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Advanced RPG wisdom for Game Masters

Started by VengerSatanis, January 25, 2023, 11:23:34 AM

Previous topic - Next topic

Spinachcat

You should expand on the GM persona concept by explaining HOW they can develop it, with specific examples of what to do at the table. For instance, not fudging rolls. Or not using Deux Ex Machina to save their precious PCs from their stupid decisions.

It's the referee part of the GM job apart from the storyteller part. A good referee remains impartial even as everyone's most beloved and favorite team gets their ass beat.

VengerSatanis

Quote from: Spinachcat on January 30, 2023, 03:53:35 AM
You should expand on the GM persona concept by explaining HOW they can develop it, with specific examples of what to do at the table. For instance, not fudging rolls. Or not using Deux Ex Machina to save their precious PCs from their stupid decisions.

It's the referee part of the GM job apart from the storyteller part. A good referee remains impartial even as everyone's most beloved and favorite team gets their ass beat.

Yep, I go into detail about the GM persona in other essays contained in the book.  Thanks for the comment, hoss!

jhkim

Quote from: VengerSatanis on January 29, 2023, 11:17:05 AM
This is the 3rd and final essay (until you read the actual book, obviously)...

https://www.kickstarter.com/projects/vengersatanis/advanced-game-mastering-like-a-fucking-boss/posts/3718437

This read as very unclear to me, especially associating being vulnerable with pity. One of my models for good GMing is my friend Janyce (author of Beyond the Mountains of Madness). She kept a lot of danger and unpredictability in her GMing persona, but she also wasn't afraid to be honest, open and vulnerable with the group. I think it's one of the things that made her groups so dedicated over many years. You can be an honest friend to the group and still have an effective persona.

While I agree that there is a balancing act, for me the metaphors weren't very helpful.

weirdguy564

How to GM?

Easy. 

1.  Start with a game that has nearly naked, fit as hell, warrior chicks on the cover. 

2.  Have your players meet those girls.

3.  Break up the group when it inevitably gets super creepy.

4.  Start a new group with more conservative goals and almost no sexy hanky panky.

5.  Start a new group as the last on just sort of fizzled out and nobody showed up each week. 

6.  Learn it's about the cool story and putting your group in just enough danger to be fun, quickly getting thru the story without the dragging/boring parts.

7.  Start a new group as everyone moved away or got married. 

8.  Switch to solo gaming. 
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

VengerSatanis

Quote from: jhkim on January 30, 2023, 08:46:14 PM
Quote from: VengerSatanis on January 29, 2023, 11:17:05 AM
This is the 3rd and final essay (until you read the actual book, obviously)...

https://www.kickstarter.com/projects/vengersatanis/advanced-game-mastering-like-a-fucking-boss/posts/3718437

This read as very unclear to me, especially associating being vulnerable with pity. One of my models for good GMing is my friend Janyce (author of Beyond the Mountains of Madness). She kept a lot of danger and unpredictability in her GMing persona, but she also wasn't afraid to be honest, open and vulnerable with the group. I think it's one of the things that made her groups so dedicated over many years. You can be an honest friend to the group and still have an effective persona.

While I agree that there is a balancing act, for me the metaphors weren't very helpful.

I'll go back and re-read it.  There are different kinds of vulnerability.  The bad kind is leaving yourself wide open to attack and destruction.  The good kind is opening yourself emotionally and letting other people, ideas, etc. affect you.  So, my essay could probably do with greater specificity.  Thanks for the feedback!

VengerSatanis

Quote from: weirdguy564 on January 31, 2023, 09:50:33 AM
How to GM?

Easy. 

1.  Start with a game that has nearly naked, fit as hell, warrior chicks on the cover. 

2.  Have your players meet those girls.

3.  Break up the group when it inevitably gets super creepy.

4.  Start a new group with more conservative goals and almost no sexy hanky panky.

5.  Start a new group as the last on just sort of fizzled out and nobody showed up each week. 

6.  Learn it's about the cool story and putting your group in just enough danger to be fun, quickly getting thru the story without the dragging/boring parts.

7.  Start a new group as everyone moved away or got married. 

8.  Switch to solo gaming.

Yes.

Ghostmaker

Have fun.

In lieu of fees, please donate to a worthy charity.

