Roleplaying Tips Weekly E-Zine Issue #369
Four Common Pitfalls for New GMs
Contents:
This Week's Tips Summarized
Four Common Pitfalls for New GMs
Readers' Tips Summarized
- Stranger Than Fiction
- Reminder - Give PCs Meaningful Choices
- Borrow Ideas From Movies
- Use 3D Props
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A Brief Word From Johnn
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Preparing a Great Game in Less Than 30 Minutes
The following blog post has a few good tips in it for
cutting down on prep time. My favourite tips from it were
starting with a map, and picking a theme to infuse
encounters with during the session.
http://www.dungeonmastering.com/storytelling/how-to-prepare-a-great-game-in-less-than-30-minutes
Have a game-full week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Four Common Pitfalls for New GMs
A guest article by Kit Reshawn
Although this article is aimed at people who want to get
into GMing, the tips are something any GM should keep in
mind. I have seen experienced GMs make these mistakes as
well, it just happens to be more common in people who are
just starting out.
Everything I touch on in here has really happened. In each
of these instances the gaming group either fell apart, or
nearly did.
That is the reason I am writing this, because that is what
is at stake. These four pitfalls have the potential to ruin
a gaming group. Hopefully the tips will point out some of
what I consider to be the worst errors a GM can make and
help you to either avoid ever doing them, or start changing
your ways if you spot a particular flaw in yourself.
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Pitfall 1: Cooler Than Thou Syndrome
One thing that commonly happens is GMs will have a pet NPC
or two, even if it's just a character they feel particularly
attached to. Some GMs I know even consider it their avatar
inside the game world.
There is nothing inherently wrong with this, but problems
start when two factors are in place:
- The NPC travels with the PCs, or otherwise is around
them a lot when they are doing PC stuff.
- The NPC is more powerful than the PCs - perhaps more
powerful than the whole party.
The problem is pretty obvious, yet you would be surprised
how often it happens. A campaign should be focused on the
PCs and put them in the spotlight. Having an NPC follow the
party around is fine, and often useful (he makes a good plot
hook, or can provide some safety net for the party), but
when the NPC is powerful then he starts to steal the
spotlight.
A GM rarely intends to steal the spotlight from his players,
but whenever the two factors I have mentioned are in place,
it will inevitably happen before long. It happens even more
easily because GMs are only human, and there is always some
wish to make the NPCs we like very cool. That is
fine, until you continually rub the coolness into your
players' faces.
Keep NPCs more powerful than the PCs from spending too much
time with the party. A good litmus test is determine if it
is reasonable for a person of the NPC's power level to deal
with the problems the PCs face. If the tasks are trivial
compared to an NPC's skills, then he will probably choose to
find something more worthy of his talents.
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Pitfall 2: Let Each Player Shine
This is a common mistake among new GMs, but is easy to fix.
The problem is someone gets left out of the action for the
campaign, and ends up feeling useless. Ultimately, this will
cause you to lose that player if it goes on for long enough.
Think of how a player would feel if they decided to play a
thief, only to later run through a campaign where there is
never a need for stealth or their ability to detect/disable
traps, or pick locks. What about the mage who finds that
every foe has magic and elemental resistances? Picture the
fighter who finds himself in the middle of a political
campaign where there is nothing to fight or kill. In each
case the player starts to feel useless.
One of the best remedies is to give your players an idea of
what to expect from a campaign or quest before they generate
their characters. If you plan on running something with a
lot of combat, then tell them, but also tell them what you
do not expect to have a lot of. When players know they are
going up against magic resistant foes, they will be less
likely to take that mage, and will instead opt for something
else.
A second fix is to design a way for every character to
shine. Have a fighter in a political setting get involved in
a duel of honor. Combat intensive campaign with a thief? Let
the rogue sneak into the enemy camp and slip them some
poison. Magic resistant monsters with a mage? Put in a quest
where the mage finds out the trick to the magic resistance
so he can get around it.
Your goal should be to let every PC shine in some way at
least once a session. You will not be able to meet that goal
every single time, but it is a worthy thing to strive for.
The people playing in your world are doing so because they
want to actually do something, not sit around and watch
everyone else all session.
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Pitfall 3: The Clue Bat
One thing new GMs often have problems with is how to give
out hints to players, and how much of a hint is required. It
is a balancing act. Too much of a hint, or too many too
often, and you are railroading your players along the path
you want to take.
By the same token, sometimes you have dropped a problem into
the laps of your players that they might honestly not know
how to handle (perhaps they are tired that day, or might
lack the background for it). In that case, if you don't help
them then frustration sets in, which is just as bad.
This is especially difficult with new players. For a new
person, roleplaying is hard. Coming up with new ideas on
cool ways around a problem or acting in character is
actually a chore until they get comfortable with it.
