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Roleplaying Tips Weekly E-Zine Issue #20
Ten Tips For Stress-Free Gamemastering, By Kevin Davies
Contents:
This Week's Tips Summarized
Ten Tips For Stress-Free Gamemastering, By Kevin Davies
- Make Having Fun Your Goal
- Give Everyone a Chance To Participate
- Play With People You Like
- There Are Two Types of Games: Character Hostile and Character Neutral
- Use the Simplest Rules You Can Find That Make Sense To You
- Only Roll Dice When Necessary
- Don't hold back a Character
- Play to the Characters
- Go Wth the Flow
- Let the Adventure Write Itself
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A Brief Word From Johnn
Many good coaches focus on "the basics". If you master the
basics then you can build on that group of core skills to
confidently create advanced techniques and achieve
tremendous results. This week we have 10 great tips from
Kevin Davies of Peregrine that I would consider
wonderful core skills for all game masters. Master these and
you will become a popular GM.
Numbers 7,8 & 9 below are my favorites. By the way, I highly
recommend a visit to Kevin's site: http://www.peregrine-net.com where you can sign-up for his ezine and learn more
about his humorous and extremely entertaining roleplaying
games. While I haven't yet played Murphy's World or Bob,
Lord of Evil, they're on my list. And I'll post a review on
my site for you when I've tried them out.
Cheers.
Johnn Four
johnn@roleplayingtips.com
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Ten Tips For Stress-Free Gamemastering, By Kevin Davies
Copyright ©1999 by Kevin Davies
Like many gamers, when I first entered the hobby, I thought
that it was desirable and even necessary to have rules to
account for the outcome of every possible Character action
or environmental condition. Thick rulebooks were the norm,
although roleplay games were typically thin on descriptive
and inspirational background material.
While Gamemastering a gaming group over a 10 year period, my
outlook was altered by two factors: first, that many of the
rules established by the games I played didn't provide what
I thought was an 'adequate simulation' of the actions I was
trying to recreate in my adventures, and second, that so
many rules inevitably led to numerous game stoppages
requiring rulebook consultations and occasional player
debates. Additionally, I rarely had the time to prepare a
detailed adventure in advance for the weekly session -- I
was forced to 'wing-it'. Drawing on my experiences as a GM
I've put together the following tips for stress-free and
fun-filled Gamemastering.
- Make Having Fun Your Goal
More than anything else,
keep in mind that the primary objective of playing any game
is for everyone to have a good time -- the GM and all the
players. The satisfaction of having spent your time well, in
the company of people whose companionship you've enjoyed,
and together experienced an adventure, is what it's all
about.
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- Give Everyone a Chance To Participate
Both the GM and
players need to cut others some slack -- especially if
they're new to roleplaying. Offer roleplaying suggestions
where appropriate but don't roleplay other people's
Characters for them. While you should not discourage the
louder, enthusiastic players, they should not be the only
ones who get to influence the outcome of the game; make an
effort to involve shy or quiet players by asking each player
in turn (after describing the current game events that
pertain to their Character), "What are YOU doing now?"
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- Play With People You Like
You should not feel
obligated to play with people you dislike or who dislike
you. If you think you've given another player a fair chance
to 'fit in' with your group and they continue to be abrasive
or disruptive, tell them, in a 'friendly way', what they're
doing that's upsetting and give them the option to change
their behavior or leave the group.
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- There Are Two Types of Games: Character Hostile and Character Neutral
Tell the players which style you're using
(or give them the option of choosing) before gameplay
begins.
Character Hostile games were common in the early days of
roleplaying and most often take the form of 'dungeon
crawls'. A Gamemaster creates an environment full of nasty
creatures hoarding lots of treasure, while the players,
knowing full well that the GM is out to kill their
Characters (and in some cases, the Characters are out to
kill each other), enter and try to emerge wealthy and in one
piece.
Character Neutral games are best for realistic scenarios and
prolonged campaigns. The Gamemaster, rather than taking the
side of the Creatures and Gamemaster Characters and
competing against the player's Characters, instead presents
situations and conflicts that contribute to making the most
interesting story possible. Situations which allow Character
development and the accumulation of a 'personal history'
should be pursued.
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- Use the Simplest Rules You Can Find That Make Sense To You
I personally prefer a system where either a d10 or d100
is used for practically all rolls; occasionally I include
d6's for a smaller numeric range of inflicted Damage. All
Skills are expressed as a percentage; all Stats (rolled
against when no Skill is available or applicable) are
factored up to a percentage. Details of specific 'current
conditions' can be included as modifiers to your action
resolution rolls by applying +/- 5% toward the target number
(Action Value) prior to rolling. Simple. Fast. Effective.
The rules you choose will often reflect the seriousness of
the stories you wish to roleplay. Humorous games, where
Character death rarely occurs (though great pain and
embarrassment is frequent), are well suited to a minimalist
system -- even diceless. Serious games, where Character
death is a real and ever-present danger, may require more
specific rules, to convince the players that the GM is
unbiased when they reveal that a Character has taken a
bullet to the leg and must now suffer wound trauma. Use the
level of detail that is right for your game. Be consistent
and fair.
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- Only Roll Dice When Necessary
There are two
situations where it is desirable for a GM or player to roll
dice:
- When an action resolution result is required that can't
reasonably be provided by a direct GM response, and
- When you want to scare a player into thinking that
you've got something up your sleeve and thus keep them on
their toes -- this is an artificial means that the GM can
use to instill tension into a situation when the players'
roleplaying skills are not capable of adequately providing
it for their Character.
