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Roleplaying Tips Weekly E-Zine Issue #144
5 Ways To Harness Game Master Assistants
Contents:
This Week's Tips Summarized
5 Ways To Harness Game Master Assistants
- Apprentice Game Masters
- Co-Game Masters
- The Party Cop
- Surrogate Players
- Party Scribe
Readers' Tips Summarized
- What To Look For When Buying Used RPG Materials
- Designing Cultures Using Civilisation II
- Bluebooking Your Games
- Designing Cultures Tips
- Custom GM Screen Product
Return to
Contents
A Brief Word From Johnn
Mapping Document Volunteer Needed
This week I've posted a Tips request for more map links and
I need a volunteer to help whip up a Supplemental Issue for
them. The person will need to categorize the links (i.e.
fantasy, map software, etc.) and write intro sentences for
any links that need a bit of explanation so users are well-
informed before clicking.
Estimated completion time: 2 hours
Format: Plain text, Word, or RTF
Deadline: Sunday, Oct 20, 3pm (with new links possibly
arriving up to the last minute)
Feel up to it?
Update: 14OCT2002: A volunteer has stepped forward for this project and you'll hopefully be able to grab this document soon.
Green Dragon Table Volunteer Needed
Remember the Green Dragon Bloodbath challenge from
[ http://www.roleplayingtips.com/issue95.asp ]?
I received several submissions and had a couple of
volunteers working at organizing, categorizing, and editing
all the emails. However, real life got in the way and the
volunteers were unable to work on the project. Would anyone
like to tackle this?
Estimated completion time: 4 hours
Format: Plain text, Word, or RTF
Deadline: Sunday, Oct 27, 3pm
Update: 14OCT2002: A volunteer has stepped forward for this project and you'll hopefully be able to grab this document soon.
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to
Contents
5 Ways To Harness Game Master Assistants
A Guest Article By Zaboem
Being a game master can be lonely job, but there is no
reason to horde all of the work yourself. This may be as
simple as handing out NPC character sheets to players who
aren't busy or as thorough as sharing one's Game Master
status with a partner. I personally work with five types of
helpers depending on the composition of the gaming groups I
run. Each breed of assistant, as described below, helps the
Main Game Master in a different, designated way.
- Apprentice Game Masters
An Apprentice Game Master is another member of the gaming
group who is often a player but sometimes slips into the
role of Game Master for certain scenes. I have worked with
Apprentice Game Masters (AGM) longer than any other type of
assistant GM.
One of my early experiences with RPGs came several years ago
when I joined a large pbem Star Trek game. It was enormous,
with almost thirty players all pestering the single,
overworked GM with daily e-mails. Hoping to join the game as
a player, I schemed to pad my chances by offering to work as
a sidekick to the Game Master. I suggested handling various
side plots or a small group of players in a separate party.
I was accepted into the game and within a week the Game
Master retired and named me as the new GM.
I was quite shocked by the honor, but also realized that the
game was in desperate need of restructuring or else it would
be more than I could handle. My first action was to recruit
a pair of my own Apprentice GMs from the pool of players and
assign them the task of overseeing two specific small groups
of players. At the time I was mostly concerned that my
unreliable internet connection and frequently crashing
computer would interrupt the game. It wasn't until much
later that I began to fully understand just how much more
useful the Apprentice Game Masters could be during demanding
games.
Your AGM should be hand-picked by the GM based upon the
player's personal experience with the game system, setting,
or previous GMing experience. Being an Apprentice GM does
not preclude involvement as a player. An AGM could easily
be playing one character while simultaneously running the
game for other characters in another part of the setting.
A responsible GM is never more demanding on any AGM than on
themselves. Frequent updates from AGMs is key too. Another
good technique is to lurk in the AGM's part of the game to
make certain that the events in that part of the game aren't
creating story conflict with other parts.
Everyone benefits in this GM-AGM arrangement. The AGM gains
valuable experience while under the safe and watchful eye of
the Main GM. The players enjoy being more fully involved in
the game and the GM gets some much needed relief. Everybody
wins.
Although ideal for pbems, I've also found AGMs to be useful
in large table top RPGs. In one particularly hair graying
campaign of Star Wars, I was dealing with a large group of
players (about a dozen) who were almost never content to
wait for their turns. When two of the younger players
suggested that their characters go off by themselves and
spar, I happily agreed. Five minutes later, they came back
to the table with one of the two PCs dead. After that
incident, I started liberally appointing AGMs for almost
every combat sequence.
Return to
Contents
- Co-Game Masters
That same Star Wars campaign developed out of a unique
situation on Tuesday nights when the local shop was kept
open late for gaming.