How much help should you give your players? Experienced
players might just need a single small clue to jumpstart
their imagination. Less experienced players will need more
complete clues to get their mind into the flow of things.
It is best to err on the conservative side. Give a small
clue and see how they do with that. The point of a problem
is for the players solve it, so you want them to do as much
of it on their own as possible. You can always give out
additional information, but it is impossible to take it back
again. If you do need to give out more than one clue,
however, try to give them to different players. This
encourages roleplaying.
You should also reward innovative ideas your players come up
with. For example, if my PCs are trying to infiltrate a
castle and they come up with a neat idea I did not think of,
usually I just rule that it will work. After all, I was not
prepared for it, so why would the castle staff be? This is
fun, because it encourages you to come up with more details
for how your baddies will protect themselves, which in turn
will encourage your players to get even more creative.
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Pitfall 4: Player Character Death
It is going to happen. One of the PCs in the party will take
a lethal hit. The baddie will roll well. Critical hit,
maximum damage, down goes the character because of bad luck.
What are you going to do?
This is a difficult problem. If you keep saving the PCs,
they stop feeling the tension of potential death. Then, when
someone does die, they feel cheated. There are also those
freak instances where a player will get unlucky and bite the
dust without so much as a chance to defend themselves.
What do you do? Well, I have a couple personal guidelines
for this grey area, but it is something a GM needs to work
out for themselves. I will list my own views on the subject
because, hopefully, that will help you determine yours.
I have rarely killed a PC when combat is not involved.
Players do not like to see their characters die from the
same random events that commonly kill people in the real
world. How angry would you be if your mage got flattened by
a runaway cart because he failed a reflex save? For random
things (and usually even traps) the penalty for failure
should rarely be death, but rather damage or some other
penalty.
Combat has its own problems. This is especially true of
fragile characters. For instance, in D&D, any first level
character can be killed with a single hit if the enemy gets
a lucky dice roll. How do you deal with that?
The way that I deal with this is simple, but requires a
balancing act. I fudge if it looks like a PC is going down
too quickly. I have decided no PC should die in the first
one or two rounds of combat. This is enough time for them to
mount a defense, but nothing more. I make sure mages don't
sling instant death spells early on and I reduce damage from
lucky hits the baddies may get. After the first round or
two, the players are on their own and their fate rests in
the dice rolls.
This does leave the special case of what happens when the
bad guys are rolling well and the players are rolling poorly
(especially if it is a fight the PCs should be able to
handle without trouble). Some GMs will power down the bad
guys if this starts to happen, and that is one valid
approach if you feel you miscalculated (I have done this).
Other GMs will say that it is the PCs' tough luck and they
should retreat if they want to live. That is fine too.
Whatever you decide, be consistent. If you keep a player
from dying when something bad happens you should act the
same way in any future situation that is the same.
Otherwise, there will be hard feelings. You shouldn't fight
at every turn to keep your PCs alive, but letting them die
too easily is just as bad.
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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. Stranger Than Fiction
From: Mike Bourke, Australia
I'm sure everyone has heard the expression "Truth is
stranger than fiction." Many years ago, that saying inspired
me to devise a new source of material to help me bring the
everyday lives of my PCs (as a player) and campaigns (as a
referee) to life. It takes a lot of prep work - years, in
fact - but it's work that a lot of people do anyway.
The Daily Diary
You need a pen and a diary - or better yet, several years of
diaries - or even the 21st century equivalent, a blog. In
that diary, each day, you note down what you do in generic
terms. For the first week, note down your daily routine -
the things you do every week.
After that, only record anything unusual that happened, that
you did, or that you spent, together with the number of days
since the previous entry. This enables you to use every
space in the diary. The diary then becomes a template for
the life of the characters when suitably reinterpreted. I
also like to connect related events with an arrow.
Here is what a set of entries might look like:
- 1 - luggage broke
- 1 - ordered pizza & popcorn
- 2 - bought replacement luggage (linked to "luggage broke")
- 1 - dinner with friends - paid 3x usual
- 1 - watched sporting event, paid phone bill
- 2 - unusual religious event (fell asleep in front of TV,
woke to tele-evangelist)
- 1 - bought new DVD as gift
2 - tried exotic food (Indian) - too spicy for my tastes
- 3 - birthday party, gave DVD (linked to "bought DVD")
- 3 - water main burst, soaking carpet
- 1 - cleaned up flood damage, got quote for replacement
carpet (linked to "water main burst")
- 1 - lodged insurance claim (linked to "cleaned up flood
damage")
Mostly pretty boring and mundane, right? In a more normal
diary, the birthday party and burst water main would
probably get a mention, while the dinner with friends might
or might not. Everything else simply isn't normally worth
noting. I would also add in any unusual distances travelled
(either more or less than the usual), any illness or minor
ailment, etc.
