Roleplaying Tips Weekly E-Zine Issue #228
The GM As Master Of Ceremonies
Contents:
This Week's Tips Summarized
The GM As Master Of Ceremonies
- GM As Master Of Ceremonies
- Do Introductions Right Away
- Get Everyone Involved Right Away
- Use Names Strategically
- Use Questions To Generate Participation
- Comment On What Just Happened
- Be A Good Host
Readers' Tips
Summarized
- Starting With A Riot
- Classic Tip: Rename Your Monsters
- ADD GM Tip: Reusable Adventures
- Another ADD GM Tip: 5 Minute Adventures
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Contents
A Brief Word From Johnn
Contest Winners
Thanks again to everyone who entered the Roleplaying Quest
contest. Entries are being edited as we speak for your
future edification. The winners are:
- M Clay [alki...@hotmail.com]
- M Anderson [michaelf...@yahoo.com]
- A Voelker [Dragons...@mchsi.com]
- Orbfire Ristipolku [orbfire...@hotmail.com]
- Jean De Blacque [jean...@yahoo.com]
- Jeff Lucarelli [bhun...@juno.com]
- Chris Young [shade_...@hotmail.com]
- Ross Tony Shingledecker [meju...@triad.rr.com]
And the following prizes were split amongst them:
Cheers,
Johnn Four
johnn@roleplayingtips.com
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The GM As Master Of Ceremonies
By Johnn Forty-four
This is a very important topic, though it has never occurred
to me to write about it before. The GM is the de facto
leader of the group on several different levels--especially
for new groups and to players joining new groups. The
players look to the GM to get things going, resolve
disputes, manage the game session, and take general
ownership of game play.
I've known a couple of GMs whose players organize everything
for them, including purchasing some or all of the GM's
books. They arrange time and place and the GM just needs to
show up. But, based on my experience, these situations are
the exception. Usually, it's the GM who is the motivator and
organiser for game sessions.
Sometimes, one or more players get delegated with
organisation tasks, but the GM usually takes ultimate
responsibility for getting sessions together.
As far as game play goes, even if the players are
aggressive, motivated, and drive the plot, it's the GM who
must decide on consequences, reactions, and results. He
possesses authority the players do not.
For these main reasons, the GM is the leader of the group.
Leadership is a skill (cross-class for some folk :), which
means it can be practiced and improved.
I feel GMs who are good, effective leaders, in terms of
group and session dynamics, produce better and more
satisfying games. Therefore, I feel it's of value being a
good leader and is something that we should pursue,
practice, and perform for the benefit of our players.
Below are a few tips to help GMs become better leaders, in
the form of adopting the role of Master of Ceremonies, if
they're willing.
- GM As Master Of Ceremonies
"(1) A person who acts as host at a formal event, making the
welcoming speech and introducing other speakers. (2) A
performer who conducts a program of varied entertainment by
introducing other performers to the audience."
-- Dictionary.com
A game session is an event. It's a production and the sum of
its parts: preparation, participation, and interaction.
People show up, play, and perform on the game table stage.
They are each other's audience, regardless of whether their
role consists of maximizing the character building process
or of adopting a different personality and portraying
somebody else for a few hours.
Despite the fact that the show is impromptu and the audience
small, it has all the ingredients of a ceremony. As the
group leader then, you have an opportunity to put on the hat
of Master of Ceremonies to facilitate a wonderful, fun time,
and to help make everyone feel welcome and valued.
I feel this is a powerful and effective form of leadership.
If you're a shy GM, don't worry. This doesn't require you to
do any public speaking or strange activities other than what
you'd normally perform while running the game.
It's just that no one else is going to keep a big picture
view of the game session in the back of their minds and
tweak things as needed to ensure the event is going smoothly
and that all the performers are comfortable and confident.
But, can you understand and imagine how such a caretaker
could improve everyone's experience and enjoyment of the
game?
