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Roleplaying Tips Weekly E-Zine Issue #180
The Potential Of The GM's Screen
Contents:
This Week's Tips Summarized
The Potential Of The GM's Screen
- Hide Notes
- Obscure Dice Rolls And Use As A Dice Stop
- Carry Tables & Rules Information
- Display Character Information
- Attention-Getter
- Notice Board
- Objectives & Progress Reminder
- Time Indicator
- Battlemap
Readers' Tips Summarized
- Comment Books For Post-Game Development
- Future Evolution Site
- Another Way To Deal With Rules Lawyers
- Taking A Simple Encounter A Little Further
- Tips For New Roleplayers
Return to Contents
A Brief Word From John
Hi folks. I wanted to thank Johnn for the welcome-aboard
message last week. I've been collaborating with him for
about a year now and having a great time. I hope you find
the newsletter, supplements, and GM Mastery forum as useful
and fun as I do.
A reader recently asked for the background behind something
I said in my bio last week; the bit about me being the
worst-ever player of "Awful Green Things from Outer Space".
I'll give you the full skinny on that next week. :-)
John Feltz
editor@roleplayingtips.com
"It's a GAME MECHANIC, not reality!"
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Contents
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Contents
The Potential Of The GM's Screen
A guest article by Doug Lochery
Most GMs use a screen at one point or another during their
GMing career. These screens come in all shapes and sizes,
both homemade and store bought, and are used for a variety
of reasons with a multitude of game systems. The humble
screen has become a permanent feature of the GM's equipment.
Most of us use our screens for the same few reasons, but
there are many more uses the GM's screen can be put to.
Below is a listing of a few of these uses and how they may
help a GM run his game effectively.
- Hide Notes
This is the primary use of a screen and will continue to be
so as long as we play using papers that need to remain
hidden from the players. Screens can effectively hide
adventure notes, maps, player handouts that haven't been
distributed yet, and anything else the GM needs to read or
write during a game.
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- Obscure Dice Rolls and Use as a Dice Stop
The second of the three typical uses for a screen, obscuring
various dice rolls from players, is something the screen is
very good for. Hiding your rolls in this way can prevent
players from knowing about secret checks that you're making
or from results you simply don't want them to see. Some GMs
actually use their screen as a dice stop so that their rolls
don't go 'rogue' and dash into the open. You could adopt and
extend upon this idea, making players roll dice against your
screen to help stop cheat-rolling.
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- Carry Tables & Rules Information
The third typical use of the screen is, of course, to carry
important tables or game rules for easy reference. Combat
stats, skills chances, check modifiers, equipment lists,
weapons info, and spell abilities are among the many types
of information shown on screens, both store-bought and
homemade. Some screens use both sides for such information.
If using all of the GM screen to show tables and rules, put
information pertaining to the players on the outside edge of
the screen. Making player-used rules and tables available to
the players in this way can help speed play. Save the inside
edge for GM-only information such as reward schemes, check
modifiers, and creature stats.
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- Display Character Information
Similar to the tip above, you could use the outside edge of
the screen to not just show rules and tables, but actual
character information too. Current XP, hit points, stats,
and skills are all great candidates for this approach. This
means that players need only keep notes of clues and
equipment during the game, because all of their statistical
information is staring back at them from your screen. This
use of the screen can get a bit messy when a group gets to
be more than 5 people, and it helps if important character
stats are in bold or otherwise highlighted to stand out
better from the screen.
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- Attention-Getter
It's sometimes difficult to start a game and get everyone's
attention focused in your direction. Use your screen to get
their attention by decorating it in some interesting way and
changing its appearance frequently. In this way, interested
or nosey players will start a session by looking your way to
see what's on your screen. Once player attention is focused,
you can get them to listen to you more easily.
This sounds like a crazy idea but it does actually work - I
employ such a tactic myself. In my games, I put the latest
gaming cartoon strips on the front of my screen so, at the
beginning of the session, all of my players face me to read
the strips. As they're all chuckling, I launch into the game
before their attention is diverted away from my vicinity.
Screens can be decorated with just about anything, but game-
themed pictures, actual game maps, and comic strips work
best.
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- Notice Board
Screens make great notice boards, allowing you to show
things to the players temporarily without passing numerous
sheets of paper around. To achieve this, use paper clips,
pegs, Post-Its, or grips to hold up sheets on your screen.
You can also make one of your screen panels into a dry-erase
board that you can scribble on.
Possible things to display are:
- Pictures of clues and items
- Gazetteers for the characters' locale
- Rumours
- Weather reports
- Player handouts not needed for any length of time
- Character status information
- Campaign "records":
- Most melee damage done in a round
- Most spell damage done in a round
- Most missile damage done in a round
- Humorous PC and player quotes
- PC pictures, drawings, photos, and portraits
- Story clues discovered to date (as a reminder--especially
useful for bi-weekly or monthly games)
- Bonus EXPs earned or player kudos
The number of things you could display to your players is
only limited by your imagination.
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- Objectives & Progress Reminder
Similar to the notice board idea, using the outside edge of
your screen to display to players their present mission or
quest objectives, and the progress they have made so far,
can have a good effect on game flow. Having a reminder of
their goals can stop players from getting mired in the 'what
do we do know?' mindset so deadly to many campaigns. If
players start to wander off-track, simply tap your screen to
draw attention to their goals, and they'll soon be blazing a
trail again.
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- Time Indicator
Many campaigns lose track of game-time, both in the week-to-
week and hour-to-hour sense. To help stop this sort of
confusion, use your screen to display the current date and
time in your campaign and change it accordingly during
sessions. Make sure it's viewable by you and your players,
so it can serve as a rough guide to you both. To give you an
example, I've stuck a picture of the sun to a clothes peg
and sat the peg on the top edge of my screen. During the
character's day, I move the sun-peg along the top of my
screen to give the players a very rough idea as to how far
though the day they are.
