Roleplaying Tips Weekly E-Zine Issue #379
Playing With Fire: Dodging GM Burnout
Contents:
This Week's Tips Summarized
Playing With Fire: Dodging GM Burnout
- Mirror Gaming
- Inverted Gaming
- The Second Chair
- Ripple Scenarios
- Seed Scenarios
- Canned Scenarios
- A Stroll Down The Dark Side
Readers' Tips Summarized
- Use Washers For Coins
- Thoughts On Infravision
- Check Out Gamemaster Law
- Interested In A Novel XP System?
- GMs - Consider Linux
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A Brief Word From Johnn
RPG News?
I'm curious to find out where you get your RPG news these
days. I go to gamingreport.com and ENWorld.org, but am
wondering if I'm missing out on other sources.
Knights of the Dinner Table
I heartily recommend the Knights of the Dinner Table
magazine. For those of us still mourning the end of Dragon,
this monthly periodical fills the void quite well.
www.kenzerco.com
Have a spooky, game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Playing With Fire: Dodging GM Burnout
by Mike Bourke
In Roleplaying Tips issue #367, Johnn wrote: "...you've got
to focus on having fun being creative while planning if you
want to GM for long these days," and solicited tips on how
to do that. I started to jot a couple of thoughts down, but
one thought led to another, until, well, here we are....
The following are all techniques I have successfully
employed in my 26 years as a GM to avoid burnout.
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1. Mirror Gaming
I call this approach Mirror Gaming because the GM is
designing the session from the perspective of "the other
side of the mirror."
Most burnout occurs when preparing a scenario, and it starts
to be too much like work and not enough like fun. It's my
contention that, if generating the scenario itself is enough
fun, momentum will carry you through most problems.
It's when a GM hits writer's block head-on that things begin
to drag. Most of these techniques are aimed at getting a GM
past that hump, getting them into a state of mind in which
their imagination is going at a million miles an hour, just
as it was at the start of the campaign.
The Mirror Gaming technique is aimed in that general
direction. Instead of deciding what has to happen next, what
you haven't done yet, or whatever is appropriate for the
style of campaign you've been running, pretend you're a
player. Ask yourself what you, as a player, would have the
most fun doing - no matter how ridiculous it might be in the
context of the campaign.
Find some way of shoehorning this into the campaign. If it
won't fit into what's already going on, get the players to
generate new characters and start running a second adventure
thread simultaneously with the first. Create a connection
between the two threads that you will state as existing but
that you can actually figure out later. This gets players
looking for the connection, enlisting them as unwitting
collaborators.
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2. Inverted Gaming
Sometimes it's not enough to stroll through the looking
glass. Sometimes you need a completely different style of
game, turning the entire gaming experience on its head. "A
change is as good as a holiday," as the popular saying
goes.
If your regular D&D campaign isn't working, maybe a short
bout of Paranoia will be more to the GM's liking, or perhaps
Risk, Top Secret, Seventh Sea, or... well, you get the idea.
You don't have to abandon your existing campaign, not even
for a session. Use the desired campaign setting as
inspiration, and set the events in a different era of the
campaign.
To avoid having to give clues as to what you have planned
for the future of the main campaign, the remote past is
usually preferable. Once again, this requires fresh PCs and
a parallel gaming line, but it permits the GM to let the PCs
invent, and invest in, some of the undiscovered campaign
background. I call this Inverted Gaming because background
usually precedes campaign, but this inverts that
relationship.
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3. The Second Chair
Why not invite a special guest to sit in the referee's chair
for a scenario, with permission to get inventive? They could
perhaps take the same PCs and interpret them in a new rules
system or campaign setting.
Nothing scares old-time players quite as much as a new
referee pulling out character sheets and the Call Of Cthulhu
rulebook immediately after they set foot in the inn or
gothic castle....
This is even more head-spinning if it's a total surprise. Of
course, you sit in to act as intermediary between the
campaign and the temporary GM, to take notes about how to
interpret consequences when the regularly-scheduled campaign
system/setting resumes, and to roleplay any established
NPCs.
A variation on this idea is to get each of your players to
draft a scenario for the campaign. You then take their
submissions and rework them to fit.
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4. Ripple Scenarios
If you're frustrated trying to come up with something new, a
good card to have up your sleeve is the concept of a Ripple
Scenario. Think back over the campaign events to date, and
pick the scenario you remember was the most fun for everyone
- including, especially, yourself.
Look at the key decisions and judgements - by both PCs and
NPCs - that were made in the course of the scenario. For
each, ask yourself what if (for some reason) that decision
was wrong?
Perhaps the friendly innkeeper who helped the scenario get
back on track had an ulterior motive, or maybe the
apparently evil cleric was actually a good guy pursuing what
he saw as the lesser of two evils?
