7 Ways To Be A More Entertaining GM
Contents:
This Week's Tips Summarized
7 Ways To Be A More Entertaining GM
- Be Enthusiastic
- Use Props
- Interesting NPCs
- Vivid Description
- Interesting Environments
- Reveal A Compelling Secret Or Twist Each Session
- Change Patterns, Break Ruts
Readers' Tips Summarized
- Tracking Hit Points Per Mini
- Burning Sand Tactic
- Instill A Sense Of Wonder
- New Take On Elves
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A Brief Word From Johnn
A Brief Word From Johnn
350!
Roleplaying Tips Weekly started up over 7 years ago. Thanks
for reading! Thanks also for all the great tips submissions,
past, present, and future. We GMs thrive on improving our
craft, and your tips, techniques, links, and advice help
everyone enjoy our hobby to the fullest. Topic and tip
requests are always welcome.
Beowulf & Grendel A Good Movie
I caught the movie Beowulf & Grendel for the first time the
other day and it was much better than I expected. Good grist
for fantasy GMs for sure, as there were interesting
characters and locations for design inspiration.
Beowulf & Grendel at IMDB
Get some gaming in this week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Advanced Adventures #3: The Curse of the Witch Head
Expeditious Retreat Press has announced the third Advanced
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neutralize the Witch Head, or will evil reign again? Now
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available for pre-order at by XRP's site!
Curse of the Witch Head at Your Games Now
Return to Contents
7 Ways To Be A More Entertaining GM
1. Be Enthusiastic
Being enthusiastic is a free action. :) It's also
contagious, and players will pick up on your vibe and become
enthusiastic themselves. Unless, of course, your enthusiasm
stems from a total party kill, in which case your friends
might not share your glee.
GMs often start a session with enthusiasm but then settle
into a passive, monotone, or indifferent state for the rest
of the game. You need to remind yourself to be excited an
hour or two into your game, and once in awhile after that.
- Put a Post-It reminder on your screen.
- Set a watch timer to go off every hour.
- Designate a dice to be your "dice of supreme excitement".
Each time you spot it or roll it, let it remind you to be
excited. Supremely.
- Put reminder bookmarks or Post-Its in your books and
notes. Some things kill excitement pretty fast, which you
can predict. Therefore, give yourself a reminder that will
trigger during those times to pick up the enthusiasm. For
example, certain rules might always be tricky and bog down
the game. Put a Post-It reminder on that rules page to be
excited, because this is a time when group energy drops.
Voice
Your number one option for enthusiasm is voice. Avoid
monotone GMing. If suddenly speaking louder or softer with
more energy would seem like a weird transition, then use
descriptions and NPCs as ways to switch. Loud declarations,
such as "Roll for initiative!" or "Roll a saving throw!" are
good for this, as well.
More voice tips:
Speak With Your Hands
Use your hands as a silent description tool. Draw out the
shapes of things as you describe them, mimic NPC gestures,
wave your hands around during combat.
Feed Your Body
As session time passes, you might fall into the trap of
hunching your shoulders, staying glued to your chair, and
keeping your head down to read and take notes. Once an hour,
if not more, stand up, straighten your shoulders, stretch,
get your head up, take a deep breath.
Renew GM energy and enthusiasm by moving around. Try GMing
while standing up. Walk around the table as you describe
things and set scenes.
Get your players moving too.
Serve cold water instead of pop. Ask players to bring fruit
and veggies for snacks. Avoid eating large meals before the
game.
Have A Clear Vision
Enthusiasm sometimes requires confidence so you can describe
what's happening and GM the situation well. If you aren't
clear about what's going on right now in the game,
confidence wanes and enthusiasm soon follows. At any time,
feel free to take a 30 second pause to gather your thoughts
and visualize in your mind the current scene.
