Roleplaying Tips Weekly E-Zine Issue #391
Motivating Yourself As A GM
Contents:
This Week's Tips Summarized
Motivating Yourself As A GM
- Keep A Designated GM Planning Time
- Don't Work Too Hard
- Know What Players Want
- Know What You Want Too
- Stop In The Middle Of Things
- Let The Players Write The Plot
- Add The Ridiculous
Readers' Tips Summarized
- Do Player Recaps After Sessions
- City Mapping
- Another Vote For Wikis
- Chess Board Encounter Idea
Johnn Four's GM Guide Books
Expeditious Retreat Press' Fifth Anniversary Sale
XRP turns 5! To celebrate, we are selling most of our books
for $5 at our on-line store during the month of February.
Pick up Magical Society Books for $10 each, pick up Monster
Geographica books for $5 each. Don't forget to grab Liber
Artefactorum, Advanced Adventures, and 1 on 1 Adventures —
all selling for $5 each (except for the newest titles).
Expeditious Retreat Press' Fifth Anniversary Sale
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A Brief Word From Johnn
Have You Ever Worked With Aweber?
I am looking at alternative listhost solutions for sending
out the newsletter, improving deliverability, and managing
subscriptions. So far, Aweber Communications tops my list.
I'm wondering if anyone out there has any recent experience
with Aweber?
Voices From The Dead Side by Ria Kennedy
Roleplaying Tips reader and contributor Ria Kennedy has a
new book out. "Ghost stories, ancient myths, a young girl
tormented by a restless darkness... Voices From The Dead
Side is an anthology of horror stories that will take you
from confrontations with ageless evils, to the darkness of
the human soul. Seven new and original short stories appear
in this volume."
Congrats, Ria!
The book is available at Amazon.
5 Room Dungeons Volume 11 Ready To Download
The next volume of 5 Room Dungeons contest entries is now
ready for download. Featured in this volume:
- The Mercenary Shrine (sci-fi)
by Ancient Gamer
- The Cursed Keep of the Wastelands
by Captain Penguin
- The Well
by Bert Isla
- The Governor's House
by Anthony Hart-Jones
- Blind Pack
by Jean-Christophe Pelletier
Download (PDF 1 MB)
Previous 5 Room Dungeons
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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GameMastery Battlemat Series
Save time mapping by using these laminated, wet/dry erase,
1" gridded, double-sided Flip-Mats. Pics and more info:
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Motivating Yourself As A GM
By Kit Reshawn
This was written in response to the cry from help from the
GM who is finding it hard to find motivation. Below is a
list of tips that help keep me motivated and avoid GM
Burnout.
1. Keep A Designated GM Planning Time
Get into the habit of planning. Set time once a week (or two
weeks, or however often you game) where you sit down and do
what planning you need. You can also use it as a
brainstorming session, or maybe just a time to think about
things you feel are problems and their solutions.
The goal is to get yourself into a habit. One problem that
often hurts GMs is they do not get into a groove when
planning. This usually leads to poorly planned sessions,
which can also hurt your excitement for GMing (it is never
fun to scramble to put things together at the last moment,
or to watch things fall apart due to poor planning).
Forming this planning schedule prevents this problem from
happening. Even better, you will start to find that, if you
keep to the schedule, it becomes easier to do the planning.
This is because you train yourself to get into a mindset
more easily when you keep something regular.
I have always liked to have this planning right before a
session (3 hours before, usually), and will do last-minute
alterations to the current session as well as layout plans
for the next session. This way I have:
- Fresh in my mind what we will be doing
- Clear vision of where I want to go
- In mind all the neat things I know are coming up
Others I know prefer to have their planning a day or two in
advance.
[Comment from Johnn: great tip, Kit. I can vouch that this
works. I GM every other week on a Thursday, and I consider
the off Thursday I don't GM my planning night. So, I set it
in my head - and in my schedule - that I GM every week, and
on weeks I don't have a game I'm doing the prep. Works
well.]
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2. Don't Work Too Hard
This is a very important rule, no matter how "into it" you
are at the moment. Keeping a set planning schedule is good,
but make sure to also place limits on how hard you will
work. I never work on GMing more than 2 hours straight, no
more than 1 if I can get away with it. I also try not to
work on it more than 4 hours a week once I have my campaign
running.
