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Roleplaying Tips Weekly E-Zine Issue #63
How To Multi-Task Better During Your Games: 6 Tips, Part I
Contents:
This Week's Tips Summarized
How To Multi-Task Better During Your Games: 6 Tips, Part I
- Learn To Multi-Task
- Understand What Things You Need To Track In-Game
- Learn To Divide Your Attention
- Acknowledge Players Quickly & Briefly In Mid-Stride
- Prioritize Your Attention
- Use Notes
Readers' Tips Summarized
- Money Tokens Tip & Request
- Subscriber Author Book Plug: Heather Grove
- Subscriber Author Book Plug: Martin J Dougherty
- Re-Use Old Game Material For New Campaigns
- Use Song Lyrics For Inspiration
Return to Contents
A Brief Word From Johnn
Referral Contest A d30 Roll -- Only 6 Days Left
Last week I announced a referral contest and the chance to
win a US$30 or US$20 gift certificate from our sponsor,
FunUSA.com to buy some roleplaying goodies. I would like to
thank you for the great referrals that came in!
I also mentioned I'd be randomly determining the winner by
rolling dice. The good news for you is that, if I were to
roll for the winner today, I could use a d30--which means all
entrants have great odds of winning!
So, there's just 6 days left to enter (plug, plug, lol).
Email me for contest & prize details, or read last week's
issue on-line to get the scoop:
johnn@roleplayingtips.com
http://www.roleplayingtips.com/issue62.asp
Thanks again for your referrals.
Cheers,
Johnn Four
johnn@roleplayingtips.com
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How To Multi-Task Better During Your Games: 6 Tips, Part I
- Learn To Multi-Task
Jerod Shuford sent in several excellent tips to me a while
ago, but one really caught my eye: #5 Learn To Multi-Task.
Here's his introduction to multi-tasking, in his own words:
"I think one of the biggest things that separate beginning
DM's from experienced DM's is an ability to split your
attention between people. People are not going to talk in
turn and a DM has to learn to give every conversation in the
room a part of your attention so you know what is going on
everywhere."
I never thought about it before, but he's right. Multi-
tasking is a crucial skill for game masters:
- Makes game play go faster and more smoothly
- More can be accomplished in a session (i.e. more of the
story gets told)
- Players get to do more, are kept focused and have more fun
- You have more fun (it's a rush doing 6 things at once)
- The less stressed-out you get, the better GM you become
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- Understand What Things You Need To Track In-Game
A good tip is to first consciously understand all the
important stuff you should track while GMing. Here's a
partial list:
- Handling multiple player requests at once
- Tracking current events
- Tracking background events
- Keeping the big picture in mind
- Effects & consequences of PC, NPC, monster actions
- Tracking where the PCs are
- What's around the PCs and in contact with them directly
- What might notice them by their actions
- Tracking player interactions (i.e. who's having fun, who's
not, who's being quiet and needs a nudge...)
- Tracking character interactions (i.e. clues for future
roleplaying tensions, story ideas...)
- Keeping players & characters on track and paying attention
- Game rules
- Game pacing
- Real time and session pacing
Whew! That's quite a list. And your list will be different
than mine because your group goals, player needs, campaign
style, game rules, etc. will be different.
Here are some things which should not be important to track:
- Where your dice are (have players use their own)
- Where your notes are (be organized)
- Where stuff is (keep the game table clean)
- Who's getting along (try to build a harmonious group, or
split antagonistic players apart)
- Basic rules (learn them well, or keep an expert by your
side)
- Outside distractions (i.e. phone, guests, food delivery)
- Character abilities (the players should be responsible for
understanding those rules)
The important thing is to make a list of what you think is
important to track and to review it frequently. That way you
will consciously learn what's important to track and make it
a habit. You might also bring this list to your game session
(pin it to your GM screen?) as a reminder.
