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The Best GM Advice

Started by beejazz, October 02, 2009, 01:24:48 PM

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Soylent Green

I think it is hard to provide abstract, generic GM advice. Each game is different. Each group is different. Advice that is good for one may be terrible, terrible advice for the other.

Breaking it down by genre doesn't help much. Running a political fantasy game like Dying Earth or Ars Magica is very different from a dungeon crawl. How you run a sandbox game is very different from a mission based one.

That said, I would suggest getting a copy of "Robin's Law for Good Mastering". It's not going to blow your mind and solve all your gaming issues in one fell swoop. It does however give a good, impartial overview of different kind of game style and the different sort of things players look for in a game which is good because I think a lot of problems in games stem from people having very narrow views of what "good rolepalying" is.
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LordVreeg

Quote from: Beejaz
Quote from: Originally Posted by LordVreeg  Indeed. Perhaps it is useful to give advice for the differnt parts of a GM lifecycle

Think a division between "So you're running your first game?" and "So you've played a few games like this before?" would suffice? I don't know if the GM cycle goes in more stages than that...

I am surprised to see how many people come in with comments better addressed to the internet than to new players.

Kyle's mantra seems to straddle the border between the vague obvious stuff and the stuff that's hard to learn and easy to forget. If each statement individually were elaborated on, it could work well I think.

There are a lot more cycles, but I don't know if the advice to them is useful, whereas from them might be.

Also, going back to your op, Advice to the GM who wants a long campaign is a very special and difficult catagory that might be pertinent.
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beejazz

Quote from: Soylent Green;336451I think it is hard to provide abstract, generic GM advice. Each game is different. Each group is different. Advice that is good for one may be terrible, terrible advice for the other.
I think that's true to an extent, but there are some things that work more or less universally. For example, I don't think most of us would likea game with ten minutes of dead air, a horde of mooks on a flat plain that goes on as far as the eye can see, some PCs who could be killed by a housecat, and a GMPC gandalf who looks cool while we watch.

On the internet, advice like "give the PCs some meaningful decisions to make" and "don't railroad" gets argued forever because we like to argue over how to prep games and whether sandboxes are somehow superior because they are the extreme version of this, one of many (sometimes conflicting) good pieces of GM advice. Same goes for "don't give the PCs a bunch of shit they can't handle, but don't make it a dull cakewalk either." Or howabout "shoot for an interesting story." Fact is the internet debates a bunch of distinctions most folks couldn't care less about. I think it's better to give players this and let them decide what it means than to give them nothing at all.

QuoteBreaking it down by genre doesn't help much. Running a political fantasy game like Dying Earth or Ars Magica is very different from a dungeon crawl. How you run a sandbox game is very different from a mission based one.
I think there are some ways of gaming that capture a certain mood better or worse in certain genres. As you point out, fantasy is more flexible than some genres, but mystery and horror seem to have a distinct feel. Sandbox or mission based, a mystery is going to start with some question the PCs have to answer, move on to collecting clues (and maybe a few action sequences depending on how you like to run), and finish (hopefully) with the solution of the mystery. I've gotta say I'm not terribly surprised at these genres having more specific GM advice, while vague genres like fantasy and scifi got blank.

However, a GM could always use a little advice about the in-game things that make a genre what it is. Usually, this is easy to handle just having the content match the genre (I'm thinking generic games especially need that genre specific advice for this reason), but there can be more to it than that. Adventure hooks will vary setting to setting for example, and are definitely the kind of thing starting GMs could use some help with.

QuoteThat said, I would suggest getting a copy of "Robin's Law for Good Mastering". It's not going to blow your mind and solve all your gaming issues in one fell swoop. It does however give a good, impartial overview of different kind of game style and the different sort of things players look for in a game which is good because I think a lot of problems in games stem from people having very narrow views of what "good rolepalying" is.
I've heard of Robin's Law, and I've read the 3.5 DMG II (which I've heard is similar) and I'd definitely agree that it's cool. But I've heard that one of the differences between the two is that the former treats gamer preferences as mutually exclusive categories, while the latter recognises that people like a little of this and a little of that.