It all started when a friend of mine, Zach, ran an
introductory SW game for myself and a few other gamers who
were interested. The next week, I ran a game and allowed the
players to use the same characters they had used from Zach's
game. The players didn't realize it, but they were quickly
gelling into their own cohesive party and sculpting the
roots of a campaign themselves. What they accomplished that
night actually had nothing to do with the adventure I had
planned for them, but everyone was having fun.
Zach and I both realized that we had a campaign up and
running with no particular Game Master. I couldn't do it on
my own due to my random work schedule at the time, and Zach
was undecided about what direction he wanted to take the
game. We agreed to be Co-Game Masters (CGM).
We ran the game on alternating weeks while frequently
meeting to compare notes and help each other with our story
arcs. By checking our egos at the door, we managed to craft
a much more enjoyable campaign together than either of us
could create independently. Even years later, that campaign
still stands out in my mind as my best campaign ever.
Here is another take on CGMing. A few months later I was
playing with a completely different group when a similar
situation presented itself. We were in a gap between
campaigns with one GM out of town and another not yet ready
to launch his own epic yarn. Systems Failure, a new game at
the time, was out and the entire group was interested in
trying it. The problem was that no one felt confident in
running it. I didn't think my grasp of the rules was strong
enough. Another player, Jason, had no Game Master experience
at all so he was uncomfortable with running the story
aspects of the game. I suggested we run the game together as
a single-night experiment and a group vote decided it.
Jason and I soon found an entirely different working
relationship than the one Zach and I developed. He handled
combat, rolled all of the GM's dice, and roleplayed certain
NPCs. I was in charge of the narration and controlled other
NPCs. Together, we devised an adventure for the group and
hammered out various details. The resulting session was
reasonably good. Although the adventure itself was rather
ho-hum, the CGM experiment was a complete success.
The CGM is a complete and equal partner, unlike the
Apprentice Game Master. Each team of CGMs must design and
agree upon its own working relationship. This is *not* a
recommended relationship for game masters who are emotional
about their own campaigns. Similarly, a Game Master set in
their own style probably won't find a CGM relationship
appropriate either.
Return to
Contents
- The Party Cop
I've encountered disruptive players before and have also
been part of groups that resented too much man-handling of
their characters by the Game Master. These two
characteristics are manageable enough alone but in
combination can tear a group apart. One of the sneakier
tools in the GM's arsenal for dealing with problem groups is
the Party Cop.
By designating one particular player to police the party and
beat down (in character) offending PCs who seek to disrupt
the campaign, the GM can control his group without
personally dirtying their hands. Following a beat-down, the
offending player is usually shocked to be taken out of the
game by a formerly sympathetic fellow player.
The offending player will usually either rein in their
disruptive behavior or leave the group without being asked.
That's a powerful tool.
Party Cops are a unique class of players. Although I have
never used a Party Cop myself, I have seen, in retrospect,
several games in which I should have done this. I know one
Game Master who swears by them.
Choosing a Party Cop can be tricky business. A Party Cop
should be the most trusted player available. Due to the
often secretive nature of the Party Cop, this player must be
even more trustworthy than an AGM or CGM.
The Party Cop should also be ruthless enough to act without
hesitation when needed. If I expect a particular group to be
troublesome and have a trusted player in the ranks, I will
certainly designate that player as the Party Cop.
Once chosen, the GM then helps the Party Cop power up his or
her character. The Party Cop's character should be powerful
enough that both conspirators are confident this PC can
handle any other PC in the group with a reasonable chance of
success.
A targeted PC taking out the Party Cop through a single
lucky die roll would be disastrous. It does help, however,
if the Party Cop is given some in-game reason to not use the
PC's full powers against anyone except the other party
members.
Sometimes empowering a Party Cop's PC is as easy as allowing
the player to bring in an already established and
experienced PC while the rest of the party uses new
characters.
Let me clarify something--empowering the Party Cop is *not*
unfair to the rest of the players. This is simply part of
the dynamics of the GM's campaign.
Next, there are some other decisions to be made. The GM
should decide whether the player's status as the Party Cop
is known to the other players or secret. Also, the GM must
decide when the Party Cop should take action. The GM also
decides whether the Party Cop has authority to judge when to
act and when to take action without direct orders.
On the other hand, the GM might instead instruct the Party Cop
to hold fast until given the order to lay down the law. If
this is done in secret, the GM should instruct the Party Cop
to listen for a secret phrase that means to take immediate
action.
Lastly, the Party Cop should know whether the GM wants the
offending PC to be merely humiliated and admonished, beaten
and scarred, or outright killed and removed from the
campaign. These questions are all matters of the GM's
personal style and the style of game or setting in which the
campaign is played. Each GM should find his or her own level
of fairness, consistency, sneakiness and/or brutality.