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- Learn To Divide Your Attention
More good advice from Jerod:
"Paying attention is key. You're going to hear it unless
your players are whispering for some reason--you just have
to learn to process it. You may be talking to a player
about something as two others are formulating a plan. You
paying most of your attention to the former and part of your
attention to the latter will keep you from having to listen
as they explain the whole plan they've come up with."
Dividing your attention is a great skill to manage, but a
hard skill to teach or explain.
Ever heard the expression "if you want to get something
done, give it to a busy person"? It's true. And I think it
applies to game mastering as well. Try to keep busy and do
more--it may help you divide your attention better and keep-
it-all-together.
Another example, when I go hiking, I often run the way back
down. Even over treacherous terrain--it's easier than taking
it slow and careful. I feel this is because your speed and
momentum carry you forward and keep your step light. You
step on a tipsy rock but you're already past it before you
can twist your ankle.
Also, hurtling down a twisty, rocky path gets the adrenaline
going, keeps you intensely focused and therefore more able
to go fast. Can anybody back me up on this?
I feel this is also true with GMing. If you're slow, tedious
and thoughtful, then you'll be less able to multi-task
(completely opposite mental states).
Don't get me wrong though, being a more meditative GM isn't
necessarily a bad thing--especially when you're doing it for
effect/mood/pacing purposes. But, when five players all want
your attention at the same time, I believe you are better
able to handle them when you're hurtling downhill than when
you're choosing each step with careful consideration.
So, as an experiment in trying to learn how to divide your
attention better, trying GMing *faster*. Talk faster, move
more quickly, think faster, get more stuff done in less
time. Go, go, go! I know this works for me, and if you try
this, let me know how it goes--I'd hate to think I gave out
bad advice! johnn@roleplayingtips.com
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- Acknowledge Players Quickly & Briefly In Mid-Stride
From Jerod:
"Also, players will often talk about something to each other
and then just turn to you and say 'Is that alright?' If you
can just turn and nod instead of having to hear it all
again, it saves a lot of time.
Last, take interruptions in stride. If you're talking to
someone about something and another player spouts out 'I've
got the spells I've memorized today written down when you
want them', just nod and go on and get them later. This
kind of thing is key to smooth game play and smooth game
play is one of the major keys to immersing your characters
in the world."
Awesome advice. The key is to briefly acknowledge the
player, mentally slot it for follow-up, and carry on. You
can acknowledge players in a couple of different ways:
- Make brief eye contact and nod at them
- Point your finger at them briefly (or give them a thumb's
up)--you can even do this while talking to another player at
the same time, so this technique is particularly effective.
- Raise a single finger to the player as a sign for them to
pause because you're just finishing up with the current
player you're talking to, and you can get to them very soon.
- Look at the player and say "got it." Then quickly return
to what you were doing.
- If you are able to process what the player just said, and
it requires a dice roll, then without looking at the player,
just hold up the kind of dice you want them to roll. Or
simply hand them the dice you want them to roll. This keeps
things moving nicely.
Acknowledging players is very important. It satisfies their
need for being heard. It stops them from continually
attempting to get your attention about the same thing--they
know you've heard them. And it allows them to move on to
their next thing--you don't become a bottleneck for players'
thoughts and plans.
One thing though, you've got to hold up your end of the
bargain. If you say you'll get back to a player, then you
have to do so. If you acknowledge their request, then you
must remember it and get back to it. Failing to do this will
erode player confidence in you and they'll either feel
frustrated, or they'll follow-up more adamantly with you--
requiring even more of your attention.
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- Prioritize Your Attention
After you've acknowledged a player, mentally prioritize that
item. Get back to the most important or most pressing stuff
first. Doing this keeps the game moving.
I can think of a specific example from last week's session.
The PCs were ambushed by orcs. A lot of stuff was happening.
One player stopped to loot a body and got my attention. I
briefly acknowledge him and moved on. Mentally, I slotted
the action resolution far down my list because I knew that
there wasn't anything important on the body. There were more
important actions to resolve to keep the combat going.
So, after a minute, I simply said to the player that there
wasn't anything important on the body that would be useful
right at this moment. I also let the player know I'd get him
a detailed list when things calmed down. The player was
satisfied with that, and things proceeded well.
