Novawurmson
2015-09-19, 04:12 AM
Hello, everyone!
I'm going to be running a panel at a small (~1000 people) local nerd convention with the above title. One piece of advice I'm obviously going to be suggesting is to reach out to online communities for help, so I would be a hypocrite if I didn't take my own advice. :smallsmile:
Two portions of the panel will be "How can I become a better GM?" and "What are some major traps GMs often fall into?" I'm planning on incorporating some of everyone's answers into the final presentation.
Here's some of my answers: What are some of yours?
Know the rules - Sit down with the CRB and read it cover to cover. If you don’t have a base idea of how everything works, you’re not going to have a fun time. It’d be like hiring a lawyer who never went to law school or went to a courtroom before. Learning the rules speeds up play - every second you don’t have to spend flipping through a book is another second of play.
Prepare for sessions - The more you prepare, the more time in-game can be spent on fun. Going to use a monster? Re-read its stats and feats. Going to use a subsystem you’re not familiar with (i.e. grappling or mounted combat)? Re-read the rules. Going to be introducing an NPC? Come up with two new interesting aspects to them.
Be flexible in how your players achieve goals - Don’t railroad. Always think of multiple solutions to the problems you’re going to present, and allow others. Always have a few NPCs and encounters in your back pocket for unexpected situations. Always let players TRY their ideas. Follow the “Rule of Cool.”
Create deep characters, and encourage your players to do the same -
Appearance - How they look.
Personality - How they interact with others.
Background - Defining events in their life.
Connections - Who they have strong emotions or social bonds with.
Motivations - What they want to accomplish.
Don’t feel utterly bound by the rules - be inspired by them. The name is often not what it says on the box - A Fighter is not necessarily the best at fighting. A character who believes in a higher power doesn’t have to be a cleric. The toughs at the local bar can be Barbarians even if they’ve never left city limits before. Don’t be afraid to refluff - A demon that “summons” other demons might regurgitate them from a secondary stomach (failure indicating that they were digested); an ogre or an orc warrior works just fine as a CR ⅓ to CR 3 “baby” troll.
Vary Your Encounters - “One Opponent Every Encounter” leads to action economy problems. All humanoids means no reason to take anti-undead abilities.
Run a Premade Campaign at Least Once - Helps give you an understanding of a lot of things newbie (or even veteran) GMs have trouble with, like “chaining” story events, appropriate loot, varying encounters, etc.
Audit Your Player’s Character Sheets - Go through each player’s character sheet. Find every term you don’t know and learn it. This is critical for finding your players’ strengths and weaknesses. In addition, if you can’t figure out how a player got something, talk to them about it. They may have made a mistake, made a judgement call that should have been yours, they may be cheating, or there might be a reasonable explanation.
Play in a Campaign - If you’ve never played in a campaign, or haven’t played in a while, it’s easy to lose sight of how the game looks from a player’s perspective.
Randomness Does Not Equal Fun - Don’t use critical fumble rules. Don’t force players to randomize parts of their background unless everyone is enjoying it.
Make Your Campaign Serious; Your Players Will Add the Silliness - If you make the campaign silly, it can be extremely hard for your players to see it as a believable world. If the baseline is serious, then the fun, crazy things your players do will be different and engaging, rather than blending in with the background of “weird.”
When Your Players Stumble, Make Setbacks, Not Failures - Rising and falling action creates tension and drama. When your players fail a Stealth check while sneaking into somewhere, don’t immediately send the whole fortress crashing down on them: A few guards get alerted, and they lose some time chasing after them to stop a greater hubub. When the players insult the High Priestess, don’t have her kick them out immediately and forever: Give them a chance to apologize or make it right later.
No Alignment Equals “Stupid” - Good is not naive, it’s compassionate; Lawful is not robotic, it’s disciplined; Evil is not incompetent, it’s ruthless; Chaotic is not cartoony, it’s unrestrained.
The “Low Magic” or “No Magic Item” Campaign - Magic items are an integral part of a character’s power - if you are not giving your players magic items, they will not be able to function effectively. It’s part of their expected advancement; would you play an FPS if you were never given guns or ammunition? In addition, the classes that most need magic items are mundane classes.
Not Understanding Challenger Rating - CR=Character Level does not equal a challenge. One encounter per day is usually not a challenge.
Death by Large Party - Makes the math and the social aspects much, much harder.
Death by Disruptive Members - Munchkins, personality conflicts.
The “Book Campaign” - Don’t write your fantasy novel and your campaign at the same time. Becoming too involved in your plans, not willing to allow players alternate ways of accomplishing goals.
No Rules/Freeform - If all you do is story, you’re leaving out major aspects of the game system. If you don’t like the system, find another one that works with the game you want to run. Players who like Pathfinder like some amount of structure - there are other systems if your players don’t like it. Might also cause frustration in players who never know what their characters can do or how to interact with the world. If yesterday a roll of 10 on a Diplomacy check swayed the king’s heart and today a street orphan won’t give you the time of day for a 30, something’s wrong. Players make characters to accomplish goals, but if you keep moving the goal posts, they’ll get annoyed.
Rules Nazi - Slows down play to a crawl to be sure it’s always done “right.” Might keep implementing rules because they’re in the book rather than change it to the reality of the group and the campaign.
The Killer GM - Most players like a challenge made by a friend, not an enemy across the table.
Stinginess - Never granting meaningful rewards, never providing opportunities for your players to accomplish goals, never offering goals.
Wish-fulfillment - Granting everything your players ask for immediately, flooding your players with chances to have their egos stroked, etc.