Return to
Contents
- Surrogate Players
"Who has a Dark Side character with him? Everyone who has a
Dark Side PC, move to this side of the table. Your job is to
try to tempt those guys over there to the Dark Side. You
leftover players come with me. I've got some character
sheets prepared for you. You'll be the fighter pilots who
are keeping the cavalry from arriving too soon."
These words were spoken by Mr. Derrick Chambers, simply the
best Game Master I've ever seen at handling large groups of
players. His secret was incredibly simple. In order to keep
players interested and too busy to conspire against him, he
gave them others characters to play.
On at least one occasion, this involved him recruiting
volunteers to play the roles of the villains for the next
scene. Derrick had no idea who these new characters were we
had in the backs of our notebooks, but he knew us as
players.
More often, a Game Master will need to provide idle players
with NPCs. Yes, this does involve more preparatory work, but
it can save the Game Master valuable gaming time.
A word to the wise, just because the GM can read their own
chicken scratch notes doesn't mean that the player will be
able to read them. I try to keep at least one fully sculpted
NPC with me to give to unexpected guest players and a few
simplified character sheets for unimportant NPCs that I can
hand out to idle players.
Return to
Contents
- Party Scribe
A party scribe is a fairly old concept that deserves a fresh
look.
There are different flavors of Party Scribes. Ever since
the early days of Dungeons & Dragons, some groups have seen
the usefulness in designating a particular player to record
the exploits and adventures of the party. The early scribes
were historians. They primarily concerned themselves with
playing their own characters and recording the events of the
campaigns out of character (and less frequently in
character).
Some groups with packrat tendencies found it necessary to
designate a particular player to perform inventory scribe
duties as well. These were another type of early Party
Scribes -- quartermasters.
After Y2K, the demand for a different type of scribe is
forming. The problem is experience/development points. Many
groups use a variety of different systems for different
games and each treats experience differently.
For example, whereas old school D&D gave experience only for
destroying monsters and winning treasure, Palladium's system
involves rewarding experience points for a great variety of
tasks in a complex system.
Many of the newer systems involve more than one form of
experience being rewarded as well. Storyteller System games
like the Werewolf series have both basic experience points
and three types of Renown points. HackMaster has basic
experience points, Honor points, temporary Honor points,
Alignment points, and Fame points.
Keeping track of all this experience has always been the
hardest part of being a Game Master to me. If I try to keep
a running tally of experience during the game, I only
succeed in severely bogging down the pace of the game. If I
wait until after the game to tally experience, I face a
nightmare test of medium-term memory skills.
I've known many GMs to simply dictate when the entire party
achieves a new experience level together. Personally, I
don't recommend doing that for two reasons:
First, many game systems weren't designed for this.
Elevating everybody's experience level with a blanket
prevents the GM from rewarding certain players and
disciplining others.
Second, many systems don't use experience levels anyway.
Here is my suggested solution--designate a particular player
as the Experience Scribe. The Experience Scribe is a type of
party scribe who simply records accumulated experience for
each PC during the game.
Having an Experience Scribe does involve taking a little
power away from the Game Master, but the liberating of the
GM is well worth the trade.
Return to
Contents
Now go forth intrepid young GMs, with your new allies, and
give the players a campaign they will never forget!
d20 WEEKLY - THE PRO d20 GAMING ZINE
Each issue contains articles, columns, reviews, news, and
more for your d20 campaigns. Contributors include Steve
Perrin, Chris Pramas, Matt Forbeck, Steve Kenson, Steve
Miller, Dennis Detwiller, Mike Mearls, Andrew Hind, and Alan
Kohler. The Editor is Dale Donovan, former editor of DRAGON.
Check out the four free issues and other previews at
www.d20weekly.com; you'll get hooked!
Tips Request: Sources Of Free Online Maps
In a recent issue I buried a small request for sources of
maps online that GMs could use for their own campaigns. I've
received 12 links to date, which is great, but I feel there
should be more links out there. My end goal is to have a
document that everyone can download with a whole bunch of
mapping related links in it. So, when you have a spare
moment, please check your bookmarks and send in your mapping
links.
Here are some categories of links I think GMs would find
useful for which I'd love to include in the document:
- Fantasy Maps
- Sci-Fi Maps
- Modern Maps
- Historical Maps
- Maps of buildings (any genre)
- Maps for figs and miniatures use
- Map software
- Software pages with maps for download
- Game companies with maps for download
If you have any links along these lines, send 'em in to: johnn@roleplayingtips.com
Thanks! :)
Return to
Contents
Readers' Tips Of The Week:
- What To Look For When Buying Used RPG Materials
From: Dan DeFigio, www.TheHeroFactory.com
There are several factors to consider when purchasing out-
of-print gaming materials.