Working too hard is a sure way to burn yourself out. It
turns GMing from a nice distraction to another job that will
ruin your fun. I once knew a GM who would spend maybe 10
hours a week planning. His sessions were absolutely amazing.
But, ultimately, he would lose interest because it was just
too much work for him.
Also keep in mind this pertains to the early planning
stages. Have an idea of where you want to go, but don't
bother to set things in stone. Have a loose timeline that
will guide you, but be willing to add/subtract/deviate from
it wherever necessary. Have your major NPCs made, but don't
try to plan every minor character the players might
encounter.
Planning too much too early often results in things going
wrong. Players can and do ruin your big, fabulous plans, and
it can be frustrating when you have whole story lines hinged
on this. Instead, try to not have things planned out more
than 2 sessions in advance. This makes it easy to change
gears, if necessary, and also keeps you from feeling
depressed when all your work is "ruined" by the players.
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3. Know What Players Want
This does not just mean the players themselves, but also the
PCs. Often, GMs will not have fun if their players are not,
and players usually do not have fun if their PCs aren't
getting to do what they want.
Sure, someone playing a scholarly character might want to
investigate a mystery, but I once knew a player who ran a
scholarly character who wanted to prove his strength to his
father by becoming a warrior. Do not assume you know what
the players want their PCs to do just because of the class
they picked. Ask. And ask often because it will change.
At the same time, there are things players want from a game
session that might not depend on their PCs. For one of my
gaming groups, the RPG was just a sideshow that was an
excuse for us to get together once a week and socialize.
Knowing this, it was easy to plan for a campaign with the
understanding that it needed to have lots of space for
"talking breaks" where everyone would gab for 15-30 minutes.
Another group was focused on actually RPing, so to keep
things fun I would need to keep on topic and discourage OOC
comments.
It is possible what your players want will result in
conflicts. For instance, some players might want to
socialize while others want to RP. In this case, your job is
to figure out how to give everyone what they want as much as
possible. The more fun your players have the easier it will
be for you to have fun as well.
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4. Know What You Want Too
*You are a player.* It is easy to forget this because the
way you play is different. Of all the players in the game
you have the heaviest burden. You are expected to plan, make
rulings, create interesting scenarios.
Make sure you are doing things you want as well. If you do
not enjoy mystery campaigns then do not run one. This is not
to say you should ban all mystery from a game, but rather,
if you do not like it you should not make it the focus. Got
an idea for a neat encounter? Work it into the campaign.
Have a nasty trick to pull on the players? Put it in and see
if they fall for it.
The best ideas you come up with will often be the ones _you_
think are fun. These are the ideas you will not mind doing
work on because you already know they are going to be cool.
Your players will enjoy it more because you will have fun
running it. Notice how you will have fun when your players
are, but also your players will have more fun when you do as
well. Find something to be enthusiastic about and your
players will often catch onto it as well, which in turn will
feed your own enjoyment.
Will your players always love the things you come up with?
No. But they will enjoy it much more than something you came
up with and do not like. There will always be a difference
in the quality of the work.
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5. Stop In The Middle Of Things
This is a common tip that can help a lot in many different
ways. For example, the classic cliffhanger end to a session:
The PCs have just barged in on the bad guy as he is about to
sacrifice the princess. His army of goblins bursts from
hidden compartments in the walls as their NPC allies rush to
shut down the portal that will allow the dread god of Kul-
ab-Zule to enter the realm. Can the NPCs shut the portal in
time? Can the PCs save the princess before she is killed?
Come back next time to find out.
This type of end to a session is great because it makes
people excited to find out what will happen. Hey, I even
want to know what happens next in that session and I made it
up. This excitement will help you work, but also give you
ideas. It is a great way to end a session.
But you can use that reasoning for planning as well. One
thing I always try to do when I plan is to stop in the
middle of a scene (or adventure, or whatever). In the middle
of a word, usually. Make a few notes of what I was doing on
a pad of paper and then put it down until the next planning
session.