At any other time you can simply provide a description of
the outcome of a Character's action attempt.
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- Don't hold back a Character
If a Character's desired
action seems at all plausible (given the genre you're
playing) let them attempt it and use the outcome (successful
or not) to stimulate the plot of the adventure. Some GMs
will limit their players by stating that their Character
can't even attempt a specific act. This will only result in
timid players and a less exciting game. Try not to deny
Characters the opportunity to attempt things -- let the
players set their Characters' own limitations based on their
experiences of past failures.
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- Play to the Characters
Try to get to know each
Character's distinctions and then over the course of the
adventure provide at least one event or encounter
specifically geared to their interests, skills expertise,
personal traits, or weaknesses. If another Character takes
the bait instead, go with it. However, if you've constructed
the situation correctly, it should be clear that the party
must address the situation through the targeted Character.
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- Go Wth the Flow
This is crucial to stress-free
Gamemastering and difficult for some to apply. If you've
established an outline or script for your plot in advance
and the Characters take a sudden turn which causes them to
omit a location or event, let it go. Remember, the
Characters don't know what cool thing they've missed --
they're responding to events as they've encountered them.
Concern yourself with what 'logical' encounter or event the
Characters would experience on their new course, rather than
worrying about what they could have seen.
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- Let the Adventure Write Itself
If you're GMing
without a predetermined and detailed plot, pay attention to
what the Characters say and do and use their successful
actions (and failures) as windows of opportunity to
introduce Gamemaster Characters and events (e.g., a crisis
or opportunity requiring a quick response) into the
developing story. When you confront the Characters with an
event or encounter try to consider two or three possible
outcomes to the situation and how they might impact on the
plot. Just ask yourself: "What 3 possible things could
happen next?" Then, when the Characters act in response, you
can smoothly present whatever events that flow logically
from the situation. If the Characters act in a way that you
did not consider, again, go with the flow and see where it
leads. You will often be thrilled by the results.
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Kevin Davies is the president and creative director of
Peregrine, http://www.peregrine-net.com. Peregrine produces
the humorous roleplay games MURPHY'S WORLD and BOB, LORD OF
EVIL, plus ADVENTURE AREAS miniatures gameplay surface, GRIT
miniatures rules, and ADVENTURE AUDIO background music. We
are always looking for new writers and playtesters.
Do you have any "basics" tips of your own that you could add
to Kevin's fantastic list? Let me know! feedback@roleplayingtips.com
Have more fun at every game!
Johnn Four
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Readers' Feedback
James, a reader, asked me a couple of tricky questions the
other day. I thought I'd share them here, along with my
responses, as potential tips for your games:
>> 1. I was wondering if you ran any Heavy Gear roleplaying
games? I started running my game & I need some help doing an
Humanist Alliance anti-terrorist group. <<
Johnn: I have no experience with Heavy Gear unfortunately.
I can ask my subscribers though: feedback@roleplayingtips.com
>> 2. Is it considered pathetic to use movies for misc. plot
elements? <<
Johnn: It's absolutely not pathetic. In fact, taking
inspiration from books and movies is a fantastic way to
build your stories and plots. It's important that you
disguise things though, such as names of people, places and
things. And avoid the really obvious plots, such as stealing
from the rich to give to the poor, etc. If the players catch
on then the mood and atmosphere of your game could be
ruined. A good trick is to take two plots and mix them up a
bit.
>> 3. What do you do with a vengeful player. You see, we run
3 games, my Heavy Gear game, a Whitewolf game & a MW3 game.
But I accidently screwed up someone's plot & let's just say
they didn't take it well. I'm almost sure he will do
something similar in spite. Should I just set his
target numbers a bit higher or what? <<
Johnn: This is a tough one. I wouldn't use roleplaying in
any way as a weapon to "get someone back". The whole purpose
of playing games is to have fun, right? So, if possible, have
a chat before you play next and try to work things out.
If you were playing in character and you accidentally messed
their plot up I don't see a reason to get upset at you
personally as you were just playing the game. But if you had
read their module or notes beforehand, or if you were
playing a character who was particularly contrary or
erratic, then perhaps you could start things off with an
apology.
Either way, listen intently to what they have to say and try
to understand where they're coming from. Then ask them
politely to try to understand your point of view. Then,
hopefully, if everyone understands that mistakes can
honestly be made, agree to have fun at the gaming table and
try not to step on each other's toes.
If there is anger, animosity or negative feelings within
your group, and they can't be resolved, then excuse yourself
from their games and ask that they excuse themselves from
your games for a little while until things can be worked
out.
>> 4. What do you do when a "younger" player wants to join a
game steered towards an older group of people. I always feel
bad when I have to turn down a 10 year old kid who just
wants someone to play with. But my other players always get
incredibly angry if I let him in. <<
Johnn: Another tricky situation. My inclination would be to
run one or more special sessions that would include the
younger player on occasion. Make those sessions optional for
your other players to attend so there is no animosity. I
would also clearly explain to the younger person that you
value their time and desire to play but that the group is
not right for him to play with on a regular basis. And then
help him organize his own game with his peers--perhaps teach
him the rules, lend him the books, play with them a couple
of times to get them started, etc.
No matter what, be honest with everybody involved and don't
blame anyone (i.e. "THEY don't want you to play"). It's
always the best way to go.
For more advice and information on roleplaying with younger
players there's a great ezine called Kids RPG. The email
address is: kids-rpg@onelist.com
>>I also wanted to suggest some forums for people to share
tips on (each forum representing different games). <<
Johnn: Great suggestion! Thanks!
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