I can't stress this enough though: you've got to live up to
your promises. When players feel confident that you *will*
get back to them later about less important stuff, they can
move on with peace of mind and enjoy the game. They will let
you off the hook without complaint.
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- Use Notes
My mother always used to tell me "if you can't remember
something, write it down." She also used to say "writing
things down improves your memory."
I think she was right. On both accounts.
So, make notes while GMing to help you multi-task.
Specifically, write out:
- Things you need to follow-up on
- Items you need to remember (i.e. spell durations for
spells currently in effect, NPC names...)
- Good ideas for the future (i.e. story ideas, character
development ideas, tricks...)
- Current numbers and statistics
Feel free to enlist your players to help with this too. Ask
them to write out their action on a post-it note and hand it
to you. This saves you time, keeps things moving and frees
up your mind all at the same time.
I often use templates to help with note-taking. I keep a
treasure list on one sheet, ideas on another, etc. Lately,
I've been using index cards, and assigning one to each
character/player. I just make notes about treasure, curses,
follow-up items, etc. on each specific PC's card.
Lists are another easy method of taking notes. Keep things
point form and use indentation to show relationships between
items. And divide your paper into 2 or more columns to fit
more stuff on a page; plus use both sides so that you have
less paper to track.
And some good advice from DarkeChilde:
"Don't be afraid to throw away the notes. Get rid of excess
paper!"
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Next Week's Topic & Tip Request: Multi-Tasking Tips
This is a new section. A couple of issues ago I announced
what the upcoming issue would be. And, thanks to the
powerful community of the 1000s of GMs that we have, I got a
lot of tips *before* publishing the issue.
So, I'd like to expand the Readers' Tips section a little
with tips based on the current issue's topic. I think that
would be quite powerful. (I'll still be putting
miscellaneous tips in the Readers' Tips section for variety
though).
So, here's next week's topic and a request from me for your
tips, expertise and advice about it:
How To Multi-Task Better During Your Games: 6 Tips, Part II
Send your multi-tasking tips to:
johnn@roleplayingtips.com
Thanks!
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Readers' Tips Of The Week:
- Money Tokens Tip & Request
From: Bas Lubbersen coins@tools-place.nl
I have been using paper money coins for D&D, they help a lot
for paying small things. Players love flipping over a coin
when paying for a beer.
Now I would like to replace my paper icons with plastic
ones, and have finally found a professional store for
tokens, mostly used to pay consumptions:
http://www.damenplastics.nl/311relie.htm
Problem is, I would like them in 4 colors (Brown, Gray,
Yellow, White) or (Copper, Silver, Gold, Plat), but I need
to take 5000 per color. I would have 20000 tokens. Now my
players wouldn't mind (treasure for them!) but my wife would,
and I would be stuck with a bill of $1000 (also not nice).
So I thought, maybe there are more GM's out there that would
like a small bag with these chips. If I could find 19 other
GM's that would want a bag with 1000 tokens, 250 in each
color, that were all willing to pay $50 for it, then I
would be willing to make the order and send it out. :)
Any thoughts/suggestions by the rest of the Roleplaying Tips
users? Email me at coins@tools-place.nl.
[Johnn: I'm trying hard to keep the ezine focused on tips
and prevent it from becoming an announcement/classified
list, but the coins are cool...and a good tip!
I don't know Bas personally, and to cover my end of things,
I feel I need to disclaim any ties with him--so you're on
your own with this offer. But, I can say Bas has always
responded promptly and professionally to my email follow-ups
about this issue, and he is a subscriber, so that counts for
something, doesn't it? ;) ]
- Subscriber Author Book Plug: Heather Grove
Last October an electronic anthology came out called
"Brainbox: the Real Horror." It's a bunch of horror short
stories, together with nonfiction snippets on the
inspiration behind the stories - where the authors got their
ideas. I was lucky enough to get a story published in this
anthology. I think it was a little outclassed, honestly.