In your mind's eye, visualize:
- Each PC - race, clothes, gear, bearing, current condition,
current location and position relative to each other and to
any nearby allies or foes
- The environment - lighting, sky or ceiling, footing or
ground, atmosphere, furnishings, obstacles, sounds, smells
- NPCs - foes, allies, neutrals
- The story - what's happening now, in story terms? What's
notable, entertaining? If you strip away all the game stats
and rules, what kind of story or interesting anecdote could
you tell about the current situation? Picture a hammy
introduction to a soap opera that covers each character and
something dramatic about their current situation.
Visualizing things a few times each session takes practice,
but it clarifies a lot, plus it gives you a short break.
After you are done, you should be able to continue GMing the
current scene with renewed confidence and enthusiasm.
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2. Use Props
Player handouts and other prop types go over well with
groups and are quite entertaining. RPGs happen mostly in the
imagination. Bringing something physical to the table, even
if it's just a crude representation, adds a new dimension to
gameplay.
In addition, a prop represents a shared group experience.
You can describe a scene or NPC to the best of your ability,
but each player will still form their own picture in their
head. Once in awhile, bringing out a prop, such as an NPC
portrait, synchs everyone up and creates an entertaining
group moment.
Example props:
- Player maps
- Minis, battlemaps
- Pictures of NPCs
- Pictures of encounter locations or regions
- Special music for a certain villain or location
Interactive props get you even more entertainment value. Use
props that are puzzles or useful game aids that enhance the
playing experience. Examples:
- Small glass bottles (i.e. perfume, baby food) to represent
potion inventories
- Jigsaw puzzles (25-100 piece variety) to represent a clue
or activate something when completed
- Rubik's cube for magic cube-type items
- Personal whiteboards for artistic players to draw current
character portraits or game elements on
- Costumes
- Plastic toys and dollhouse miniatures to represent
treasure items
- Scrolls of your creation with riddles, puzzles, and clues
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3. Interesting NPCs
More interesting game elements means more entertainment.
NPCs are common in many campaigns, so if you work a little
to improve them, you make a large impact on the game. If
your campaigns rely a lot on NPCs, then small changes to
each will have even greater effect.
Start by giving each NPC a hook - something you can use to
pick up instantly and roleplay with. Many NPC generators
focus on quirks, but if every NPC emits some kind of weird
trait or behaviour your games will become clownish and hard
to believe.
Instead, create a mix of NPC devices you can spread around
to make each NPC entertaining in a different way. Examples:
- Quirk. Quirks _are_ great, just not for all NPCs. Example
quirks are bad breath, stutters, and talks with hands.
- Secret. Give your NPCs something important, dangerous, or
scary they need to hide. The more relevant the secret is to
the current encounter, the more interesting the NPC is to
roleplay. However, you don't need to key every secret to an
encounter. Just having a secret is enough to provide
interesting sub-text to a parley.
Example secrets are: body in the basement, is rich, is high
level but poses as weak or vice versa.
- Strong goal or motivation. NPCs with strong motivations
tend to see everything through this lens, which affects what
they focus on, think about, and talk about. They will often
try to steer the conversation away from the PCs' goals to
their own.
- Mood. Put the NPC in a good or bad mood and establish why.
This is a great method for recurring NPCs, making them less
static. Players often slot NPCs into a category within
seconds of meeting them as well, and changing an NPC's
personality up from time to time keeps players guessing and
motivates roleplay.
For example, an ally might be uncharacteristically rude and
abrupt with the PCs. Some players might jump to the
conclusion the ally has turned into an enemy. Other players
will want to chat with him to find out what's wrong. Either
way, the NPC is entertaining.
- Good or bad circumstances. You can change any NPC by
putting them in different circumstances. For example, the
characters might see the local apothecary competing in a
fist fight, or they might spot the jailer who taunted them
last week on a blind date.
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4. Vivid Description
Vivid descriptions entertain players. Be sure to describe
not just scenes, NPCs, and things, but skill attempts,
character actions, and combat as well. We often get absorbed
by the numbers and lose in-character perspective. Paint word
pictures of what the characters see, hear, smell, taste,
feel, and intuit; plus describe how their actions appear to
others and give colourful summaries of the results and
consequences of their actions.
