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Player and GM Skills

Started by Levi Kornelsen, September 23, 2006, 03:10:12 PM

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David R

What I have found is, that it is important for gms to create and sustain a specifc tone/atmosphere for the campaign, and be able to convey said tone/atmosphere to the players.

The first part maybe talent but the second part I think is a skill. For players it is important to be able to latch on to that tone and contribute to it with their roleplaying etc.

Regards,
David R

Settembrini

The most important thing a player needs is the ability to be a creative problem solver, who uses the givens in the Universe and his information to generate cool, intrigueing and eye-opening solutions to the encountered challenges.

GMs should have a vast amount of detail knowledge and firm understanding of politics, history, social sciences and warfare to satisfy me.
They also need the abstract skill of knowing the important from the unimportant things, so he can fast forward at the right time.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

Silverlion

Over the years I've introduced a large number of people to the hobby (friends, family, countrymen..:) )

Some of the best players I've had were the ones least concerned with knowing the rules--some of the most innovative ones were also quite young--my neice for example who turns 8 shortly. (Of course this is the girl who would play versus  HALO, and start off with "I'm a princess come save me!" ) --why yes a big Red power armored marine cyborg princess but still. Sure she has failings being a child. Things like knowing the appropriateness of inserting some material, of sharing time to let other people be cool in play.  But its very fun to have her play games.
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obryn

Quote from: YamoIn a well-run RPG campaign, characters face genuine danger on a regular basis courtesy of a tough-but-fair GM and player skill is measured primarily by character survival. If Your Guy makes it to next week's session, you're a winner. If he makes it to every week's session, you're a master.
Wow!  Every single RPG campaign?!  You learn such neat things on the internet!

-O
 

Yamo

Quote from: obrynWow!  Every single RPG campaign?!  You learn such neat things on the internet!

-O

Every well-run one, yes. It's possible to reduce the game to a cake walk where the environment doesn't genuinely threaten the PCs at all, but this is never advisable unless you're playing Toon.
In order to qualify as a roleplaying game, a game design must feature:

1. A traditional player/GM relationship.
2. No set story or plot.
3. No live action aspect.
4. No win conditions.

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Maddman

Quote from: YamoEvery well-run one, yes. It's possible to reduce the game to a cake walk where the environment doesn't genuinely threaten the PCs at all, but this is never advisable unless you're playing Toon.

Here's a hint: Not everyone likes the same things as you.  The game you describe sounds like a boring wankfest where some fatbeards congratulate each other on having the Monster Manual memorized.  Poking piles of trash to check for rot grubs and putting on a ring and jumping around got old about a decade ago.  Isn't it fun having someone deride your playstyle?

One of the biggest skills that shows up on both the GM and player side is managing spotlight time.  (I almost said camera time but thought some of you anti-cinematic people might start throwing things at me)  No one likes a glory hog, and yes it can be interesting when you get into your character and have stuff happen.  But don't try to hog the attention.  The GM should manage this, as players can do it often without realizing it, and the player should try to avoid doing it.  I usually manage by letting people do their thing and frequently cutting to different groups of PCs, so we don't force 'everyone has to be together all the time' onto the group yet still keep everyone involved.

Other than that I think Pundit nailed most of them - whatever your style getting along with others, portraying your character well, and so on will have you welcomed into almost any group.
I have a theory, it could be witches, some evil witches!
Which is ridiculous \'cause witches they were persecuted Wicca good and love the earth and women power and I'll be over here.
-- Xander, Once More With Feeling
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beejazz

Quote from: MaddmanHere's a hint: Not everyone likes the same things as you.  The game you describe sounds like a boring wankfest where some fatbeards congratulate each other on having the Monster Manual memorized.  Poking piles of trash to check for rot grubs and putting on a ring and jumping around got old about a decade ago.

(Takes out the sharpened car axel.)

"Jeez. It's been a while since I had to use this thing. Some asshole put bulletproof windows on his car, so I needed something that could rip through door... I really hope you're ready for a shattered pelvis."

But seriously, while death might not be strictly necessary (I'd still rather have it than not) the potential for failure is. Otherwise success gets pretty meaningless. Ever played Starcraft with all your cheats? As protoss? Then mind-controlled to get access to everything on all three tech trees? You'll succeed phenomenally. Then you'll get bored and see what's on TV. Because you didn't earn it.

Maddman

Quote from: beejazz(Takes out the sharpened car axel.)

"Jeez. It's been a while since I had to use this thing. Some asshole put bulletproof windows on his car, so I needed something that could rip through door... I really hope you're ready for a shattered pelvis."