- Condition.
Condition is extremely important if you are a collector or
trader. The condition of an item affects its value
tremendously. Look for cover and corner wear, writing or
marks on the interior, the condition and crispness of the
pages, and the tightness of the binding.
If you are purchasing your materials for game play or for
campaign ideas, condition may not be as important, so you
might seek out inexpensive items that show heavier wear.
Scrutinize the description and photo of any item you
consider purchasing on eBay--many sellers tend to
exaggerate the condition of the items they are selling.
Below is a list of terms that we use at The Hero Factory to
grade materials:
- Mint: No discernible wear or blemishes, corners are sharp,
pages are perfect.
- Near Mint: Tiny amounts of noticeable wear in 1 or 2 places,
very minor corner wear, pages perfect.
- Very Good: Minor wear in multiple places, minor corner wear,
pages may not be perfect. May contain bits of writing. Not
collectible quality, but still in very good shape.
- Good: Moderate-to-heavy wear throughout, but not badly
damaged. May contain lots of writing. Pages may be
discolored or dogeared/wrinkled. D&D modules with torn
spines may be repaired with clear tape. "Good" should be
thought of as "Decent" or "Not too bad."
- Fair: Excessively worn, but complete unless noted otherwise.
Item may be damaged and/or repaired. Trashed, but usable.
We use a (+) or (-) sign to indicate a condition between
ratings i.e. "Good(+)" is better than good, but not in as
good condition as "Very Good."
- Completeness.
Many modules and boxed sets have multiple parts, and it is
common to find that maps or booklets are missing when you do
not buy from an experienced dealer. There is an invaluable
index posted at http://www.flash.net/~brenfrow/index.htm
that details the contents of almost every TSR product
published!
- Printing number.
Some printings or editions of items are more valuable than
others. Some examples:
- The AD&D Deities and Demigods book--the first and second
printings of this rulebook contain two extra pantheons which
were removed from later printings.
- The first printing of the Teenage Mutant Ninja Turtles
rulebook contains a rare original Neurosis chart that was
removed from later printings.
- There are supposedly fewer than 100 copies of the first
printing of B3 Palace of the Silver Princess (orange cover),
and when one can be found, it sells for hundreds of dollars.
Later printings (green cover) are very common.
- Reliability.
One of the down-sides to buying from strangers on eBay is
that you aren't assured of exactly what you're getting,
when it will be shipped, or in what condition it may arrive.
Some points to consider:
- Packaging: Your order should be packaged to preserve the
condition of the items. Can you imagine your reaction if a
rare collector's item were mailed to you in a flimsy
envelope and arrived damaged?
I once had a stack of collectible-condition magazines
shipped to me wrapped only in newspaper (not boxed, not even
in a manila envelope!) closed together with scotch tape,
with a mailing label slapped on top. I'm not kidding! When
you buy from an established, reputable dealer, you are
assured that your order will be packaged with care.
- Guarantee: A good dealer should offer some type of
satisfaction guarantee. Beware of web sites that are
cash/money order only, or show no signs of regular updates
and site maintenance. Email response time to inquiries
should be quick--48 hours or less. Shipping charges should
be stated up front.
- Speed: Buying from an RPG dealer is for those who know
what they want and who want it right away. Many folks have
expressed their dislike of eBay because even if their
highest offer wins, they still have to wait days for the
auction to close, more days for the seller and buyer to
exchange payment and shipping information, and more time for
the seller to ship. Many sporadic vendors are not very
motivated to expedite the orders, and seem to feel no
pressure to respond or ship quickly. Let's see the hands of
everyone here who has had to wait for almost a month to
receive what he or she bid on?
The anonymous nature of the internet makes online purchases
risky. Minimize your risk by buying your RPG materials from
established, reputable dealers. Be a smart shopper--compare
prices, and look for great customer service.
[Comment from Johnn: Thanks for the tips Dan. I've ordered
from eBay and from online companies with mixed success. I've
also ordered from Dan many times and have always received
prompt, well-packed shipments, thus I thought Dan's tips
might be of value to you as he's proved to me he knows what
he's talking about.]
- Designing Cultures Using Civilisation II
From: Timo
One tip on culture design: use the computer game
Civilisation II for observing how cultures and
civilisations interact.
Later versions of the game have an editor where you can
change many of the given variables to test out different
scenarios, such as climate variants and civilisation
personalities.