Practice descriptions. Picture the next encounter you
anticipate will take place in your game. Describe the set-up
- what the PCs will experience when the encounter triggers.
Anticipate a few PC actions, such as starting a fight,
asking questions (if there's an NPC around), or exploring.
How would you describe those?
Because you are practicing, feel free to tweak and self-
assess. Re-describe the scene as much as you like, perhaps
picturing it from different entrances, or through different
players' and characters' eyes.
During practice, you're not looking to lock in a
description. Unexpected PC actions might ruin a rigid script
or a fixed-in-place mental picture. Instead, pay attention
to what new things you think of to describe, and what new
words you conjure up. Also make note of what you have
trouble describing and words that fail to come to mind so
you can research those before next game session.
With practice, you are trying to improve your skill at
description, and you get a few freebie encounter
descriptions out of the exercise as a bonus.
Here are some more description tips:
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5. Interesting Environments
Quite often we get into a rut of GMing the same kinds of
environments. This applies to combat as well as to
roleplaying scenes and game regions. In some games, having
unusual environments is tricky rules-wise. In addition, it's
easy over time to imagine and generate what you've GM'd
before, and you build up a portfolio of environments you are
comfortable with. If you don't challenge yourself to
increase your portfolio, it will shrink over time due to
human nature, forgetting some ideas, or gaming less due to
real life taking over.
Interesting environments provide great sources of
entertainment, assuming there's some new, extended, or
interesting points of interaction for the players and PCs.
Often, just changing the description will trigger player
imaginations. Go further though by designing or borrowing
ideas on different encounter locations, campaign regions, or
even gaming worlds if you have the opportunity. For example,
if you are a Forgotten Realms GM and are starting a new
campaign, consider looking at Dark Sun or Rokugan.
One of my poorest locations for GMing are caverns. I tend to
picture the same type of terrain, which makes for repetitive
gameplay. I focus on the walls (i.e. two dimensions) and
ignore the different types of footing, hazards, and feature
possibilities caves have.
Here's an example
(The whole series of pictures, including the one above, is
great for GM inspiration:
Wonders of the Chinese Landscape )
Here's a list of potential environments that might have
become stale in your games:
- Castles
- Inns, taverns
- Roads
- Caves, caverns
- Bridges
- Forest paths
- 10' square dungeon room
- City street
- City gates
- Villages
Before your next a game, create a list of anticipated
encounter locations. Is the location fun and interesting? Is
it a place of default design, or perhaps no design at all?
Take five minutes and make some changes:
- Switch the encounter to someplace new and interesting
- Change the ground or footing
- Change the lighting
- Switch the ceiling - skylight, dripping acid, stalactites
- Add interesting furnishings
- Add interesting features - fountains, giant cogs, geysers,
low ceiling, fire escapes
- Create new combat situation opportunities
- Design interesting roleplaying situations
- Make the environment 3D - platforms, chutes, stairs, ropes
- Google a few images to inspire
Some changes might create new rules situations. Try to get
these researched and noted before the game to ensure smooth
play. During the encounter, if your players don't react to
the interesting environment, show by example via NPC
roleplaying and actions. Have NPCs take advantage of the
design or point things out during conversation.
Sometimes our environments grow stale due to lack of
knowledge. We make assumptions and decisions based on faded
school lesson memories, snippets from conversations, and
various game materials we've consumed over the years. Try
reading some history. Autobiographies, historical fiction,
and non-fiction often contain excellent details and
information about environments you might not have thought up
on your own.
I also believe it's better to take PCs to several different
environments each game session at the possible sacrifice of
a bit of realism or gritty style. Put them in a cart chase,
then a damp cellar overgrown with mushrooms, then an ice or
crystal palace, then at the edge of a cliff.
This is easier said than done if the PCs are in a dungeon,
forest, or small region the whole game session. Even then
though, do what you can. Throw in a wild, untended grove
inside the castle, a magic pool pool room under the inn, a
massive bee nest the PCs must walk through amongst the
10'x10' dungeon room maze.