If you can picture this and agree, then add the MC hat to
all the others that you wear at each game session and become
a more effective leader.
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Contents
- Do Introductions Right Away
I remember attending my first game session with a new group
a few years ago. Circumstance allowed me to play with those
gamers just once, but I remember well the poor introduction
experience and learned a lot about how I could be a good MC.
I arrived at the apartment and rang the buzzer. I introduced
myself, got an unintelligible reply (bad speaker phone), and
heard a click.
I took the elevator and then wandered up and down the floor
a couple of times before figuring out the apartment was in a
nook at a far end. Ok, there's lesson one. Give the New Guy
instructions on how to get to your place.
I knocked on the door and heard a voice say, "the door's
open!" Ok, technically, there's nothing wrong with that.
It's a casual situation. But, for the New Guy, I'd have
appreciated a personal greeting, warm smile, and a hand
shake to let me know I'm welcome. This is a picky point, but
it goes a long way towards making players feel welcome,
killing the butterflies, and getting a newbie involved. I
must admit that I've done the exact same thing in recent
memory, so it's an easy thing to slip into.
So, I opened the door and...enjoyed the view of a nice,
empty hallway. No one put their head out a door and said,
"the game's in here." I had to walk around a bit and
discover where the GM was hiding.
As more players arrived, the GM was doing his thing--getting
ready, finding books, chatting about character stuff. The
players and I were left to introduce ourselves. Again, not a
major faux pas, but things would have been much more
comfortable if the GM had introduced me to each new player
as they arrived. With a middleman making the introductions,
the whole process would have been just so much easier.
Based on what I experienced and learned, you might consider
this scenario for acting as MC and making new players feel
welcome and comfortable with minimal fuss.
- Open the door for each player as they arrive. If you're busy, ask another player to do the meet & greet. Do this for each session until the group is comfortable with each other. Sometimes, this only takes a single session.
- Introduce yourself and who you are. "Hi, my name's Johnn. I'm the GM." Smile, be friendly. Act like you care.
- Introduce the other players as soon as possible. An effective greeting format is to provide the player's name, the name and type of character they're playing, and an interesting tid bit, to break the ice. "This is Bob. He's playing the gnome archer I told you about. Bob collects all the new D&D minis, just like you."
- Find the player a seat. It can be quite uncomfortable to tread through a room of strangers on a quest for some place to sit, and then have to ask someone to move their stuff to make room. As MC, point out a comfortable place and clear the way so that the New Guy fits in seamlessly.
- Make the player a name cheat sheet. It's easy for the regulars to remember the New Guy's name because they just need to recall a single name. The New Guy, though, must try and remember several names at once. A cheat sheet with player and character names given to the New Guy once he gets seated can be a comforting thing! A gold star to MCs who do this.
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- Get Everyone Involved Right Away
This tip has appeared in the ezine before, but it's an
important courtesy to perform every session. As a new
player, I've been in a situation of waiting for a long time
for my PC to get introduced. It's not fun watching everybody
else play. It's even worse being the odd man out, not only
because you're the New Guy, but also because you are the
only one just sitting there, not playing the game.
For regular players, there might be situations where a PC is
separated from the party or ahead in the time line when the
session begins and they can't participate right away.
There are a few solutions to this, but the most important
step is to recognize when this situation is occurring. It's
easy to put your head down and got lost in the act of GMing,
forgetting that not all the players are engaged. Sometimes,
you might figure that the player will be back in the play
very soon, but then circumstances change and the delay grows
longer--and you forget or lose track of time and the player
loses an hour of potential game time before you realize it.
Here's recap some of the solutions from past issues for
keeping idle players busy:
- Divide your time during party splits between each separated character of group. Keep switching back and forth at a good pace so everyone feels like they're getting attention.
- Concoct a reason for why the player can return to play sooner than expected. For example, if a player is out because his PC is unconscious, provide some means of healing. Wandering monster and other types of random encounters are good methods for introducing party unification methods on short notice.