After you have at least 6 months of notes (the more the
better) the fun begins: reinterpreting these items into the
social context of the game you happen to be playing.
As a referee, for example, "luggage broke" means some vital
but ordinary component of the PCs' lives breaks down
irreparably. It might be a saddle, or perhaps rats have
gotten at a saddle bag, or a cloak, or whatever. Look over
what they are carrying and use your imagination.
Then look at the consequences - it might be enough to delay
their travel plans, they might try to fix it themselves, or
perhaps the leathermaker/woodworker/craftsman has gone
fishing and it will not be until the four days later that
they will be able to take possession of a replacement and get
back to whatever they were doing. Explaining this delay
could be anything from the trivial to a complete mini-
scenario.
Using the Diary - Referees
Because these reinterpretations always vary with the
circumstances of the PCs, the campaign setting, and by
whatever idea presents itself at the time, the diaries can
be reused, time after time after time. The one minute
investment of time each day has a massive payoff in the long
term.
For example, something breaks and it takes 4 days to fix or
replace. That something could be any manner of things - it
might not even belong to the PCs, so long as they are
delayed repairing it. This calls for 2 different acts of
interpretation and roleplay: the breakage, and the reason it
takes so long to repair it.
A bridge might collapse. The PCs could probably throw
together a replacement in 2 or 3 hours, or even simply ford
the stream, but one of the customs of the land is that
whoever encounters such a problem has to ensure the
replacement is at least as good as the original was when
new. When the work is complete, they can then petition the
throne for recompense. This interpretation tells the PCs
something new about the campaign setting (that the referee
would not have otherwise conceived of).
It also has all manner of implications concerning the
quality of workmanship of public utilities and the like.
What are the odds this problem is discovered by a carpenter,
or by someone who can afford to hire a carpenter? The result
is most bridges and other works would be poorly constructed.
That means the optimum trade routes would continually be
shifting around, and the fastest route to a destination
would continually be changing. This leads the characters to
new places, requiring them to stop periodically and ask the
locals about what's changed on the road between here and
their next staging point.
As this example shows, you can get as much, or as little,
out of an event as you want. At the least, the day-to-day
lives of the characters will come to life instead of simply
being glossed over. To some extent, you need to be guided by
your players' preferences in this sort of thing; some will
not want to roleplay every little thing and will want to
skip to the "interesting stuff", so bear that in mind.
Using The Diary - Players
It can be harder work using this material for a character of
your own, because you can only take advantage of the
opportunities and the pacing the referee permits. You have
to throw hooks for roleplaying these daily events out to the
referee and hope that he bites - "fishing" for roleplay.
For example, you might announce, "My character is tired of
eating the same thing day after day and is on the lookout
for something a little more unusual as lunchtime
approaches." It's then up to the referee to come up with the
details of what, if anything, you find, and how much time is
spent focusing on the quest for lunch.
Don't be surprised if the referee doesn't take the bait.
First, he has to have some idea of what you're doing and why
(show him this article), and second, he can't afford to let
one player or one PC become the centre of attention for too
long, or the others will grow bored and frustrated.
If this is something you want to get into, the best way is
to get all of the PCs involved. Make this a jumping-off
point for group roleplaying. In a typical D&D group, for
example, starting an in-character discussion of favorite
foods, or of standard cuisine, or of ogrish cooking (they
always use too much pepper) might provide an interesting
diversion.
This can be a benefit for the referee as well. The result is
a period of time spent gaming that requires little or no
forethought and preparation on his part, leaving him free to
devote attention to polishing the transition from such
mundane concerns to bigger picture events.
At first, there will probably be a sharp discontinuity
between the two, but as the referee grows more used to the
situation, he will begin to 'seed' his segues into the
mundane events.
When he wants to raise awareness of some social change
that's occurring, he doesn't have to put the players on
alert with a blunt "You enter the town of [name] and
immediately notice...." With important details appearing
during seemingly unimportant, player-initiated activities,
the players will also learn to be a little more alert to
what's going on around them, resulting in a better
roleplaying experience for all concerned.
Too Many Diaries
It's easy for this sort of thing to go too far, slowing
progress to a crawl. Consider a group with 6 players and 1
referee. If they all have daily diaries, based on the
example given, there will be an average of 6 events a day.
This approach works best when only one person is providing
the 'spark', though that might put the other players out
since the spark's PC will get the bulk of the attention
unless they are good at involving others in their scenes.
The solution is to prioritize things. The GM's diary takes
precedence, but if there is nothing especially interesting,
illuminating, or inspiring in the events listed for the day,
he can then turn to the players. Using a rotating roster
ensures each gets a turn at being the first alternative
considered.
I hand out playing cards, one to each player, in descending
order - Ace, King, Queen, and so on, all of the same suit.