Having the current situation - whatever it is - get
unexpectedly complicated by past events can have a
wonderfully unifying effect on apparent campaign
cohesiveness. Plus, the sequel to the most fun scenario
you've had can only help you recapture that sense of fun
about the campaign in general. Besides, anytime the GM can
get the players second guessing themselves and their
decisions, past as well as present, is a good day for the
GM.
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5. Seed Scenarios
Pick up a novel that is not too removed from the campaign
genre, open it to a random page, and select a single
sentence. Build a scenario around some in-campaign
interpretation context of the sentence, changing the names
as necessary.
For example, for a fantasy campaign, let's pull out The
Fellowship Of The Ring and extract, at random, the sentence,
"But, as they drew near to the further gate, Frodo saw a
dark ill-kept house behind a thick hedge: the last house in
the village." So, we have a village, with two gates - or are
they Gates? - with a thick hedge, a sinister house, and a
traveller passing through.
How about a traveller who was passing through a village
linking one plane of existence to somewhere else by two
Gates, and who never arrived at his destination? A grieving
widow begs the PCs for help finding her missing husband, or
maybe the traveller is trapped in amber.
Speculation, fanciful interpretation, and a deliberately
corrupted context can produce a wealth of ideas from that
one sentence.
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6. Canned Scenarios
If you are desperate, throw in a canned scenario, or simply
throw in a single level from one. You can even lift a single
room from a module as the basis of a Seed Scenario.
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7. A Stroll Down The Dark Side
The final, absolute last resort: hang up the GM screen for a
while. Put the campaign on hold, and settle back to be just
another player. If there are no other GMs available, hold a
video night instead of roleplaying, play a board game, take
everyone down to a tavern, or organise an expedition to the
cinema. Your players won't mind the occasional missed
session if it enables the campaign to continue in the longer
term.
Giving as much advance notice as possible is the key to
making this work. This solution is especially good if the GM
is feeling under-appreciated, which does happen from time to
time: one too many criticisms, bellyaches, or even "helpful
suggestions" can sour you on GMing for a while.
If that happens, have each player GM a one session game (no
matter how badly) while you recharge your batteries, and
hopefully when the campaign resumes, your players will be
appreciative. The risk is your players might prefer one of
these other GMs - but that would happen if you burned out
anyway.
* * *
So there you have it - seven strategies for recapturing the
fun. Hopefully, you will never need them, but the far
greater likelihood is that, at one point or another, each of
these will get pulled out of your toolkit and get you past
the hump. Have Fun!
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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. Use Washers For Coins
From: Craig the Lucky
Hey Johnn,
My group came up with an awesome idea for coinage in games.
A player bought a huge box of assorted washers. When you
take a string, and tie a bead on the end, you get a
makeshift money belt.
The players love trading in coinage, and it is much easier
to do than updating and changing your inventory all the
time. In a similar thread, my Traveller game uses monopoly
money.
Anyway not sure if it's new, but it makes a huge difference
at the table.
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2. Thoughts On Infravision
From: Crazy Nedri
The majority of my group thought PC infravision was a little
stupid from the start. Ultravision, or what we preferred to
call low-light vision, made sense, but the idea of
characters being able to see heat signatures did not seem to
fit.
So, we got rid of it. This opened a whole new set of doors
as far as strategy goes. Some creatures still have
infravision, leaving them to be lethal in certain
situations. A party left without torches and light spells
while being stalked by a rather large creature with
especially sharp, pointy teeth is going to have to rely on
their wits to survive, rather than infravision and the tips
of their short swords.
Without infravision, a twist is thrown into the game that
gives a little bit more challenge, and pushes the players to
think a little more.
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3. Check Out Gamemaster Law
From: Stephen Gryphon
I recommend Rolemaster's Gamemaster Law as a good purchase
for any gamemaster, for any genre or game system. If you
have never seen this book, maybe because you have been
worried that Rolemaster is too mechanics heavy, then I
suggest you at least have a look at the contents page.
The first half of the book is on campaign design,
storytelling, narrative styles, session organisation, and
heaps of tips and information on gamemastering. The book
tends to get a little philosophical at times, but the
information is valuable for any game system and any genre.
The second half has more tangible material. Some is
Rolemaster specific, but it still contains a lot of general
information. For example, there are sections on economics,
levels of play activity, and building cultures. There are
also excellent sections on world building, with discussions
on geography, climate, and weather.
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4. Interested In A Novel XP System?
From: Telas
...And helping with the playtesting of it?
This is a replacement of the XP system for "the world's most
popular RPG." At the same time, it's an action point
system.
Experience Chips
Overcoming obstacles of any kind earns Experience Chips,
which are represented by poker chips of three colors: White,
Red, and Blue. Chips can be traded in at anytime for an
equivalent value of another color. 4 White Chips = 2 Red
Chips = 1 Blue Chip.
Overcoming an obstacle of roughly the equivalent to average
party level (APL) will earn each member one Red Chip. Minor
obstacles (EL less than two under the APL) will earn one
White Chip for each member of the party. Major obstacles (EL
more than two above the APL) will earn each member of the
party one Blue Chip.