- Give the player some NPCs to run or some other delegated task. Remember though, the player most likely showed up to play their character, not yours.
- Initiate split party play. If a character is sleeping far away from the action, for example, engage the player in a dream sequence. If a character is waiting for the main party's actions to be resolved, introduce an NPC for roleplaying, minor plot advancement, or providing a bonus clue.
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Contents
- Use Names Strategically
Names are powerful. When yours is called, your ears
immediately perk up. A name identifies you, so the words
have much more personal meaning than any others. And names
are the best way to get someone's attention--much more
effective than, "hey you!"
In RPGs, players have two names! They have their real world
name and they have their PC's name. Part of your job as
Master of Ceremonies is introducing the performers on the
stage to the audience. Therefore, names are an important
part of your job.
As mentioned in an earlier tip, help the New Guy whenever
possible with the players' names to avoid embarrassment. You
can do this by frequently saying the names of the other
players as you game. Instead of, "hey dude, pass me the
chips," try, "hey Barney, hand me the bowl or I'll tarrasque
your ass." :)
From personal experience as being the New Guy in many
groups, you gain a lot of confidence once you've mastered
everyone's name.
Apart from helping new players fit in, you can use names for
other strategic purposes.
-
Immersion. When speaking in-character as an NPC, use the player's character name, not their real world name. Even when handling other GMing tasks, refer to group members by their character's name. This helps creates immersion and gets everybody in the mood.
Sometimes, players won't call each other by their PC's name. They might not be immersed enough, not thinking about it, or uncomfortable with it (especially if they're new to roleplaying). So, be the leader and the impeccable MC by setting a strong example and use character names as much as you can.
-
Slipping in and out of character seamlessly. I've seen various ways that players and GMs indicate whether they're speaking in-character or out, and names are one of the easiest and most efficient possible.
Use PC names when you're speaking in-character or in in-game situations. Use player names when you're speaking out of character or when you've entered a real world discussion.
This tip is old hat to many, but the part that is often missed, even by veteran GMs, is to initiate character name use as soon as possible and to be 100% consistent with name use over time.
Using PC names right away helps get everyone focused and sets a firm and clear example. Being consistent helps generate compliance and makes the technique more effective. If you drop out of in-character discussion and use a player's name, that should be a clear signal read by all, which means you don't need to do anything other than use names strategically for effect to save yourself having to explicitly say you're speaking out of character or that you've started a real world discussion.
In others words, use player names when speaking to the audience and use character names when you're speaking to the performers for fast, clear, and efficient game play and conversation management.
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- Use Questions To Generate Participation
A good MC ensures all the performers get their spot in the
limelight. (Or is it lime in the spotlight? Margaritas
anyone?) In GMing terms, this translates to encouraging and
enabling all players to participate. An effective method for
encouraging player participation is asking them questions.
- "What are you doing now Phrandor?"
- "Do you agree with what the others are saying, Barl?"
- "Merlon, what do you think about this?"
A oft-used technique is to ask a question to which you
already know the answer, but you ask it anyways just to
garner a player's participation.
- "Eckbar, what spells have you used so far?"
- "What are the name of your parents again, Abraxus? And they live where? What are they up to right now?"
- "So, Brianor, can you recap the party's plan for me? I just want to make sure I didn't miss anything."
Sometimes, a loaded question full of false perceptions,
purposefully slanted jargon, and misaligned points of view
is just the trick to jar a quiet player into voicing their
opinions.
- "So, Tremail, you've just emerged from a dank, stinky dungeon. You haven't bathed in a week. You're covered from head to toe in monster guts. Your longsword dangles from your hip like a threat. And you just simply walk into the tavern, order a drink, and wink at the waitress???"