Why would I do this? When you leave things unfinished they
nag at the back of your mind. People hate to leave things
unfinished, and your mind will slowly churn away at the
unfinished story, even if you are not aware of it. Then,
when you come back to plan, you sit down, read your notes,
read what you left off in the middle of, and you are ready
to go. You can't wait to get down all these new ideas and
finish the scene.
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6. Let The Players Write The Plot
Here is one of my biggest tricks, learned quite by accident.
Often, I don't even bother to write my own campaigns. I have
my players do it for me. Now, they don't realize they are
doing this, and I figure they would probably be a bit miffed
if they found out, but it is still a wonderful method that
removes a whole lot of workload.
Here is what you need to do:
- Get your players working on some problem in the campaign.
- Give them a scene where they can talk it over amongst
themselves in-character.
- Listen to the conversation quietly and take notes.
This will almost always give you new ideas because your
players have a unique perspective.
A twist on this technique is to walk up to one of your
players out of the session and ask them what they think is
happening. This not only lets you get a feel for how well
players are absorbing the information you provide for them,
but also points out interesting possibilities you might not
have considered.
This method completely altered my campaign plot the first
time I used it. The character I had intended to be the big
bad guy suddenly became a pawn who was being used while
another character worked to release a great evil (who was
also, consequently, a pawn of an even more clever individual
who wanted the great evil released to allow a war against
the gods themselves). This method has also changed minor
encounters into pivotal story points, and made minor
characters integral to the plot.
Next time your PCs are talking about what they think is
happening, just sit down quietly and take notes. When one of
them says, "Well, I think the baron is just being used
because..." you can sit with a smile and think "Oh, really?"
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7. Add The Ridiculous
It pays to add something ridiculous to the campaign on
occasion. It gets people's attention and gives them
something to think and talk about. While you should avoid
going too over the top with it, do not be afraid to add in
something that is completely strange and unexpected.
Let me stress that again. Do not go over the top. For you
Star Wars fans, we want Ewoks, not Jar-Jar Binks. The thing
you throw in should be somewhat plausible. Do not have
aliens appear in your high fantasy campaign unless you have
a good reason (and a whole lot of amazing back story to
explain it). Feel free, however, to add a halfling that
continually struggles with his too-big clothing since that
is all he can buy in a human town.
Next time you come to a showdown with the big bad guy and
you have a flight of fancy, don't discount it. Who knows
where it will take you? Once, I had the baddie grin and
slowly open a cage, thereby releasing his pack of vampire
lemurs! And, by the way? Best boss battle *ever*.
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Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Do Player Recaps After Sessions
From: Varianor via the GMMastery Yahoo! Group
One method of encouraging roleplaying that always goes well
is doing a player recap. After each game, go around the
table and ask each player to comment on at least one good
roleplaying moment, one clever idea, and one good
contribution to the group's success for each of the other
players. Invariably, the group will discover that everyone
has contributed almost equally every session - even the
quiet players.
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2. City Mapping
From: Tony and Jane via the GMMastery Yahoo! Group
A subject dear to my heart. There are a few problems I have
had with handing out maps of entire cities to players,
especially in a fantasy game.
Unless the PCs are familiar with the city (they grew up
there or lived there for several years) they are not going
to know about a lot of stuff that would appear on an
accurate map. Obviously, you're not about to put a big "X"
where the thieves' or assassins' guilds are, but also such
stuff as the layout of the streets in areas they've never
been, or where all the shops, taverns, and small-temples-
that-they-don't-belong-to are.
If they're new to the city, they are going to know little
about it - basically where they are staying, major
buildings, famous sites, that sort of thing. They might only
know areas of the city as the "peddler's quarter" or the
"foreigner's ghetto." And if they are foreigners (or perhaps
even locals) parts of the city might be off-limits as well.
In a fantasy game, maps are not going to be at all accurate
or detailed. Take a look at some of the historical map links
below to see what I mean. They are generally pictures,
picking out rows of houses and the major landmarks in a
city. Not something I'd like to rely on to find Ye Olde
Alchemist's Shoppe. You can use this to good effect - an
inaccurate or out-of-date map is a great plot hook, and you
can stuff it full of teasers (such as the magicians' guild,
which is no longer there).
