Roleplaying Tips Weekly E-Zine Issue #399
The Rule To Making Good Rules And Other Useful Tips
Contents:
This Week's Tips Summarized
The Rule To Making Good Rules And Other Useful Tips
- Be Realistic
- Respect And Be Respected
- Admit Your Mistakes Even When You Are Wrong
- Keep Combat Simple, Understandable And Orderly
- Special Situations Require Special Rules
- Be Prepared
- Fudge The Die
- Add A Little Humor
- Know How To Keep A Secret
Monthly Musing of the Chatty DM
- When You Have GMs As Players
Johnn Four's GM Guide Books
Lose The Eraser With Turn Watcher
Turn Watcher(tm) is an easy to use Initiative and Effect
Tracker for table-top RPG dungeon masters. It tracks spells
and other effects, alerting you when those effects expire,
automates temporary hit points and hit point boosts, tracks
PCs, NPCs and monsters easily during combat rounds, and
handles delayed and readied actions in a snap. Use it to
perform secret Spot and Listen checks and even Will saves on
your players without them being the wiser. Download your
copy today!
www.turnwatcher.com
Return to Contents
A Brief Word From Johnn
A Small Change In Format - What Do You Think?
Subscriber Danny East and I have been trading e-mails on
ways to make the plain text version of the e-zine lighter,
easier to read, and better overall. This week, I've
experimented by trimming section breaks a bit, and not
putting individual tips in the table of contents. What do
you think? Have any more suggestions?
No Favourite Tips - Bummer!
Last week I did a callout for favourite tips to celebrate
issue #400 with. So far, there has been one favourite tip
submitted. :) I empathize. There are just too many tips to
choose from, they're not sorted very well and are hard to
find, and it would take a lot of effort to find and decide
on a favourite one.
Based on the response, I think I'll make #400 a regular
issue. However, I did receive several great contest ideas,
and am working on starting up a new contest. More contest
ideas are always welcome, too.
It's snowing here today. Several inches have fallen so far,
and more are forecast. Seems to me this is perfect gaming
weather! It's time to go plot my villain's next moves.
Have a great week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
More Dice Than You Can Roll In One Session
I bought a Pound 'O Dice years ago and have never regretted
it. There were lots of cool dice in the selection, which
were added into a couple of my "favourites" sets. The
remaining dice I don't care much if they get lost, crack, or
get dirty - so they're perfect as loaners, bringing to cons,
and for playing with in public places.
I've also been lucky enough to give two gamers their very
first dice sets by letting them pick through the pile,
playing a game with me, and inviting them to take the dice
home with them for keeps.
My RPG affiliate store carries a few different bulk dice
sets that you might be interested in:
Enjoy your dice!
Johnn
Return to Contents
The Rule To Making Good Rules And Other Useful Tips
By Tony Reeves
Published with permission from Dragonsfoot.org
This article originally appeared at:
Dragonsfoot.
The following is an article I wrote for new DMs based on my
own observations as a player and DM over the last 20 years.
As a dungeon master, I live and die by the enjoyment my
players receive from my games. As a player, a single rule,
or rule change, can mean the difference between a good game
and a great one.
I run what is considered an "open style game," which means I
get a lot of input from players. This works exceptionally
well for me and has for as long as I been a dungeon master.
Feel free to use any of my ideas herein to help you. And by
all means, if you have found any other easy or effective
ways of doing things then please send an email. I'm always
on the lookout for new or better ways of doing things!
Meanwhile, enjoy!
Return to Contents
1. Be Realistic
Have you had to make a quick rule on a situation you've
never encountered before? Well, here's help. I've always
been a stickler for detail. So much so, that I always feel
there has to be a bit of realism incorporated in my
scenarios and campaigns.
To start, I always make it a point to arrive 30-45 minutes
early, no matter where I play. Part of this is because I
hate to be late to anything, but there are some added
benefits you can turn to your advantage just by being there
early.
I always set out my equipment first, brush up on any finer
points of the game that I need to remember for the session
(I have a terrible time remembering names), then about the
time I'm ready, all of my players arrive. I specifically set
this time aside so players can discuss rules, ask questions,
or clarify any specifics the players need.
Since I have long-time and new players, this is a great time
to discuss rules players disagree with, would like see
changed, or have questions about. This is one of the most
important things to do with your players because it allows
you to develop trust. It also provides a bit of extra time
to look up rules if I need to, in case a question comes
across I don't know the answer to before the actual game
starts. We usually spend about a half hour doing this.