There's some amazing stuff in there by authors I really
like, such as P.D. Cacek's "Rituals." An amazing number of
the stories have been nominated for Stoker Awards, as has
the anthology as a whole. Having read the whole thing, I
think many of the stories in there could inspire some
fantastic RPG plots - as could some of the nonfiction bits!
The editor put up an informational page at:
http://home.earthlink.net/~therealhorror/brainbox.htm
The book can be bought from the publisher at:
http://www.dreams-unlimited.com/horror/brainbox.htm
Or it can be found at Amazon:
http://www.amazon.com/exec/obidos/ASIN/1892520494/qid=982606905/sr=1-2/ref=sc_b_2/105-8211343-9575105
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- Subscriber Author Book Plug: Martin J Dougherty
From: martinjd@fiction-fantasy.net
After Johnn's comments last time about using books as a GM
tool, I thought I might give a couple of examples. And plug
my books into the bargain, of course.... You can find my
books on Amazon (search under Martin J Dougherty) or direct
from the publishers.
My first print novel, Behind the Throne, is a
political/military thriller set in a magic-poor world. As a
GM tool it would be primarily useful to demonstrate weapons
use, sieges and open battle in a fantasy world (in the real
world I'm a military historian, swordsman and martial artist
- and it shows). Behind the throne is available from
www.highbridgepress.com
My second novel, The Eye of Glory, is set in Gary Gygax's
Lejendary Earth and is thus useful to describe parts of that
world. The action takes place in some easily-liftable
locations (the Fighting Chance Inn, the backstreets of
Kerinstye, Riverhead Castle etc). And again, passages would
be useful to demonstrate fighting modes to a player. The Eye
of Glory is due for release any day by Hekaforge
Productions... www.hekaforge.com
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- Re-Use Old Game Material For New Campaigns
From: Dan M.
[re: Using fiction books as a GM tool, http://www.roleplayingtips.com/issue62.asp]
Another thing to mention is the use of materials from other
(older) games for new campaigns.
I am running a D&D3e campaign but the characters are in
Belfalas, a province of Gondor in Middle Earth, having been
shipwrecked there.
I am using the materials I.C.E. put out years ago and it is
working great. I'm using the time as suggested in the
module (over 1300 years before War of the Rings) and am
giving only translations and nicknames for people and
places. For example, I'm calling Dol Amroth "The Prince's
City" and although they have met Saruman the White (who is
still an agent of Good at the time but who did take quite an
interest in one of the player's rings until he could examine
it closely...) they know him only as "The Skilled Man" (one
of Saruman's nicknames.)
So, cross your game materials in addition to your books. It
can be fun and rewarding.
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- Use Song Lyrics For Inspiration
From: Petter S.
Issue 62 was about how to use fiction as a GM tool. Needless
to say, movies and all kind of stories can be used in this
way.
I have discovered recently that also song lyrics can inspire
in a great way. They often deal with a single issue or event
which can be used as a theme or an encounter and few will
recognise the source of inspiration.
As an example, my latest Changeling adventure had Puff The
Magic Dragon as the main character. From the lyrics I got
the way in which he dies, an encounter where the players
have to talk him into giving them a ride across a sea, the
theme of how the world affects him and I also added his evil
drug addicted twin brother..
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- Use Pictures As Props
From: Mike B., Editor for The Banner
Bay Area Role-Playing Society, www.BayRPS.com
Hey Johnn,
They say a picture is worth a thousand words...
- Need some treasure? Go through all those junk mail
catalogs/antique auction brochures and cut out the
interesting pictures of "antique" items / jewelry / fancy
rugs / furniture / art. Then use them as treasure for your
party. When they rake in a big haul, or find something
unusual, you can show them this picture, or simply hand it
out and let them try to guess what the item is worth or what
it is.
- As I am going through old travel magazines or Natl.
Geographic, I often see pictures of places and I try to
think where that would be in my campaign world. So why not
cut out those pictures and put them in a file for use when
the PCs are in that area?
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