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- Battlemap
This last possible use of the screen is perhaps the most
unorthodox. Cover one side of the screen with squares or
hexes; when combat breaks out during the game, lay it flat
and place markers and miniatures on it to conduct the
battle. This approach works particularly well with combat-
heavy or wargame type fantasy RPGs when the group has no
access to a dedicated battlemap or not enough space to
actually use one. Ingenious GMs can even use this approach
while the screen is still standing, by using blu-tack,
velcro, or even pairs of small magnets (one on the counter
and one behind the screen) to stick counters to their battle
grids.
* * *
Comment from Johnn: Thanks for the screen tips Doug. Here's
an interesting product from Citizen Games that screen-
friendly GMs might be interested in--a quad panel,
customizable "Masterscreen":
http://roleplayingtips.rpgshop.com/product_info.php?products_id=32761
If you have any screen tips, techniques, or ideas of your
own, please send 'em on in. Thanks!
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Contents
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Contents
Readers' Tips Of The Week:
- Comment Books for Post-Game Development
From: David
re: http://www.roleplayingtips.com/issue178.asp
Johnn,
One item I thought to add to your article in issue #178
about post-game thoughts would be the use of a 'comment
book'.
I have had an ongoing series of comment books (I'm up to
volume III now) where the players and GM are asked to
comment on anything they want to about the session just
played.
In addition, I usually ask of any GMs I play for to comment
on my play actions and if there was any way I could improve
on what I did in the session.
More important is the reason for starting this book in the
first place.
I do this as a method of 'de-tuning' from the RPG action, as
we can become quite engrossed in character actions and do
many mean and nasty things to our fellow characters; there
must be some way of separating player from character.
In more than 20 years of roleplaying I have found this to be
the most effective way to:
- Improve my NPC characterizations and my PC actions;
especially now that I am playing again - yayyy!
- Give a 'vent' for players to voice game concerns - more
of the meta-gaming details.
- Allow players to separate player from character, and not
allow in-game actions to affect friendships or friendly
contact between players because of character actions.
This last one is the most important reasons to have and
regularly use a comment book system.
Thanks for the newsletter and keep up the good work! GAME ON!
David, Da Pit Fiend
Arcadian Guild webpage: http://members.axion.net/~murdock/
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- Future Evolution Site
From: Nassier
This is an amazing site and TV show for all those DMs who
want to give some credibility to their world ecology and at
the same time to populate it with weird monsters and
animals:
http://animal.discovery.com/convergence/futureiswild/futureiswild.html
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- Another Way To Deal With Rules Lawyers
From: Steve
re: http://www.roleplayingtips.com/issue178.asp
I thoroughly enjoyed your article on "The Logic Death Guide
to Players." I got a good laugh and several good ideas from
it, so thank you. However, I must say that I completely
disagree with the strategies mentioned for dealing with
rules lawyers.
As far as I'm concerned, there is only one solution to the
rules lawyer: zero tolerance. Let it be known that rules
lawyering will not be tolerated under any circumstance. If
the rules lawyer starts in during the game, out he goes. No
preamble, no apologies, he was warned.
This solution comes from years of personal experience
dealing with rules lawyers and their groupies - yes, they
have them; generally a friend who benefits from their
destructive behavior as well. It's the only thing that I've
seen work in the long run. Using him as a resource, or
trying to limit his ability to rules-lawyer (e.g. declaring
no OOC talk at the table, no game books during game time,
declaring GM word is law) does nothing to deter him, and
often only encourages him. He needs no rule books (he's
memorized them), he will continue to speak OOC during the
game, and the GM's word is nothing more than a negotiating
position to him. He believes that the only person qualified
to run your game is him.
The only thing that stops him is immediate ejection. This
works best if punctuated by not letting him into any other
game you run. Getting the word out about him to other GMs
you know also tends to help them see the light. It's a harsh
stance to take, and not an easy one either (especially if
it's someone you really like when not gaming with them), but
it's really the only one that actually works.
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- Taking a Simple Encounter a Little Further
From: fouge5
I was cruising around for graphic material to do some art
when I came across this link. It illustrates, with a fair
amount of detail, how much a little knowledge can turn an
everyday, ordinary creature into something a lot more
interesting.
Take a spider, for example. In just about any game system,
you'd think about these as nothing more than swarms of small
nuisance insects or larger threatening vermin. A little bit
of light research and reading could make your players think
twice. The variety of spiders, modus operandi, and
environments in which they can survive is outstanding. Now
take what you read one step further and put it in a fantasy
or sci-fi/alien environment. Think through the adaptations
and you would be amazed what you could come up with.
http://www.howstuffworks.com/spider.htm
When planning a session and pre-determined encounters, you
could add a little flavour to your game just by borrowing
from and modifying the infinite variety that is mother
nature.
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- Tips for New Roleplayers
From: Joachim Schipper
Roleplaying is quite difficult when you're new, I know. Some
pointers for when you're trying to bring new players into
your group:
- Lead by example: roleplay, or better yet, get a 'real
roleplayer' to play with them.
- Tell them that they don't have to do 'Tabletop Acting'; no
funny voices, etc.
- Reward them when they try. Don't make their personalities
hinder them overly much.
- Make sure they have some kind of persona to roleplay, but
don't dictate everything for them. Just asking a couple
questions will do - they'll have *something* to build on at
least.
- Relax for a bit. Most new roleplayers do hack 'n slash for
a while.
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