Return to Contents
2. Respect And Be Respected
I've found the best referees are ones that I respected.
Respect, when it comes to a DM, has to be earned. The key
way to earn it is to follow a few simple steps.
- Always use the same rules for everyone. This also
includes the monsters! Nobody likes a dungeon master who
changes the rules all the time.
- Conversely, no one enjoys a rules lawyer, or someone who
is always by the book for every circumstance, either.
- Be fair, honest, and open to player criticism. Allow
players to voice their opinions, and when they do it's
important you listen. That doesn't mean argue with them.
First, you'll never get anything solved. Second, you'll have
lost that particular player's respect, and maybe even lost a
player or friend. All of my players are also my friends.
This makes it even easier to be open with them as well as
take their criticism, even though it does hurt sometimes.
Return to Contents
3. Admit Your Mistakes Even When You Are Wrong
This is one my players love the most, especially the one's
who haven't played that long. My players believe that I
rarely make a mistake, but when I confess to one, even if
they didn't catch on at the time, they feel as though I've
shared something with them.
It doesn't show them you're stupid. It shows you're human,
that you care about the game for their sakes, and are making
an honest to attempt to make sure the game is fair to all.
Another reason to allow players to point out mistakes is so
you don't forget them later. When a player tells you you've
made a mistake, thank them for reminding you. After all,
everyone who's played a lot realizes how hectic it is to
keep control of all the players for the duration of the
game.
This also makes it easier on the players when they make a
mistake, especially if they're new. They're not as likely to
take it so personally if they do happen to make a silly
mistake. It serves to make a friendlier game, because no one
picks on anyone else. That's one thing I never allow and
neither should you. It only creates hard feelings between
the players, and that's not what your there for.
Return to Contents
4. Keep Combat Simple, Understandable And Orderly
As player and DM, I've noticed that combat is what gives
most DMs headaches. It seems to be when the most peculiar
actions occur, when most arguments start, and when things
are the least controlled and most disruptive.
First, you need to establish order. I do this in several
ways as you'll see shortly. The way I do things is
specifically designed to keep things in my control, keep it
easy while still keeping the flow of the game fast, and also
makes sure everyone has their turn.
To begin, when a combat sequence starts, I call out for an
initiative roll either by the party (one person rolls for
the party, which generally is the case) or by individual,
whichever way the situation dictates.
As soon as I call out for initiative, the players inform me
of what actions they're taking if I don't already know.
Always make sure you know what everybody is doing. If I have
questions or suspect someone did not get a turn, then
starting with the player to my immediate left, I begin to
ask questions of everyone, going clockwise around the table
until everyone tells me their actions, whether they're
moving, fighting, casting spells (and, if so, what specific
spell(s) are being cast and the casting).
As I go round the table and the info comes in, I make a note
and establish which segments the spells go off in the round,
based on who wins initiative. This is a very effective
method to control multiple spell users, as it keeps it all
straight for you.
In addition, if a mage decides to cast more than one spell,
he or she can, so long as I know the details. I just have to
write the info down so I remember what segment the spell
falls in.
Whoever wins the initiative, of course, goes first, but the
following is always true whether I go first or if I let the
players. I let all the players roll for their attacks, and
damage at the same time, except for spells, spell like
effects, psionics, etc., unless the spell falls in that
particular segment.
For example, a magic missile that has a one segment casting
time. Usually the spells will go off at different times than
the physical attacks, so I watch the entire melee round
carefully, and when I announce the spell goes off, the
player(s) responsible gives me their to hit roll (if
necessary) and any damage applicable. I roll the saving
throws for the monsters and tell the mages their effects.
Note that a spell caster could potentially cast a spell ten
times in one round, and it has happened that that many, and
more, spells have been thrown around in one of my high level
adventures.
Anyhow, in all cases except magic, I start with the person
on my immediate left, go through the players one at a time
for the physical attacks during the correct segment in the
round, they give me their damage, and I state the effect if
any on their opponent.
After they attack, it's my turn and I assign them their
damage. I make all of the monster rolls one at a time to
keep it a bit more fair. This allows me to adjust the
numbers as necessary. More on this later.
This continues in an orderly fashion until the entire melee
is over. Keep in mind that we use casting times, but even if
you don't, it still makes things easier. It sounds like a
lot of work, and in a way it is at first because you're not
used to it, but once you do things in this manner, you won't
want to do it any other way.