In non-d20 terms, an easy encounter earns everyone a White
Chip, a moderately difficult encounter earns everyone a Red
Chip, and a difficult encounter earns everyone a Blue Chip.
Chips will also be awarded spontaneously for roleplay,
innovation, and "cool factor" of any action. The GM's
decision is final, but players are encouraged to recommend
each other's actions as "chip-worthy."
Chips can be spent at any time to gain a level, at the price
of 20 White, 10 Red, or 5 Blue Chips. Levels can be gained
mid-combat if the character sheet is ready. Hit Points
gained will benefit the character by adding to their current
hit points. (Example: Lord Foolhardy, at 12 of 20 Hit
Points, pulls off a kickass combat maneuver that earns his
20th White Chip, and then immediately spends them all to
gain a level mid-combat, he goes to 20 of 28 Hit Points.)
Chips can also be spent at any time to gain a temporary
benefit, similar to Action Points. Unlike Action Points,
Chips may also be spent on other characters. The Chips
follow the player, not the character, although new
characters will pay a penalty cost of half a level (10 White
Chips, 5 Red Chips, or 2.5 Blue Chips). This may mean that
the new character is a level lower (and five Red Chips
higher) than the previous character.
The benefit to expending a chip is commensurate to the value
of the chip. (Note: this part needs the most tweaking and
feedback.)
White Chip
Gained for overcoming an easy obstacle (EL<APL-2)
Cost in White Chips to level: 20
Benefits: Automatically stabilize when dying, +1d6 to d20
roll, use untrained skill as trained, or minor item or
situational benefit
Red Chip
Gained for overcoming a moderate obstacle (APL-2 <EL<APL+2)
Cost in Red Chips to level: 10
Benefits: Additional standard action in a round, re-roll any
dice roll (take highest), additional use of ability or feat
you already have, cast any additional instance of a spell
you know, automatically stabilize at 0 HP ("Staggered"), or
moderate item or situational benefit (contact, knowledge,
convenience, etc.).
Blue Chip
Gained for overcoming a difficult obstacle (EL>APL+2)
Cost in White Chips to level: 5
Benefits: Ability to use any feat for 1 hour, additional
spell of any level you can cast (need not be on your list),
+4 to any ability score for 1 hour, +20 to any single d20
roll, or obscure or important item or situational benefit
Raise Dead
In addition to all the above, a character can be brought
back from the dead by the expenditure of Experience Chips.
For the equivalent of a Raise Dead, the cost is 15 Red Chips
and a sacrifice of goods equal to 5,000 GP. Again, sharing
of chips is allowed (and in this case, encouraged).
Magic Item Creation
Option: Items don't cost XP to create, but spells do cost XP
to cast.
Magic items costing less than 1,000 GP will not need XP
expended for their creation. Magic items costing more than
1,000 GP will need at least one White Chip, depending on the
character's level. Each White Chip is worth the character's
level x 50 in experience points, and the character must
expend one chip for each (level x 50) XP, or portion
thereof. Spell costs are calculated in the same manner for
those spells requiring an XP cost (Wish, some Miracles,
etc).
Feel free to use this system, but please credit me. ;) If
you do use the system, please contact me with any playtest
notes or suggestions at telastx at gmail.com
Props go out to Makeiru on TreasureTables.org for coming up
with the original idea of 13 chips to level.
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5. GMs - Consider Linux
From: Dan Reardon
Johnn,
Chris Cho's guest article on GM tech tools got me thinking.
As long as us geeks are talking about playing our geeky
games with computers (toys for geeks), I might as well pipe
up and suggest using an operating system for geeks - Linux.
It's not as geeky as it used to be, and it's becoming more
usable by 'normal' people every day. The price tag ($0, or
close to it) is tough to beat, and the Open Gaming License
borrowed directly from the philosophy that makes this
software - both of which are great.
The multiple desktops Chris mentioned (and often multiple
wallpapers for those desktops - for those DM screen
wallpapers) are enabled by default. There's no extra
software needed, and you can have a dozen or more of them if
you like (though it's common to stick with 2 or 4).
Many of the tools mentioned by Chris are available on Linux
systems as well. The Gimp was actually developed on Linux
and later ported to Windows. And if the exact same program
Chris mentioned won't run in Linux, there's going to be
something available that will do the job - most of it
available for free.
I'll recommend Kubuntu Linux to
anyone interested. It's a branch of the Ubuntu project that
uses the KDE desktop - a little more Windows-like than some
others, easy to customize, and capable of using different
wallpapers on each of its multiple desktops). You can
download a CD image from their website for free, order one
from an online retailer, or (if you don't mind waiting a
little) they'll send you a free CD. I've been using it for
years on my laptop and it's been a great asset to my games.
Thanks for a great e-zine. Keep up the good work.
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