- "Yavonivilious, you're going to let the other party members trick you into leading this band of murderous cutthroats and grave robbers into the tomb that probably contains a thousand deadly traps, a lich, and icky spider webs? You're going to let them push you to the front like that?"
As a good MC, try to keep all your performers on the ball
and interested in the game. Another aspect of being a good
MC is encouraging and facilitating the players and
characters to interact with _each other_. It's not enough to
get everyone chatting with you in-character and out, and to
have players excitedly moving their minis around on the map.
You need to help get some good, entertaining, player-to-
player and character-to-character interaction happening.
The best way to do this is to get to know your players. This
allows you to bring their interests, knowledge, and skills
into play in relation to the other players. Keep an ear out
for common interests, shared points of view, diverse points
of view, and any commonalities in general.
When the opportunity presents itself, use questions to
reveal these things to the other players. Hopefully, they'll
speak up ("hey, I saw Spiderman too and agree, it was a
great movie) and start interfacing with each other.
For example:
- "Bob, how long have you played D&D for? Tried any other game systems?"
- "Anyone seen the new Spiderman movie?"
- "So, Bob, last session when the party axed those goblin babies... You don't think that was evil?"
The second part is to ensure the characters are interacting
with each other. If they're already doing this, great! Step
out of the way and resume your other GMing duties. If it's
not happening though, then you might consider putting the MC
hat back on.
First, you should get to know the characters so you can
bring their interests, knowledge, and skills into play.
Also, try to get a handle on the players' playing style.
Then, use questions to start in-character conversation and
interaction, much the same way you did to get the players
talking with each other.
- "Mandrake, some of your spells are quite similar to Father Kine's, aren't they? [For role-players:] Why is that? [For roll-players:] Could you share material spell components and complement each other's magic somehow?"
- "Bartock, do you feel the current arrangement is the best, tactically speaking? Have you spoken with the others about this?"
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- Comment On What Just Happened
Comment on notable character actions. Nothing is worse than
when something important, cool, or complimentary happens
because of good play and it goes unnoticed or unrecognized.
It should be the job of the players to praise and support
each other. However, everyone gets busy and self-absorbed
during the game.
As a good MC, keep an eye out for shining moments. If
there's no player acknowledgement, then comment on them
yourself, or spark awareness with a calculated question.
In addition, if something meaningful happens that's perhaps
too subtle, or if it requires interpretation that the group
doesn't perform, then point out your observation.
For example, after a long, grueling combat, the PCs are just
glad to have come out alive. The players are a bit tired and
are thinking about what to do next. However, the combat was
quite meaningful. The PCs have just defeated a stage boss
and dealt a heavy blow to their enemy. Instead of keeping
this realization a secret, thinking to penalize unobservant
players, point it out to the group. Perhaps describe a cut
scene of the main villain cursing the PCs' names to the
gods, or come right out and say, "congratulations!" You
could also ask a question. "So, Barrakus, what do you do
with the body of the demon commander now that you and your
pals have defeated him in hand-to-hand combat?"
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- Be A Good Host
If you're hosting your game, try to set-up an optimal gaming
environment. This topic has been discussed before, so to
summarize:
- Be clear on game time, date, and location, with as much advance notice as possible
- Minimize distractions during the game
- Ensure players are comfortable
- Get the food and snacks issue dealt with right away so it doesn't become an annoying interruption
- Take breaks to re-energize
Last year, my wife and I started getting bottled water from
a delivery service. It's about twenty bucks a month. I
discovered that it's also a great gaming aid! Cool,
refreshing water is always appreciated. It doesn't cause the
sugar crash that pop and juice can. It doesn't run out after
refueling just half the group like our old water filter
system would. And, as the water cooler happens to be right
beside the game table, it's very convenient too--no trips
out of the room any more to the kitchen tap.
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Readers' Tips Of The Week:
- Starting With A Riot
From: Nick Maggs
Hi,
Thanks for this week's Roleplaying Tips #227. The article on
bringing the PCs together was interesting as I've just
started GMing a new scenario with fresh player characters.