I think it's only (at least mostly) on the internet that people like to argue over tiny details in favor of mutually exclusive extremes.

Soylent Green

Okay how's this for generic advice.

What the player characters do in the game matters. I matters more than what your GM notes, more than what your 500 page source book says or more than that really cool twist at the end of the adventure you've been building up towards.

What is more, it is important that the players see that what their characters do matters. The choices the party makes may have profound effects, but if the players never find out about it or are never shown this causal link it is all wasted effort.

So always find ways to show the players that their choices matter, either through the game itself which the things NPCs says or the stuff that happens, or through the XP system (make sure they understand than the XP they earned relates to their performance and isn't just what they need to level up for the for the next scenario) or even sharing out of character information with them if that what it takes.
New! Cyberblues City - like cyberpunk, only more mellow. Free, fully illustrated roleplaying game based on the Fudge system
Bounty Hunters of the Atomic Wastelands, a post-apocalyptic western game based on Fate. It\'s simple, it\'s free and it\'s in colour!

Warthur

Horror: Atmosphere is king, and your two best friends in establishing that are mystery and threat. Nobody is ever safe, and never explain everything. Ideally, each there should be at least one thing which leaves the PCs baffled, and at least one thing which makes them fear for their lives, minds, or souls. Ideally, they should be the same thing.

Mystery: Remember that there's two questions underlying each investigation: "What's the story behind the mystery?" and "How do the PCs get their desired result out of the investigation?"

Fantasy: There are three things that magic should never become: predictable, consistent, and explained. Otherwise it's not magic, it's just another kind of science.

SF: There's two things you can use to create a sense of wonder in SF games, (and you should try to do so at least once a session): the sheer enormity of space, and the sheer enormity of the future civilisation's technological achievements.

Pulp: Always remember Ray Chandler's rule: if things get bogged down, send in a few men with guns.

Supers: I've honestly had no experience, so I can't comment.

Beginner GM: Learn to improvise or GTFO. You've almost certainly overplanned your first session. It's a bad habit, and you're going to need to be broken of it early. So, plan up to a break point - a particular situation where you throw them a curveball, or drop them neck-deep in the crapper, or otherwise think to yourself "wow, I have no idea what they're going to do at this point". This must not be a combat - that tempts a TPK - but it could be some sort of other dramatic revelation or turn of events. Do not plan for anything after this, and certainly don't be tempted to come up with any "solutions" to the problem yourself.

Almost certainly, when that break point comes, the players will start improvising. And then you can improvise in response to that - and that will give you enough form to hang your improvisation on that you can make a good go of it.

Experienced GM: Play. Preferably in someone else's campaign, but even just an occasional one-shot with your regular group or something can help. It's your only defence against forgetting what the game looks like from the other side of the screen.

Games for beginners: Run a one-shot before you immerse them in a campaign, make sure it's snappy and fast-paced, and listen to them. If they're hesitant, don't forget to encourage them along, but if they're coming up with ideas, run with them - and if those ideas aren't entirely compatible with the game you were planning to run for them, change your plan. It's their first game, it doesn't hurt to give them a little slack, especially if it means they get a positive response to their contributions.

Sandbox: Don't be afraid to improvise. Just because you're making up details for an area or an NPC or a monster on the spot doesn't mean you're breaking the sandbox philosophy. Just remember to note down those details so that bartender is still there later on! (Or if he isn't, the replacement has a good story about why the last guy left...)

Cinematic: See pulp.
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Benoist

I think THE best advice I could give to a GM in general is:
The Game is about People.

That's the bottom line.

And these aren't just 'any' people, but persons (including you) with specific tastes and expectations. Cater to these expectations, listen to their feedback. Knowledge and communication are key to the best possible game experience. Tailor the game to their specific tastes, needs and wants. It's about you, people, enjoying the game around the table. Never forget that.