I'm going to be running a panel at a small (~1000 people) local nerd convention with the above title. One piece of advice I'm obviously going to be suggesting is to reach out to online communities for help, so I would be a hypocrite if I didn't take my own advice. :smallsmile:
Two portions of the panel will be "How can I become a better GM?" and "What are some major traps GMs often fall into?" I'm planning on incorporating some of everyone's answers into the final presentation.
Here's some of my answers: What are some of yours?
Know the rules - Sit down with the CRB and read it cover to cover. If you don’t have a base idea of how everything works, you’re not going to have a fun time. It’d be like hiring a lawyer who never went to law school or went to a courtroom before. Learning the rules speeds up play - every second you don’t have to spend flipping through a book is another second of play.
Prepare for sessions - The more you prepare, the more time in-game can be spent on fun. Going to use a monster? Re-read its stats and feats. Going to use a subsystem you’re not familiar with (i.e. grappling or mounted combat)? Re-read the rules. Going to be introducing an NPC? Come up with two new interesting aspects to them.
Be flexible in how your players achieve goals - Don’t railroad. Always think of multiple solutions to the problems you’re going to present, and allow others. Always have a few NPCs and encounters in your back pocket for unexpected situations. Always let players TRY their ideas. Follow the “Rule of Cool.”
Create deep characters, and encourage your players to do the same -
Appearance - How they look.
Personality - How they interact with others.
Background - Defining events in their life.
Connections - Who they have strong emotions or social bonds with.
Motivations - What they want to accomplish.
Don’t feel utterly bound by the rules - be inspired by them. The name is often not what it says on the box - A Fighter is not necessarily the best at fighting. A character who believes in a higher power doesn’t have to be a cleric. The toughs at the local bar can be Barbarians even if they’ve never left city limits before. Don’t be afraid to refluff - A demon that “summons” other demons might regurgitate them from a secondary stomach (failure indicating that they were digested); an ogre or an orc warrior works just fine as a CR ⅓ to CR 3 “baby” troll.
Vary Your Encounters - “One Opponent Every Encounter” leads to action economy problems. All humanoids means no reason to take anti-undead abilities.
Run a Premade Campaign at Least Once - Helps give you an understanding of a lot of things newbie (or even veteran) GMs have trouble with, like “chaining” story events, appropriate loot, varying encounters, etc.
Audit Your Player’s Character Sheets - Go through each player’s character sheet. Find every term you don’t know and learn it. This is critical for finding your players’ strengths and weaknesses. In addition, if you can’t figure out how a player got something, talk to them about it. They may have made a mistake, made a judgement call that should have been yours, they may be cheating, or there might be a reasonable explanation.
Play in a Campaign - If you’ve never played in a campaign, or haven’t played in a while, it’s easy to lose sight of how the game looks from a player’s perspective.
Randomness Does Not Equal Fun - Don’t use critical fumble rules. Don’t force players to randomize parts of their background unless everyone is enjoying it.
Make Your Campaign Serious; Your Players Will Add the Silliness - If you make the campaign silly, it can be extremely hard for your players to see it as a believable world. If the baseline is serious, then the fun, crazy things your players do will be different and engaging, rather than blending in with the background of “weird.”
When Your Players Stumble, Make Setbacks, Not Failures - Rising and falling action creates tension and drama. When your players fail a Stealth check while sneaking into somewhere, don’t immediately send the whole fortress crashing down on them: A few guards get alerted, and they lose some time chasing after them to stop a greater hubub. When the players insult the High Priestess, don’t have her kick them out immediately and forever: Give them a chance to apologize or make it right later.
No Alignment Equals “Stupid” - Good is not naive, it’s compassionate; Lawful is not robotic, it’s disciplined; Evil is not incompetent, it’s ruthless; Chaotic is not cartoony, it’s unrestrained.
The “Low Magic” or “No Magic Item” Campaign - Magic items are an integral part of a character’s power - if you are not giving your players magic items, they will not be able to function effectively. It’s part of their expected advancement; would you play an FPS if you were never given guns or ammunition? In addition, the classes that most need magic items are mundane classes.
Not Understanding Challenger Rating - CR=Character Level does not equal a challenge. One encounter per day is usually not a challenge.
Death by Large Party - Makes the math and the social aspects much, much harder.
Death by Disruptive Members - Munchkins, personality conflicts.
The “Book Campaign” - Don’t write your fantasy novel and your campaign at the same time. Becoming too involved in your plans, not willing to allow players alternate ways of accomplishing goals.
No Rules/Freeform - If all you do is story, you’re leaving out major aspects of the game system. If you don’t like the system, find another one that works with the game you want to run. Players who like Pathfinder like some amount of structure - there are other systems if your players don’t like it. Might also cause frustration in players who never know what their characters can do or how to interact with the world. If yesterday a roll of 10 on a Diplomacy check swayed the king’s heart and today a street orphan won’t give you the time of day for a 30, something’s wrong. Players make characters to accomplish goals, but if you keep moving the goal posts, they’ll get annoyed.
Rules Nazi - Slows down play to a crawl to be sure it’s always done “right.” Might keep implementing rules because they’re in the book rather than change it to the reality of the group and the campaign.
The Killer GM - Most players like a challenge made by a friend, not an enemy across the table.
Stinginess - Never granting meaningful rewards, never providing opportunities for your players to accomplish goals, never offering goals.
Wish-fulfillment - Granting everything your players ask for immediately, flooding your players with chances to have their egos stroked, etc.