I wanted to get things off to a bang and wanted an unusual
way of bringing the PCs together. In the end, I decided that
the PCs didn't have any connections at all, but were brought
together by a riot on market day in the town square.
One of the PCs was a preacher, another a noble 'out on the
town', another a thief, another a wizard 'on the run' from
his guild, and another was the troublemaker who actually
started the riot (who was paid to do so by a shadowy
organisation).
The initial 'adventure' involved a large brawl using non-
lethal combat rules. The players got to know their
characters, have a fight, and find out what they could do.
As the scenario progressed, it changed from being light-
hearted to something more sinister. The scenario ended with
a murder (of the noble PC's father) that the PCs witnessed
and the PCs getting framed and arrested for it.
The next session started with the PCs in jail, that they
escaped from after some interaction with an NPC prisoner.
The heroes are now on the run from the authorities. Later,
they will be breaking back into the jail to rescue the NPC
prisoner. After that, they can attempt either to flee the
land or clear their names by discovering the details of the
murder.
The conspirator behind the murder and his cronies are out to
eliminate the PCs as well. The PCs have discovered that
certain members of the local authorities are in on the
murder and that the victim was basically assassinated.
- Classic Tip: Rename Your Monsters
From: Stephen Colbert
The tip called "Creating Unique Monsters" in last week's
issue reminded me of a campaign I had with a group of
experienced players. They knew every creature in the book
and a simple orc was _not_ threatening. I decided to twist
things a bit to throw them off.
At this point, none of their characters had met an orc. They
were in a foreign land. I simply renamed the orc. Orcs were
now called "Kraag". I also changed the way I described them.
I was careful not to describe them as pig-nosed creatures.
The illusion worked wonderfully. The party had no idea that
they were encountering orcs. The creatures were new and
mysterious...and threatening.
Of course, they were surprised when they went home and
discovered that the same creature was called an orc.
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Contents
- ADD GM Tip: Reusable Adventures
From: Peter
An additional option for the ADD GM.
Create reusable mini-adventures or encounters. Or use
commercial ones that can be recast fairly easily. This
obviously only works if you have different players most of
the time.
For example, I like the d20 module "Sunless Citadel". It has
only a little bit of stuff that needs tweaking to move it
between game worlds. It fits into my Earthsea style campaign
just as well as it fits into my mountain world campaign.
My personal ADD problem is doing large world designs, but
never having a group to play with, nor am I very good at
creating the specific adventures that the players need. My
outlet for that is to create worlds that others can use, and
I have started to participate in the Fargoth project. I have
also started following your tip about keeping old campaign
notes. I've got 6 campaigns I'd like to play in or run, so
now all of the notes for them are kept as files on my
computer.
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- Another ADD GM Tip: 5 Minute Adventures
From: Ryan
Dear Johnn,
I am writing you about your last article ADD GMing. I found
it good but I noticed that you either didn't think of or
just didn't add in the whole Episodic campaign idea. You see
I suffer from ADD and even take medication for it. My ADD
does indeed effect my long-term adventure running.
In order to fight this, our group has developed the Episodic
campaign. Well, we didn't just develop it for that; we did
it so that everyone that wanted to could GM. You see, my
group has 3 full-time GMs. Doing things this way gives
everyone a break and everyone a chance to GM. It really
allows for added creativity.
We also practice the "5 Minute Adventure". In a nut shell,
this is a short plot game, such as Save the Princes, or Slay
the Beast. The beauty of these quickies is that it allows
multiple games each night and, in turn, multiple GMs per
night. Just so you know, the above mentioned plot types for
these quick games aren't usually used. More likely than not,
a game is a mystery and lasts about 1 to 2 hours, thereby
allowing 2 games per night. The best part about this is that
I get to GM and play and have an ongoing character that
isn't a tag-along NPC.
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