If you choose to have no human player at all, it's fun to
watch the civilisations interact. I think this game is great
for helping to create a sort of "realistic history" for
one's world.
BTW, the map editors of any game of the civilisation-series
are a great inspiration. Just run the random-map function
several times, make saves of them, and work on them until
you have a game-world you like.
Return to
Contents
- Bluebooking Your Games
From: Jen D.
Hi Johnn,
After some false starts (due to players moving), I finally
got a campaign going that is still going. After hemming and
hawing for a few years, our group finally decided to give
D&D 3rd Ed. a try and I volunteered to GM =).
Anyhow, I've decided to implement a bluebook into my game.
Those familiar with Vampire: Dark Ages will know what that
is automatically.
Basically, I told the group, "5 or 10 years is going to
pass". I emailed them all what happened during that time
and they emailed me back what they did in response to it.
I think this is a good idea for several reasons:
- It proves that the campaign world doesn't revolve around
the PCs but they can still affect it and it can affect them.
- It promotes role-playing. So, what *does* your character
do when s/he's not slaying dragons and saving the world?
(Three of the characters are getting married and starting
families, for instance.)
- It advances the storyline, the world, and the characters
in a balanced way. For example, my characters made 10 levels
in a little over a year. I figure they can afford to take 5
or 10 years to soak it all in and realize their true
potential. This way I don't have a bunch of 20th level 22
year-olds running around.
- It gives a GM ideas, which is never a bad thing =). It
also gives you an insight into what your players want for
their characters.
Bluebooking is versatile too. For instance, I'm emailing out
two bluebooks to each player. One is global: stuff everyone
knows about; and one is private (i.e. family stuff). And
depending on what your players email back, you can award
them treasure, an item, skill points (my fave is knowledge
points), experience, whatever.
Another bonus is that our group isn't going to be able to
get together for a few weeks. This keeps the campaign in
their mind and gives me incentives to keep working on the
adventure.
Return to
Contents
- Designing Cultures Tips
From: Chuck D.
[re: http://www.roleplayingtips.com/issue142.asp ]
Johnn,
Loved Dariel's article on designing cultures and I think GMs
can take things one step further: come up with a system of
values for the culture.
Toynbee started out by mapping myth to culture. But, the
prospective designer can work backwards, using the broad
strokes to zoom in on the little details that make for
verisimilitude.
Here is a list of sample questions to build on this:
Intangibles:
- What qualities do they admire?
- What qualities do they vilify?
- What makes you disadvantaged in this culture?
- Describe a mythic hero.
- What will get you promoted in this culture?
- What is a crime to these people?
- How do lawbreakers get punished?
Material things:
- What is something that everybody owns?
- What is a status symbol?
- What's a typical meal?
- What do they think of as art?
- What do people do all day?
Let's build on the example of Dariel's Barracoans. We know
that they are roving sea-wolves, as he put it. The farming
and fishing there is lousy (though presumably enough to
barely sustain them, or a blockade would quickly bring them
in line). They are good sailors and good climbers. They
value seamanship and mountaineering skills.
But what else? The boys gather sea bird eggs, but what do
they do with them afterward? Do they eat them? Do people
paint them? Do they chuck them at passing ships?
Either the Barracoans are misogynistic or egalitarian;
Dariel makes no mention of women. Maybe they are sail and
rope-makers, or maybe they even make the boats themselves!
As for a hero, imagine a young boy who is afraid of heights
and who overcomes his fear to become a powerful sea captain.
Or a boy born with one arm who learns to climb one-handed
and nab bird eggs with his feet. Or, a common one: a girl
who passes herself as a sailor-boy.
An isolated rocky place like the Barracoans' home is
probably windy and wet; maybe everybody has a rain jacket of
some type, all in plain colors. They probably eat mutton or
fish stew and grainy bread--every single day that they
don't hijack better food, that is. Whatever they eat, they
probably eat it out of decorated bowls with ornately-carved
utensils. Unless, of course, you're a sea captain eating off
of purloined china.
The effort is little, but the reward is big. By asking these
questions, you might get a glimpse into your culture's daily
lives, breathing some life into a strong concept.
Return to
Contents
- Custom GM Screen Product
From: Reginald C.
[re: using restaurant menus for custom GM screens
http://www.roleplayingtips.com/issue139.asp#r2 ]
Citizen Games [ http:\\www.citizengames.com ] provides an
accessory called the MasterScreen for $19.95. It's a sturdy,
three-panel product (using chipboard material inside) with
six clear vinyl plastic pockets to insert your own version
of your reference charts and tables. There are some
participating companies that provide their own support for
MasterScreen.
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