When each card is handed back because I have considered an
event from their diary, it gets replaced with the next
highest card of the next suit.
When this approach is adopted, the number of diaries becomes
an asset, not a liability. Each party member is now
contributing equally to the campaign and helping bring it to
life, and each gets his turn at being the centre of
attention. The referee now has several ideas for everyday
events to draw from, and is able to pick and choose which
best suits the campaign situation.
Conclusion
Everyday life can be one of the hardest things for a GM to
convey to his party. There is a natural tendency to want to
skip over whatever is unimportant. Do this too much, though,
and your players will quickly learn to pay close attention
to everything, because it is always important, eventually.
The alternative is to play everything, which slows progress
to a crawl. What's more, referees often have trouble
generating the mundane day-to-day events because they are
focused on the big picture. It is easy to slip into a
situation where the GM becomes uninspired and repetitive -
describe the terrain, describe the weather, describe
anything of interest, and repeat, for day after day after
day.
Real life, as captured in a diary, contains enough
improbability and coincidence that it is easier to find
something fresh. And remember, at the time these things
happen to the characters, they are just as consuming of
their attention as the plot to overthrow the king or defeat
the monster or whatever.
Which sounds more appealing:
"You have been travelling for a couple of hours when you
hear a moan from the bushes beside the road,"
Or:
"You've been travelling for a couple of hours, delayed by
the strap on one of the pack horses whose buckle has failed.
Every hour or so, you have to stop to re-tie the makeshift
repairs you have made or the horse's load will spill out all
over the road. You have just stopped to re-tie the strap for
the umpteenth time, and are looking forward to getting a
replacement bridle at the next town. As you knot the soft
leather, you hear a moaning sound from the bushes alongside
the road...."
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2. Reminder - Give PCs Meaningful Choices
From: Angie Leach
re: Roleplaying Tips Issue #366
Hi Johnn,
Your #366 issue, Notes to the GM, was great. Could I take
the liberty of suggesting a couple that I feel are also
relevant?
You might not agree with me, but as a player I resent the GM
"directing" me along a particular route, and it's something
I refuse to do in my campaigns.
I have roleplayed in campaigns where the GM had obviously
got a route-map of the whole thing written out in advance,
even including the ending, and we players were pushed along
the course of it as though we were on rails, robbed of all
feeling of free will, being blocked whenever we tried to do
something that didn't "fit in".
I have also roleplayed when the campaign was predestined to
end in a certain way (basically with our characters dead)
and there was, we found out afterwards, no way our
characters could have done anything that would have altered
things, although we were being led to believe that we could.
That, to me, is dishonest and it leaves a nasty taste in the
mouth. It's almost as though the GM has got to win.
I also think a GM should be consistent with rulings, and not
alter things from one decision to the next. It's confusing
to have a GM apply a rule one way, and then the next time
the same rule is used it's interpreted differently, with no
prior warning and just the comment "you don't argue with the
GM."
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3. Borrow Ideas From Movies
From: Darryl
I know this has been mentioned before, but getting ideas
from movies is an easy way to get ideas for a game. My
library has many movies you can borrow and I just viewed
Silent Hill (never played the game) and loved the monsters
in it.
In my game, an evil artifact that looks like a three foot
long bird claw is being hunted by my PCs before the evil
god's servants find it.
How can I blend the "burnt children" from the movie and the
evil claw together? On an island ruled by orcs, the leader
has the artifact and lives in a large mound. I now make the
mound an old lava vent with a cave left underground. The orc
leader has a hole punched into the cave floor (uses a large
log hung from the ceiling) exposing molten lava. He uses a
wooden pole to attract baby fire elements to the surface and
grabs them with the evil claw. Then he dips them into a
shallow pool of water that the orcs made, forming a shell
over them.
Now, bring in PCs and set the fire elements onto them. The
baby elements, who look like "leather covered children," are
sent running to the PCs trying to find their parent and only
hurt you if they knock you down. They don't radiate good or
evil. If you damage one you expose the lava body and take
fire or heat damage along with your weapon. Killing the
creatures or fleeing them works, but I would reward PCs who
get any back into the lava pool.
Two other creatures I plan to use are the armless acid
spitters and the dead, mangled janitor who sends the odd
effects down the restroom walls. The janitor is changed to a
creature that can send tentacles at the PCs. If it touches
them it can drain something from them. Ideas I'm considering
are hit points or magic points for casting.
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4. Use 3D Props
From: R. Douglas Barbieri
http://www.turnwatcher.com
Johnn,
I used one of your suggestions to go 3D and it was a hit. I
had my PCs up against a huge city wall, with my baddies
throwing spells and such from above, and through the gate
below, fire giants walked out and pummeled them. It inspired
one of my players to start doing it in every game he ran
after that. What a difference!
Check out a couple of pics of my friend's board:
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