Ta. :)

VengerSatanis

Quote from: Ghostmaker on February 01, 2023, 01:32:42 PM
Have fun.

In lieu of fees, please donate to a worthy charity.

Ta. :)

Fees?  Am I missing something?


rytrasmi

What about different personas or styles? A gonzo one shot with beer and pretzels is totally different from a long low magic campaign with characters (PC and NPC) that players grow to love or hate. 
The worms crawl in and the worms crawl out
The ones that crawl in are lean and thin
The ones that crawl out are fat and stout
Your eyes fall in and your teeth fall out
Your brains come tumbling down your snout
Be merry my friends
Be merry

VengerSatanis

Quote from: rytrasmi on February 01, 2023, 02:41:35 PM
What about different personas or styles? A gonzo one shot with beer and pretzels is totally different from a long low magic campaign with characters (PC and NPC) that players grow to love or hate.

That's a good point!  I assume that some GMs would prefer to cultivate a different persona depending on the circumstances (genre, style, campaign length) while others might keep the same persona no matter what they're running. 

Thoughts?

Ghostmaker

Quote from: VengerSatanis on February 01, 2023, 02:26:18 PM
Quote from: Ghostmaker on February 01, 2023, 01:32:42 PM
Have fun.

In lieu of fees, please donate to a worthy charity.

Ta. :)

Fees?  Am I missing something?
I'm being a smartass. Think of all those 'consultants' who demand high fees to 'advise' companies. :)

But in all honesty, if the players and DM are not having fun, you're probably doing it wrong.

VengerSatanis

Quote from: Ghostmaker on February 02, 2023, 08:13:59 AM
Quote from: VengerSatanis on February 01, 2023, 02:26:18 PM
Quote from: Ghostmaker on February 01, 2023, 01:32:42 PM
Have fun.

In lieu of fees, please donate to a worthy charity.

Ta. :)

Fees?  Am I missing something?
I'm being a smartass. Think of all those 'consultants' who demand high fees to 'advise' companies. :)

But in all honesty, if the players and DM are not having fun, you're probably doing it wrong.

Ok, makes sense now.  Yes, I wish I could swoop in with my black cloak and pimp chalice full of ice-cold Mountain Dew, ordering companies to realign themselves because "Immersion is back, baby!"  Then, collect my $499,999.99 fee.  Alas, it'll probably take another year or two before that happens...

Pen

Quote from: jhkim on January 26, 2023, 02:09:39 PM
Quote from: Chris24601 on January 26, 2023, 12:39:33 PM
Quote from: VengerSatanis on January 26, 2023, 11:32:36 AM
Quote from: Pen on January 25, 2023, 12:21:48 PM
Here's a GM question for you. I view the journey as the heart of an adventure. Sure, there can be a dungeon but getting there should be a major part. How do you make the journey feel like a journey (more than just rolling a few dice for an encounter)?  The One Ring and some other systems have rules that seem cool, but they can end up feeling more like bookkeeping.

If I want the journey to far outweigh the destination (and what lies therein), I'd form the adventuring around the actual journey.  I'd create points of interest, rumors, set encounters and also wandering monsters, meeting people such as interesting NPCs that could use a hand or robbers looking for a quick score, as well as, events like the party's sand-speeder breaking down or tropical storm.

My personal answer to the above is that to make the journey into the heart of the adventure you first need to make sure the journey portion can't just be sidestepped.

This is less about setting as it is about structure. The modern world has cars and aircraft that can get you just about anywhere on Earth in days at most and yet stories involving a journey are still told every day.

The important part is often that the people on the journey aren't absolutely certain of their destination. They are seeking something (physical or ephemeral) and the search requires them to not skip the journey lest they miss a clue or signpost critical to finding what they seek.

The players need to be able to learn new information, and make choices based on information, and those choices should have consequences and they learn things from that. For example, they might have to go through goblin territory, and they can choose different routes which have different risks - like the high route which is faster and they can see danger approaching, but makes them more visible. Or the low route where they have low visibility but also might get bogged down.

They can have encounters with NPCs along the way who have conflicting information about their destination, and about the route. Some of those might be rivals, or bandits.

Fixed obstacles or random encounter tables don't add choice, so they can add some interest but it's crucial to add choices as well.

Great ideas!  Thank you!