I know it sounds a little harsh to make the players take
turns like this, but most players will understand if you
explain why you're doing it. In reality, if you point out
that not only is it easier for you, and also assures that
everyone gets their turn, then the players will agree.
One other thing that makes things easy is the use of
miniatures. With miniatures, you can have the character move
their piece to show where their character is. You can draw
out room dimensions, and show the spell effects in great
detail. It creates a much better visual picture overall, and
this helps.
You might find you don't use quite the same way of keeping
time in the round, initiative, etc., the same way I do, and
really it doesn't matter. The main point is you get the data
in an orderly manner in a way you can interpret it easily
without disrupting the flow of the game.
The only other thing of importance is you do your melee
rounds the same way every time. This will help keep player
confusion to a minimum.
Return to Contents
5. Special Situations Require Special Rules
Sometimes players just plain don't like a certain rule. If
you look in the beginning of the 1st edition D&D books,
you'll see that even Gary Gygax said the rule books are only
guidelines, and the main thing is to make sure the players
had fun.
There are a lot of ways to circumvent problems.
- Use what works with your group of players.
- f a problem comes up during the game, and you don't have
an answer immediately, ask the players how they feel about
the rule.
Experienced players, like some of mine are, can sometimes
offer their own logical solutions right off the bat,
although sometimes the solutions make no sense as well. Use
your own judgment, in any case, but at least let all the
player have a say, and listen to them all.
- If possible, make a ruling as fast as possible so the flow
of the game isn't interrupted. There's nothing worse than
waiting for ten minutes for a referee to make a decision
because he's looking through 3-4 books for some obscure rule
that you'll only use 1 time in ten years.
The ruling only needs to last for a single session in most
instances. You can almost always make an overruling later if
absolutely necessary.
- Generally, if I can't make a ruling on the spot or within
5 minutes, then I will make a snap decision based on the
circumstances and all other input, then finally I ask the
players if it sounds fair, and make a promise to them to
research it further.
Sometime before the next session, I do the research. At the
beginning of the session I present them with either a
definite answer or logical options to vote on. This is at
the beginning of the following session before the game
really starts.
It's important, if you DM this way, that you never back out
of a promise to research a rule or settle an argument.
- Solving problems quickly will help show the players that
you take the game and them seriously, and they'll appreciate
that.
- Voting on problems is a good way to stop arguments since
it gets all of the players input. Likewise, it stops
arguments because everyone has a chance to affect the rule
and voice their opinion.
Return to Contents
6. Be Prepared
To be prepared you have to know what you need. This depends
mainly on you and how you DM, as well as how much you or
your players have invested. In my group, the players
sometimes have purchased pre-made modules and given them to
me to run. Of course, I allow this, and after I run it, the
player gets it back - I never highlight or otherwise write
in them.
If you allow this you can assume that some players will read
the module before they give it to you, thinking this will
give them an advantage. This isn't a problem for me though,
because I always assume this and add things and give them a
personal twist anyway.
Whether you run a pre-made module or create you own, make
sure you know it well. The game slows and the players get
bored if things begin to drag or move slow. This is
especially true in modules set in a city. Make sure you know
any new spells or effects, traps and monsters, so you don't
have to stop and research in the middle of a scenario.
Other things are dice and books. How many and which ones are
up to you, and your financial situation. When I first
started, I hardly owned anything but a Players Handbook,
Monster Manual and DM guide. This required a vivid
imagination, but those games were some of the best ever.
One item I won't do without now, is a DM screen. These are a
great way to put a ton of information right at your finger
tips and can often be purchased cheaply. I laminated mine
and it's held up for several years. It also serves the
purpose of hiding your dice rolls from prying eyes, so the
players don't really know what I'm rolling. (Yes, they
listen to me and watch me very closely! They've learned that
if they don't, they might miss something very important or a
deadly hint.)
Return to Contents
7. Fudge The Die
As a player, I've seen times when my die rolls were
absolutely terrible. It really stinks. I've also seen them
be quite good and that's another story. As DM, you need to
make adjustments to your own rolls as appropriate.
If the players win every initiative ten times in a row, then
change your roll from a six to a one. Even the odds a little
to make the battles more realistic. If your die rolls all
happen to be too good to believe, lower them. This is
important with low level characters. I can't tell you how
many times I could have killed a character with just one
lucky die roll! What fun's that?