But seriously, while death might not be strictly necessary (I'd still rather have it than not) the potential for failure is. Otherwise success gets pretty meaningless. Ever played Starcraft with all your cheats? As protoss? Then mind-controlled to get access to everything on all three tech trees? You'll succeed phenomenally. Then you'll get bored and see what's on TV. Because you didn't earn it.

Umm, I agree?  I don't really see what that has to do with what you quoted though.  I was being a jerkass because Yamo was being a jerkass.  I even enjoy that kind of game too, I'm a fan of All Flesh Must Be Eaten which is very much a 'count your ammo and think of contingencies' kind of game.  It's just that I don't think I have the One True Way To Game or anything.  I like different kinds of styles for different reasons, and what makes for a good time in game A will suck the life out of game B.
I have a theory, it could be witches, some evil witches!
Which is ridiculous \'cause witches they were persecuted Wicca good and love the earth and women power and I'll be over here.
-- Xander, Once More With Feeling
The Watcher\'s Diaries - Web Site - Message Board

beejazz

Quote from: MaddmanUmm, I agree?  I don't really see what that has to do with what you quoted though.  I was being a jerkass because Yamo was being a jerkass.  I even enjoy that kind of game too, I'm a fan of All Flesh Must Be Eaten which is very much a 'count your ammo and think of contingencies' kind of game.  It's just that I don't think I have the One True Way To Game or anything.  I like different kinds of styles for different reasons, and what makes for a good time in game A will suck the life out of game B.
Well, if being an asshole justifies being an asshole...

And it wouldn't necessarily seem that you agreed on this point, given that you went out of your way to attack Yamo for suggesting essentially the same thing, not only calling him a fatbeard but pissing on my parade by mocking the standard dungeon crawl.

Maddman

Quote from: beejazzWell, if being an asshole justifies being an asshole...

And it wouldn't necessarily seem that you agreed on this point, given that you went out of your way to attack Yamo for suggesting essentially the same thing, not only calling him a fatbeard but pissing on my parade by mocking the standard dungeon crawl.

No I don't agree with him.  Yamo's position is that you have to kill off characters left and right or you don't run a good game.  He is the aribter of that which is good and bad in gaming, and us lesser mortals should listen to his wisdom.  You'd said that there should be consequences for actions, something totally different that I agree with.

I got no problems if people want to do dungeon crawls.  Not my cup of tea but I've done plenty in my time.  Just don't go around saying that a dungeon crawl (or anything else) is the One True Path Of Gaming.  If I wanted people telling me their way was right and everyone else's was wrong I'd be on the Forge.  :p
I have a theory, it could be witches, some evil witches!
Which is ridiculous \'cause witches they were persecuted Wicca good and love the earth and women power and I'll be over here.
-- Xander, Once More With Feeling
The Watcher\'s Diaries - Web Site - Message Board

-E.

Quote from: Levi KornelsenThere's lots more.  What else?


I would add all the story-telling skills to the GM's list: being able to describe settings and characters precisely and evocatively. Handling timing including dramatic and comic timing. Being able to provide a sense of clarity about fast-moving or confusing events through choice of words and gestures.

Having a sense of when to move things along.

Like that.

Cheers,
-E.
 

RedFox

Good GM skills:

  • Having a feel for pacing.  When to keep things moving and when to slow things down.
  • Critical social observation.  Being able to recognize how the players are reacting, to what, and why.
  • A firm command of language.  As GM you need to communicate ideas clearly.
  • Communication skills. You have to be able to (and willing to) talk to your players.  Anything you can't learn from critical social observation, you'll have to gain by communication.
  • Improvisation skills.  Learning to be flexible is absolutely necessary.  Thinking on your feet is required because players do not stay within boundaries.
  • A good grasp of the game.  Setting, mechanics, and how to work with it all to get the results that work best for you and the game.  Know your material inside and out.
 

Pseudoephedrine

Player skills:

Shows up on time
Is a good fellow to be around
Knows the rules

Everything else varies by system. I don't give a fuck if you roleplay when we're doing Zombie Island or some dungeon crawl, and I'd rather you didn't if we're playing 40K. I'd like some characterisation if we're playing FATE or high-falutin' D&D campaigns. So long as you're not an irresponsible dumb cunt, you've got everything you need to be a player.

GM:

Know what everyone is interested in
Keep the adventure/session moving towards what people are interested in
Is a good person to be around.

Simple enough, really.
Running
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