GMing Tips
Jan. 7th, 2010 10:27 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I'm participating in a panel on better GMing at Confusion (Troy MI, Jan 22-24, 2010), and I'm compiling a set of useful tips. It's a one hour panel, and I'm sure I'm not the only one on it. I'll be storing my own ideas in this post (and will be updating it as things occur to me), and I'd appreciate any tips any of you have.
In no particular order...
In no particular order...
- It's not just YOUR story, it's THEIR story too (collaborate).
- Don't be wedded to your scenario. If you plan for 4 possible choices, the players will take the 6th.
- GM ain't havin' fun, ain't nobody havin' fun. (The inverse is also true.)
- Know your players and their characters. Make sure there's an opportunity for everyone to shine.
- If you don't want them to screw it up, don't let them roll the dice (contsts/tests should be meaningful - if they need info/success/whatever to continue, *give* it to them
- Nobody likes a no-win scenario. Make sure you've thought of at least one way to succeed. Mind you, the players will probably come up with another.
- Failure can be even more interesting than success. (differs from no-win, in that failure at a particular test means an unexpected outcome, as opposed to "too bad, you're dead".
- Players don't mind losing a character if the death is meaningful.
- Complicate their lives, complicate their lives, complicate their lives.
- Dependents, cohorts and NPC friends - snack food for monsters and ways to complicate their lives.
- Failure is boring. The credible but unrealized threat of failure is very exciting (Robin Laws)
- Say "yes" or roll the dice. (Vincent Baker)
- Try to give your players at least one meaningful choice in an adventure with no pre-determined conclusion. (@slyflourish)
- "The game must be fun shall be the whole of the Law." Making Light
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Date: 2010-01-07 03:54 pm (UTC)no subject
Date: 2010-01-12 03:52 pm (UTC)I should probably amend the statement to: "If you're going to kill a character, make it meaningful to the player and/or the story."
RE social time - we build in some social time in each session for catching up, and we socialize a lot outside of the games. This probably contributes to more focus on the story/game when we play, as we have separate social time.
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Date: 2010-01-07 04:01 pm (UTC)That may be true with some players, and they may tell you it's true, but I've seen the spark completely go out of a player when he had to get a replacement character. It was dramatic, he said it was fine, he was a great roleplayer -- but when we actually played, his heart wasn't in it any more. Fortunately it was a Shadowrun game, so we were able to retcon his having a clone and he got the PC back with a lot of financial damage and some missing augments.
I would say here that you should know your players and group well, and make a judgment call about whether and when you can get away with killing a character. I wouldn't make the broad generalization.
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Date: 2010-01-07 06:04 pm (UTC)no subject
Date: 2010-01-07 06:20 pm (UTC)no subject
Date: 2010-01-12 03:54 pm (UTC)no subject
Date: 2010-01-07 04:26 pm (UTC)no subject
Date: 2010-01-12 03:54 pm (UTC)no subject
Date: 2010-01-07 06:05 pm (UTC)In rules heavy games make fast decisions, or delegate to a player to look it up and return to it.
Props are your friends. They add to a game immersion.
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Date: 2010-01-12 03:55 pm (UTC)no subject
Date: 2010-01-07 07:13 pm (UTC)I wonder about the "dependants are snack food for monsters" philosophy, though. Taken to the extreme, this will discourage players from giving you any dependants in their background at all, since they don't want to give you any rope to hang them with. Don't get me wrong, some people WANT the rope, for the drama of the thing, but some people might get discouraged by that.
I also think some GMs take "this is improv, so don't negate" a bit too far. I think it IS acceptable to negate in certain situations, such as pregame ("Can I play a dragon?") or actions in violation of previously established social contract.
As far as, If you don't want them to screw up, don't let them roll, though, I couldn't agree more with this, and can't tell you how many modules I've seen where there's some junk like "players must succeed on a 25 DC perception roll to see the clue for the next segment..."
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Date: 2010-01-07 08:19 pm (UTC)no subject
Date: 2010-01-07 09:54 pm (UTC)no subject
Date: 2010-01-09 12:09 am (UTC)no subject
Date: 2010-01-09 12:18 pm (UTC)