It's so much more fun if the character is in a long, tough,
one on one battle to the death, sweating over your next die
roll and their own as well. You don't have to do it every
time, just occasionally when things seem to be going the
wrong direction, or if things need livened up a tad.
Try it sometime and you'll be amazed. It's a wonderful
feeling to hear the players brag how much fun they had, and
also to hear them brag a little about that big battle with
the bugbear and how he thought he was a goner.
Return to Contents
8. Add A Little Humor
Add what I call the "human factor." Some people might even
call it the Murphy Factor. Everyone knows him. "Whatever can
go wrong will." "The best laid plans of mice and men.." Use
this to your benefit.
For instance, a male paladin in one of my adventures years
ago located a girdle of femininity. The item was cleverly
disguised as a girdle of hill giant strength. The character
put it on and POOF! He was a she. (For full effect, I passed
around a note to all the other characters detailing her
wonderful figure and her sweet voice.) The other players
presented his condition to him/her via role play. It was
slightly funny.
Needless to say, the player thought it was a bummer. That
is, until they came to a door no one could open. He/She was
the only one who hadn't tried it. One comment from a certain
stubborn dwarf was, "Go ahead, but I couldn't open it and
ain't no wisp of a girl gonna do it!" I fudged the die a bit
then, and then everyone at the table cracked up after the
door swung open. The poor dwarf suffered to no end at being
outdone by a girl. That girl is now a 15th level paladin.
That one scenario totally turned the situation around. The
good thing was I no longer got to hear the moans and groans
when something was cursed, etc., and it provided a bit of
role play. Something even funnier happened later....
Remember the dwarf? He married the paladin girl!
Return to Contents
9. Know How To Keep A Secret
Some dungeon masters are not capable of this. Nothing can
ruin a player's best laid plans (and fun) like a big mouthed
DM giving away too much data to one or all of the other
players. One thing I recommend is the passing of notes. This
works so well that I've incorporated them into other aspects
of our game as well.
My group always has either scratch paper or Post-It notes
handy at all times. I use them to let a character know
they've found a secret door, drank a potion of insanity,
heard something, and for dozens of other reasons.
Merely hand the character a note that says,
"Congratulations! You have just ingested a potion of
paranoia. Please role-play this in the following manner
until further notice: You are certain that someone is out to
get you! You're deathly afraid someone or something is
following you. Whatever it is, it also means to kill you in
most gruesome manner! Please also note your character
doesn't realize there's anything wrong with himself and will
argue vehemently with any who suggest otherwise!"
Pass a note like this and watch the fun start. A note like
this can create hilarious situations and provide serious
help for games starved of role play. If something occurs
that is more than I want to write on a piece of paper, then
many times I'll lead the person into another room and have a
private chat with them. A good example is if a character is
killed (out of sight of the others) by a doppelganger. I
lead the person into the other room and tell them all about
it. This can be fun too.
Humor can take many forms and the better role players will
use this to the hilt, which merely serves as an example to
the lesser experienced. Notes also serve to make the players
physically learn the secret, and this is where the DM has
fun.
Return to Contents
HERO Games Presents: PS238 The RPG
The PS238 Roleplaying Game brings you the fun and touching
world of PS238 from the acclaimed comic book of Aaron
Williams. Using the award-winning HERO System rules, it lets
you create and play your own metaprodigy character. It's fun
for children of all ages.
PS238 Roleplaying Game at RPG Shop
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
Monthly Musing of the Chatty DM
When You Have GMs As Players
A seldom talked about challenge of GMing is when you find
yourself surrounded with other, possibly more experienced
GMs as players.
This might not be an issue for gaming groups with
alternating GMs, however, I've often seen players who would
love to take a stab at GMing in an established group but
back out at the somewhat scary prospect of having one (or
many) more experienced GM(s) with a character sheet sit
across from them.
Here are a few tips to make your first stints as a GM of
GMs less daunting.
- Establish The Ground Rules Of The Game
Chances are, all players around your table will know you
have limited experience. You need to openly acknowledge that
and not be insecure about the others stealing your game.
Expect a transition period where any former GMs adjust to
the new role of player (i.e. relinquish control and let
someone else do it).
If you feel the transition doesn't go well and the game
tends to get stormy more often than not, take the time to
discuss it one on one with your fellow player/GMs to try to
work it out.