Soylent Green

Quote from: Benoist;336528I think THE best advice I could give to a GM in general is:
The Game is about People.

That's the bottom line.

And these aren't just 'any' people, but persons (including you) with specific tastes and expectations. Cater to these expectations, listen to their feedback. Knowledge and communication are key to the best possible game experience. Tailor the game to their specific tastes, needs and wants. It's about you, people, enjoying the game around the table. Never forget that.

That's pretty good. I'd go with that.
New! Cyberblues City - like cyberpunk, only more mellow. Free, fully illustrated roleplaying game based on the Fudge system
Bounty Hunters of the Atomic Wastelands, a post-apocalyptic western game based on Fate. It\'s simple, it\'s free and it\'s in colour!

The Shaman

The best GM advice? Don't post your great ideas where your players can find them.
On weird fantasy: "The Otus/Elmore rule: When adding something new to the campaign, try and imagine how Erol Otus would depict it. If you can, that\'s far enough...it\'s a good idea. If you can picture a Larry Elmore version...it\'s far too mundane and boring, excise immediately." - Kellri, K&K Alehouse

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Gordon Horne

Be aware of player mood. The players should be enjoying themselves. The characters can be having a horrible time, but the players should be enjoying themselves.

Have fun yourself.

Relax. It's just a game.

Don't become attached to a character, plot point, gimmick, or anything that demonstrates how clever you are. Be prepared and willing to improvise.

Plan the opponents' motivations and goals, not specific actions.

Know your system. Know your setting. Know your story.

Keep play moving.

Mistwell

Reviving an old thread.

I am giving the D&D 5e Starter Boxed Set to a 10 year old girl that is a friend of our family.  I think she is ready for D&D and it is something that would interest her.

In addition to the boxed set I am including 4 dice bags, and 3 additional sets of dice (so four in all including the dice in the box).  

I am also including a print-out of the Basic Rules for Players, and the Basic Rules for DMs, 4 additional blank character sheets, and a note explaining where she can find all this stuff online, what each of these things is and why it would be useful, and where to go from there if she finds she wants to expand into the PHB/MM/DMG.

But I'd like to include an article on how to be a game master, from a beginner's perspective.  I've heard there isn't much advice on this in the starter set, and I think a general article might be handy.

The only one I've read so far is this one.  It's not bad and if I cannot find a better one I will just go with that.

But I wanted to ask here first - anyone know of a good article/blog entry/section of an existing game that is really good on basic beginner GMing advice that I could print out and include with this gift?

Spinachcat

The best advice I have learned is SPEED. Keep the game flowing, don't allow distractions, interruptions, rules nonsense or anything to slow down the momentum of the game. Stuff may happen that takes up time, but find ways to minimize the time wasted.

And how do you speed up combat? Morale rules. If your system doesn't have them, make some up. Living creatures don't like to die. Few enter combat with the intention to win or die, and even then, blood pouring out of wounds does wonders for knocking sense into the foolhardy.

This was known in the early days of the hobby because of wargames. Armies rarely lost because they got chopped down to the last man. They lost because the enemy broke their morale and they fled the field, leaving the leaders no choice but to surrender, flee or die.

Old One Eye

Get a blank sheet of paper.  Brainstorm half a dozen to a dozen things you think are cool.  Hit google images for a couple pics that show a couple of the things on your list and save the pics for your game.  Go have a beer, sex, crossknit, or whatever the fuck you like to do to get your mind on something comepletely different.  Come back to your list later, brainstorm a few connections on whatever disparate things you have.  Pick one as your starting point.  You are now ready for the game.

Start the PCs off at the starting point.  Let the game grow organically from wherever the players take it.  Do as Spinachcat says in keeping the game's pace moving.  If things hit a lull, throw in whatever makes sense from the list you prepared.  Use the pic if you have one.

