take on GMing. I don't really consider myself a good GM though. Here are some things I've learned though.
1. Take an active role in character creation.
This can mean being an ass. But if a player makes a character that doesn't fit, or won't fit into the game, you have to tell the player no. Or, ask them to make changes. They can be a reluctant party member, who maybe complains endlessly about everything they have to do, and how much better things would be if the character was on their own, but none the less sticks it out. Also it is important to let players know at this step if they are making a character whose skill set might not match the game to be run.
2. Plan, plan, plan... but not too much.
This is my weak point, I plan out some, then stop. You should have a good amount of NPCs, but not every NPC has to have a huge long history. Sometimes the players’ interaction with the NPC might even prompt you to make a history for said NPC.
Also, don’t have too many named NPCs. Keep the amount of key players for any adventure low. It looks nice on paper, but if you have too many your players will always be asking “Who is that again?”
Keep names simple. Nothing is more annoying then NPCs with super long names. If you have long names your players will end up calling them by some other, easier to remember name.
You can’t plan out everything the players will do. This means in-game you might give out a reward or the players might get something that is too powerful. Taking things away from players will make them mad. So see below on this one.
3. Learn to say yes.
A player wants to run somewhere, but instead wants to do a series of flips. I tell said player “Well it would just be faster to run.” Looking back on this, I should have just said “Okay, you move along with everyone else but do so vaulting off railings.”
If a player wants to do something that matches the character, and while not in the rules, doesn’t impact the game, the GM should consider allowing it.
Also if the player wants to try something crazy, let ‘em! Of course some things will just be a no. But even then, let the character try it. In the heat of combat or danger, sometimes people try out crazy things. Your job as a GM is not to give the characters a hard time, all the time. It is to help guide the story and ensure everyone is having a good time.
4. Once in a life time.
Sometimes characters will try out new things that seem to break the rules. Some examples, using a spear as a lance (such as same damage), shifting a Mass Affect shield, picking up an entire tree, and so on.
These actions, while cool, can unbalance a game if they are allowed to continue. In stories, characters who do said actions don’t usually continue to do them. It is sort of a one time thing. Not always, but for a story and game purpose you can’t really let them happen over and over again.
So feel free to let the players do it, but only once, and only once. That means another character can’t copy it. It makes the story interesting, it promotes characters using their stats but at the same time interaction with the world with more then just their numbers. If the player makes a good case, then yeah, let ‘em do it! Or at least try. But if a roll is needed to not grant an automatic success, this will make other characters mad. And most games have a re-roll system anyways.
Also, let’s say you give out an item too powerful, ah… it ran out of power. Too bad. Or breaks, or actually has a price that has to be paid that wasn’t clear at first. This way the characters can use it a few times, then the jam/whatever happens.
5. I’ll get back to you.
Be very, very, very aware of how much time you are spending with players when they are off on their own. If a player is going in to a bunch of detail on a very trivial task, and they haven’t even done it yet, just the lead up. Tell them to make the roll first and tell them you will get back to them.
Also don’t be afraid to say “Ok, I’ll get right back to you.” And then go to the next player. You have to keep the players engaged. If a player doesn’t speak up, ask them what they are doing. If they are just going along and do the old “My character just watches” you have several options.
Ask the player: What is your character thinking? How is the character presenting themselves? Bored? Interested? Threatening? Get the player to at least be a little involved. Do NOT let other players force the player to get involved. Players can help this but when they start becoming forceful they usually try to use their powers and or skill sets. That is almost a form of PVP and can lead to bad blood.
6. Players are the stars.
Players should be the stars, try to limit making up NPCs that out shine them too much. NPCs are your ideas, not the players, and constantly having them show up is more of you showing off your ideas.
7. The players will cause chaos and break up well established institutions.
This kinda has to do with the last point. Players will upset things. As any good hero should/will do. A hero lives outside the system and tends to rile people/systems up when they come into a location. If the heroes/players come in, and then leave with nothing changing after a story is finished, then that was one boring story. Unless of course the point of the story was that “This place doesn’t change.” But that should only happen very rarely.
In the end though it is a game, don't forget that. If you have to have pages and pages written out to have fun with something, you may want to take a step back and reconsider your view on it.
8. Know the Rules of the Game.
This is simple. A GM must read through the entire rulebook, at least the basic rules. Otherwise he will be unprepared for certain characters if they are created. It will also install confidence in the players. I know i fall short on this one a lot. Also right from the start a GM can say "Oh by the way, this rule? We aren't playing with that." That way right from the start there is a better understanding of what will and won't apply, and the GM's uber baddie won't be sneak attacked by rules.