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6. Reveal A Compelling Secret Or Twist Each Session
Try to craft a secret or twist to reveal each game session.
You get bonus points if it furthers the plot as well.
The surprise factor adds immense entertainment. If players
guess the secret ahead of time, they'll be most pleased (and
entertained!) when they are proven right. In many cases when
players crack twists in advance, you will get credit for
clever GMing, not for weak designs, so never worry if the
players have outguessed you.
It's tricky twisting your plot each game session, but there
are smaller secrets and twists you can add with less
overhead that will still add great interest:
- NPC identity. Take an NPC coming up next session and give
them a secret identity. Figure out how this identity can be
revealed thanks to PC influence ("If it weren't for you
meddling kids!").
- NPC motivation. Change up the reasons why an NPC wants
something or is taking action. Design one or more ways you
can try to reveal this next game. Make the new motivation
out of character for the NPC to help surprise the
characters. Perhaps the beggar has plans to take over the
city after a complete survey of the sewers, the loyal guard
stays alert at his post because he's expecting a visit from
an informant, or the ogre pounds his chest and challenges
the PCs while his children run underfoot, playing.
- Location use. Craft a second, hidden purpose for a
location. Perhaps the area is a cult meeting point, a
torture room, a monster fighting ring. Maybe the place is
where the Prince and the peasant girl meet away from the
Queen's tyrannical gaze, an art "collector" sells his stolen
wares, or dark polka dances carry on until dawn.
- Secret rooms. Secrets doors are old hat to experienced
players, but putting hidden entrances and rooms in public or
unexpected places is still fun. This is quite effective if
secret locations are revealing during repeat visits.
Note that in your game characters might have passive secret
door senses - ensure you have an explanation (i.e. failed
roll, new construction) why the characters didn't detect the
secret door during any previous visits.
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7. Change Patterns, Break Ruts
As GMs, we all fall into habits, patterns, and ruts. Break
patterns to become more entertaining.
Examples:
- NPC roleplaying. Try to craft new accents, NPC
perspectives, sayings, and details. Is every innkeeper
jovial and plump? Change it up by having an ill-tempered
employee who is a second-rate assassin by night.
- Player seating. Ask everyone to switch from their usual
spots before they get settled.
- GM seating. Try switching from the usual place at the
table, if possible.
- Game location. If you can swing it, game at a different
place once in awhile.
- Rules. You become familiar with a certain subset of a
game's rules. Try re-reading the rule books and find new
rules to play out.
- Plot types. Run a plot type you haven't done in a long
time. If you don't want to interrupt your current thread,
make it a side plot, or even a single encounter.
- Foes. Bring new monsters, foe types, and foe tactics to
the table.
- GM set-up. Create a new GM screen, GM without a screen,
try Post-It Notes instead of index cards, try index cards
instead of bulky binders. Stand instead of sit, or sit
instead of stand. Grow three heads. Do what you can to
change your set-up just to get a new perspective.
- Player creations. Tap your players for new ideas and game
elements. If you are uncomfortable having them pop things on
you mid-game, work with players between sessions, perhaps on
PC side-plots, backgrounds, and additional day-to-day
lifestyle details. Out of this will come ideas for new NPCs
(possibly of types you don't normally GM), locations, and
encounters.
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Readers' Tips Of The Week:
1. Tracking Hit Points Per Mini
Mini Poker Chips
From: Andrew
Mini Poker Chips
Miniature Gaming Chips with Denominations
Put these under the mini base to keep a running damage total.
Post-It Flags
From: Lord Skudley
Use coloured Post-It Flags to denote the level of "pain"
your NPCs/Minis are in. The sticky keeps the flag attached
to the bottom of the mini so you don't have to move a stack
chips every time your beastie attacks or moves. If you have
dry erase pens you can write hit point totals on the flags
as well.