In such cases, don't wear your heart on your sleeve; be
ready for some critical (and hopefully constructive)
feedback on your game, and don't let that force you out of
GMing.
However, don't hesitate to establish your space as GM. The
others need to acknowledge that they don't get to both play
and run the show. Concessions must be made to your personal
style and allow you to grow into your new role.
One thing that I've seen work to ease up these transitions
is to ask another GM (preferably the one who GMed the last
campaign) to act as a reference for rules and maybe help out
at running the administrative aspects of the game.
In such a partnership, make it clear what you expect of that
person and explain what parts of your game you want to be
solely responsible for. Work out in advance how to handle
GMing calls when the old GM doesn't agree with a call you
make.
In fact, you should do this even if you don't plan to ask
one of the former GM to help. The reflex of making (and
challenging) GMing calls can become deeply ingrained in GMs.
You therefore need a clear politic on rules discussions that
you are comfortable with. It's one thing to have a rule
book say you have the final call and another realizing that
respect for a GM's authority is earned, not inherited.
- GMs Are Players Too
This tip might feel obvious, but GMs have the same
preferences and motivations seen in other role players when
they grab a character sheet. Some are Butt Kicker, looking
for heroic mayhem. Some are Power Gamers who love to
accumulate new powers. Others are Story-tellers, seeking to
be swept in an epic tale which, for once, they don't have to
plan for.
Much like I would tell any GM, take the time to learn what
motivates each of your players by asking them what would be
the perfect game session (and then the perfect multi session
adventure for them). Take a few notes per player, and try to
insert at least one elements of each player's list in each
gaming sessions.
- Disorient Your GMs
Use a different rules set for your game, or at the least, a
completely different setting for your game. This will
disorient your GMs a bit, giving you some slack while you
settle in your new role.
If you decide to play with a rules set the GMs-turned-
players are more familiar with than you are, make sure you
shake things up: play in a unique game world you designed,
or set it up in a place never visited by the group.
It might be worth exploring a sourcebook/adventure the
others are unfamiliar with, and base your game on its
material.
- Start Simple
Your goal as a GM of GMs is not to blow away your players
with a legendary campaign (such campaigns often grow from
simpler, more modest beginnings). If you are new to the role
of GMing, chances are your enthusiasm and breadth of vision
for your game will greatly exceed your actual abilities to
pull off all the things you think would make for a cool
game.
Start simple; create an adventuring environment whose scope
is limited and where the players (especially the former GMs)
can adjust to you as the GM, and you can settle in the
rules, setting, existing social dynamics, and your new
responsibilities.
- Build Up To Bigger Things With The Help Of The Other GMs
Unless they GMed by default (because no one else wanted to
do it before you stepped up to the plate), your fellow
players became GMs for a reason. Regardless of how well
they adapt to their new roles as players, chances are they
will miss some aspects of their old job.
This opens the door to possibly the coolest thing about
GMing for GMs. You can harness this to help them build up
your campaign up to something far greater than you could
pull off alone!
Some GMs love to build worlds. While in your game, have them
design aspects of your campaign for which you don't have
time but feel it would add to the fun of all to have there.
For example, in your fantasy game, an ex-GM is now a rogue
who's a member of your city's Thieves' Guild? Have him/her
propose names for guild leaders, draw maps for the guild's
headquarters, and propose a few adventure hooks that could
involve the freshly fleshed out guild.
Other GMs prefer to tinker with the rules. Discuss with
them, outside of the game, how you'd like some sub-system to
better address your needs for a specific scenario you are
cooking up. Chances are you'll find a receptive ear and many
helpful suggestions.
In the end, you'll have stronger buy-in into your game as it
becomes a group effort while allowing you to create the
stories you want and grow into the joys of GMing.
* * *
Chatty DM is the 'Nom de Plume' of Philippe-Antoine Menard,
a 35 year old geek with more than 25 years of experience
GMing various Roleplaying games. Chatty runs a GM-focused
RPG blog called Musings of the Chatty DM that's been growing
since the Summer of 2007. It focuses on the Craft of Game
Mastering (with a focus on D&D), Tropes, Player Advocacy and
Campaign Journals (from preparation to execution). It has a
rich and varied community, and it is rumoured to house an
Evil Overlord obsessed with the Crunchy bits of RPGs.
www.chattydm.net
Return to Contents
Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.