Where the characters do have some knowledge of a city, then
a rough map is a good idea. The joy of this is it is easy to
produce, and still leaves them pretty much in the dark as to
precise details.
Start by sketching out the city walls and bits outside, and
locate a few of the landmarks they are familiar with. Label
other areas by the standard of housing, who lives there, or
what the locals call the area. The area outside the walls
might be the Foregate for instance, and the better-off bit
might be called Rich Hill, and an area with the tannery,
slaughterhouse, and mushroom farm might be Smellsville. PCs
who know the city well will know the layout of the streets,
but you can simply describe this to them when they are in
the area rather than map it out.
The advantage of not giving the PCs a detailed map is you
can add to their rough map as the adventure progresses, and
plot new locations as your players come across them (or you
think of them).
Eventually, you will have to re-vamp the map, but by then
your players will know a lot about the city. You could even
rope one of them into helping with your cartography.
SF and modern games are a different matter - there will be
accurate maps for most locations, and the Internet can
provide you with a lot of what you need.
Here are some links. Solis is a fantasy city and well worth
checking out for ideas. The others are old maps or maps of
old places to illustrate what I mean.
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3. Another Vote For Wikis
From: Quicksilver
Wikis can be handy things. They can be a reference the
gamemaster provides to his players, and a repository of
accumulated knowledge and notes contributed by the players.
For those that don't know, a wiki is a collaborative, easily
editable, hyperlinked series of blurbs, articles, or notes
in a browser viewable document. For those of us who are
older, it is similar to a small, contained version of the
early days of web-browsing. :)
- A gamemaster can set one up before a campaign begins with
his world background, house rules, etc.
- Players can log on and add notes, thoughts, storylines,
adventure logs, character activities, or whatever else they
think is noteworthy or will contribute to the development of
the game or aid in group recollection of things past.
- The Gamemaster can read what the players contribute and
get a better feel for what they enjoy, what they took note
of that might reappear in the future, reap new adventure
hooks from their speculations, find out what they might be
missing in the form of clues, correct misconceptions (or
create them), etc.
- The players can keep a version of their character sheet on
the wiki and access it from any player's home computer.
There are several free hosting options out there. I would
suggest first trying one of these places:
Tiddlywiki is a flexible do-at-home option, but it isn't the
easiest for online collaboration,
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4. Chess Board Encounter Idea
From: Samir
Looking for an innovative way to fill one evening's game, I
hit upon what I hoped was a unique idea. I set up a chess
board with a chess player in a room separate from the normal
game room. When the game started, I had each player roll for
initiative. In initiative order, players got to go into the
other room and choose what chess piece they wished to play
(no pawns).
The first player also chose the side of the board that our
heroes got to work from. (As it turned out, the player with
the least experience in chess won the initiative.)
The players characters were not allowed to interact in-game
with each other during the match. Each player would go into
the chess room and make one move. So, a team with a variety
of skill levels in chess had to play against one person of
excellent skill.
Each time a piece was taken, the combat board would be
brought out and the represented piece used to fight. The
side that made the attack move received automatic
initiative. If it was a pawn, I would ask for the players to
think of any NPC that ever adventured or worked with them,
and then that NPC was placed on the combat board for the
players to control.
When the player's side lost a battle, not only did the piece
come off the board, but they as a team lost a D6 of ability
points, bumping up the danger level.
When the player side won, their chess piece remained on the
board and they earned back half of what they lost in ability
points from one previous match.
In between chess piece combat, I had also photocopied a
series of riddles and Mensa puzzles as handouts. I appointed
one player to hand one out to anyone he chose, and that
person would try to solve the puzzle.
As the chess game progressed I would hear cries and moans
from the other room. "Oh my god! Who made this stupid move!"
Eventually, the players started suggesting tactics to each
other (no one actually told anyone to make any specific
moves).
At first, players were afraid to move other people's pieces.
But, as they each got into the spirit of the game, they
began moving each other's pieces into and out of danger
(especially after they found out they could not heal each
other).
After the game was over (the players won, by the way) I was
asked to keep this adventure handy. Some wanted to play that
one again, and I noticed 3 of the 10 players had broken out
their chess boards after the game.
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
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