Magnetic Chips
From: Chris Whitcomb
Try here:
Alea Tools
They make magnetically stackable 1" markers. They come in
dozens of colors so you can denote different effects,
levels, or whatever you want.
Coins
From: Peter Apple
We use our coin change jar for mini damage. Nickels, dimes,
quarters stacked in front or on top of the monster stat
cards.
Bingo Chips
From: Eric Hortop
If poker chips are too big, you might try bingo chips. For
bingo players who don't frantically dab with pens, there are
little chips, maybe a tad under 1" diameter and fairly thin.
I learned math with those things in elementary school and
they stack pretty well.
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2. Burning Sand Tactic
From: Ray Martin
A tip for sneaky tactics I've used quite successfully is
burning sand. You order up a big ol' tub of sand, put it
over a fire till it gets white hot, put it in a catapult,
trebuchet, or whatever you have handy, and hurl it at the
enemy.
Because of how light it is, it will catch the wind
(hopefully you aren't shooting it into the wind) and carry
quite a bit further than a normal missile.
When it hits, it will start fires in a camp, get inside
clothes and armor, cause nasty burns, and possible even
cause blindness if someone gets it in their eyes.
Do it at night before hitting them with a full-on charge,
and unless they are the most disciplined foe around, they'll
be completely disorganized.
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3. Instill A Sense Of Wonder
From: Paul A. Malchow
I think one thing that gets overlooked a bit too often in
roleplaying is the sense of wonder and amazement one's
character's should feel.
We live in an age where film, photography, TV, and the
Internet have shown us everything. We have all seen (in
pictures and movies) the African plains, the vast expanses
of Antarctica, the majesty of the redwood forests. We have
seen everything.
In fantasy RPGs, our characters have not. Imagine seeing it
for the first time, whatever "it" may be - the ocean, a
bustling metropolis, a towering mountain range, the barren
desert. Whatever it is, there are environments out there
that PCs haven't seen. The DM should take time to emphasize
this. Describe it in detail. Point out the amazing things we
all see, but take for granted.
If your character has never seen the ocean, imagine how he
or she would feel. All that water, seeming to stretch off
into eternity. If the DM can instill a sense of wonder in
the players, the game is better for everyone.
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4. New Take On Elves
From: Simon Woodside
It seems the classic D&D assumption is that elves become
decadent and then stagnate, but that assumes elves are
humans. They aren't - they're elves. Effectively, they are
aliens as far as people in the real world would see it. So,
they have alien motives desires and modes.
My elves are do-gooding, contented, and fairly static. I
realized any society built on this foundation would
eventually be steam-rollered by humans, who are always
changing. How pesky.
So, I added two factors: the Fever and the Rage.
The Fever is something every elf gets at some point in their
life, at least once. Whatever they were doing, they stop
doing it and start doing something else. The Fever can be a
quick and permanent shift, from healing to adventuring, from
artistry to martial arts. It can also be an extended period
of wandering and indirection.
The Rage is bigger, badder, and infectious between elves.
The exact mechanism is unknown to elves. Periodically
(hundreds of years can pass in between) a group of elves
will suddenly become passionately overwhelmed by a concept,
idea, plan, or emotion. This infection spreads like wildfire
amongst the elven community and can consume whole cities.
Whatever the originator was feeling, the whole group will
just cart off and do it. Famous examples in my campaign
include an audience at a passionate opera who suddenly up
and slaughtered the entire city's inhabitants (that opera is
no longer played). Another time, a whole town's elves got
the fever to go sailing, stole all the ships in port, and
sailed off to a distant isle where they shipwrecked and have
lived ever since.
The Rage lasts only a short time but can bring devastating
or drastic re-alignments in elven cultures. Incidentally, it
also crops up when elven countries get invaded. ;-)
So, for the most part, a very static lifestyle. Sometimes,
rapid upheaval.
I've documented the class in D&D 3e style here:
Simon Woodside | D&D Edion Sourcebook (under Ch. 1. Characters / Elves of Elara)
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