Congratulations!  As long as you kept the pace moving, let the players drive the action, and did not get stuck in long slow periods of game time then you are better than half the DMs/GMs out there.

TristramEvans

Quote from: beejazz;335949So what is the single best piece of advice to give in the following situations?

For a horror game.

Put on a good soundtrack, like Silent Hill or Christopher Young's Hellraiser score.

For a mystery game.

Be generous with clues. Players are already being led blind, deaf, and dumb through the shared imagined reality by the GM.

For a fantasy/S&S/etc game.

More cowbell.

For a scifi/space opera/etc game.

The less human your aliens, the more believable.

For a pulp/noir/etc. game.

Read voraciously and steal shamelessly.

For a supers game.

Remember that a superhero is a character archetype, not a genre unto itself.

For a beginner GM.

Players will go looking for trouble, you dont have to lead them there.

For an experienced GM.

"I only roll these dice for the sound they make" - Gary Gygax

For running a game for beginners.

Reward creativity, ; dont be aslave to expectations of how they "should" roleplayt.

For a sandbox.

Don't eat it. Especially if you have pets.

For a "cinematic" game.

Melodrama, not angst.

TristramEvans

Quote from: Mistwell;792093Reviving an old thread.

I am giving the D&D 5e Starter Boxed Set to a 10 year old girl that is a friend of our family.  I think she is ready for D&D and it is something that would interest her.

In addition to the boxed set I am including 4 dice bags, and 3 additional sets of dice (so four in all including the dice in the box).  

I am also including a print-out of the Basic Rules for Players, and the Basic Rules for DMs, 4 additional blank character sheets, and a note explaining where she can find all this stuff online, what each of these things is and why it would be useful, and where to go from there if she finds she wants to expand into the PHB/MM/DMG.

But I'd like to include an article on how to be a game master, from a beginner's perspective.  I've heard there isn't much advice on this in the starter set, and I think a general article might be handy.

The only one I've read so far is this one.  It's not bad and if I cannot find a better one I will just go with that.

But I wanted to ask here first - anyone know of a good article/blog entry/section of an existing game that is really good on basic beginner GMing advice that I could print out and include with this gift?


Robin Laws' guide to GMing published by IIRC Steve Jackson Games is quite nice. Shouuld be easy to find online, and its not super long.

shlominus

Quote from: Mistwell;792093Reviving an old thread.

I am giving the D&D 5e Starter Boxed Set to a 10 year old girl that is a friend of our family.  I think she is ready for D&D and it is something that would interest her.

In addition to the boxed set I am including 4 dice bags, and 3 additional sets of dice (so four in all including the dice in the box).  

I am also including a print-out of the Basic Rules for Players, and the Basic Rules for DMs, 4 additional blank character sheets, and a note explaining where she can find all this stuff online, what each of these things is and why it would be useful, and where to go from there if she finds she wants to expand into the PHB/MM/DMG.

But I'd like to include an article on how to be a game master, from a beginner's perspective.  I've heard there isn't much advice on this in the starter set, and I think a general article might be handy.

The only one I've read so far is this one.  It's not bad and if I cannot find a better one I will just go with that.

But I wanted to ask here first - anyone know of a good article/blog entry/section of an existing game that is really good on basic beginner GMing advice that I could print out and include with this gift?

i would advise you to play at least one game with yourself as gm. it's true for every gm, but especially for younger ones, that seeing another do it is the best kind of advice there is. usually one of the group will try their hand at gming themselves, that's much better than "forcing" the position on the girl in question.

after the game talk about certain situations, why you did something (and how), what mattered when you did something else (and why), and so on. let them ask questions. if one is interested in being gm there will be questions.

also, cut the game down to the required minimum. don't overwhelm the kids. if the want more (rules, background, spells, whatever...), tell them where to find it later. also, be available at first. trust me, you will get a few phonecalls when the first adventure is being made. :)

the most important advice:

tell them that they need to find their own way to play!