There are many, many nights when I get behind my GM podium, sigh, look at the table, and have a moment where I can feel the energy just run out of me at my feet. My players are ready to go, but I am lacking the energy to pull the trigger and announce the start.
It can be tough having a long day, then having to GM. Energy in the GM is the most important aspect that comes to the table. If the GM has energy, passion, and conviction for what they are going to run, it makes the session flow better. Smaller mistakes are easily overlooked by the players, and humor can flow seamlessly with the serious aspect of the game.
For me, staying on my feet while I GM is the key to staying focused and my energy up. I try my hardest to avoid being bland, to avoid sitting still for more than 20 minutes. While talking in character I walk around on my edge of the table, or walk around the table. I use voices, I am willing to use my hands and physical actions to talk for the NPCs. The GM's podium is nothing more than a vessel to carry my notes and to act as a surface to roll my dice. Some players will be intimidated by this approach, but I have found that there are a lot of players that are hesitant to RP who are knocked over the edge to start being in character for more than their actions.
Gathering a binder full of quick and easy notes to reference is one of the biggest aides to a GM. Name lists, encounter tables, monster stat blocks, etc. All of this can help keep your flow up and allow you to feel like king of the world. I went to Staples and grabbed a 2 dollar 2" binder during a back to school sale, and then snapped over to Amazon to grab a box of 100 paper sleeves for it. While it is a work in progress, just having some of the more basic GMing items already in it is perfect and saved my bacon in several games (especially the name list, I am terrible with names on the fly).
Keep snacks on hand for you, and only you, to reach. GMs while running can quickly be deprived of the group's snacks as players munch away, listening and acting accordingly while you are busy doing the prep work. Often I will buy myself a bag of chips and a 2 liter of cola to drink while I run my games. This is a minor thing, but it's a big step to keeping motivated to continue that narrative train.
Ultimately you need to figure out what keeps you going, and what keeps you in the game. I find standing, having my own snacks, and a binder full of quick nabbing notes is the key to staying in the game. What's yours??
A blog about tabletop roleplaying games, and my own games being run. A small side project to keep me occupied. Updates on Monday and Thursday!
Thursday, April 2, 2015
Tuesday, March 31, 2015
It's never 'no', it's 'how'
Players all the time will look for ways to do things that are outlandish, and are completely out of left field. They will look at you from the front of the GM's screen, and will smile as they glance at their sheet and their fellow players.
"Can I use my Acrobatics to grab the propeller's rod, then run around and around to generate lift?"
The natural reaction is to roll your eyes until they generate an electrical arc, then say with a deadpan retort 'No'. People will get upset, the player will try to say that the +27 they have should allow them to do this feat. But ultimately, you knew the answer was no, and they were able to save the wrist strength on rolling the dice.
These sort of things take control away from the players, even if we know going into the situation that it is going to be a futile attempt. One of the biggest things about TTRPGs is the amount of 'freedom' players have. They are known for being a great escape from the boring, 9 to 5 monotony of the real world. This escape for many is the chance to do things that they would be unable to do. Some want to get swole, grab a sword, and take on 5 to 6 Orcs at once while weathering a sea of blows. Others want to wield arcane magics or serve a deity that blesses them with ultimate power. By itself, the very idea of these capabilities achieve a high level of choice to the characters.
When a player asks you a question you are sure you know the answer to already, avoid saying 'no', but 'how'.
How are you going to pull this one way door open?
How is your Fireball going to cook a row of chickens perfectly with zero error?
How will your character use their excellent Acrobatics skill to turn the propeller on the airship?
This does two things: It gives the illusion of choice, and it also keeps the level of narrative control in the player's hands consistent. Nobody likes being told no, and when it comes to something that is supposed to be an escape, it hurts even more. Players should be allowed to experiment and experience the pain of failure for their characters. In some moments, such an action as the propeller example above in a way make sense. It's a desperate attempt in a life or death situation. It adds tension, and the GM only had to ask how.
While the player is rolling their dice to determine how well they were unable to accomplish their task, you should use this time to plan an explanation that will make their attempt powerful. Players love to hear how well they do, for better or for worse. The key to delivering bad news is doing it with flare. It makes you feel more alive, and it lets your players know that you care.
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Thursday, March 26, 2015
Roll20 Marketplace Review - Greytale's Dungeon Items
I have spent more money on the Roll20 Marketplace than I frequently care to admit. Some nights, I lay in bed and think about the dollars that have went into various tile sets while my wife shows me paint ideas for our house.
This money has went to both good and bad items, however there is one provider on Roll20 that has given me the most bang for my buck: Greytale's Dungeon Blanks. I have purchased almost every set from the Roll20 page for Greytale's, and I find that everything that they have released is spot on 100% perfect. Every set has instructions on how to use the pieces in regards to sizing and how certain pieces will interact with others.
The biggest draw to me has been however the amount of customization that is possible with each set. The Blanks in particular have a great deal of mileage on them, and my players that play in my online games can attest to seeing Dungeon Blank Set #2 for almost every dungeon. Each piece if clear of any what I call 'identifying mark's. You will find no furniture baked into the tiles, no blood spots or even statues. Each piece is just the base terrain, which for me is a huge draw to the set. I like to do my best on making sure every dungeon is different, and having tiles that allow me to have a literal blank slate to work with is great. They offer a cavern set, which is amazing and speaks for itself.
Art wise every set is top notch, the furniture packs they offer are done in the same art style as the tiles which allows them to blend as if the entire set was done as one large piece. This seems like common sense to many people, after all it is probably done by the same artist. But a lot of sets in the Roll20 Marketplace under the same author have various styles, or colors that are off hue from one another. It is a real struggle to find good sets for dungeon layouts, and even harder to find them at acceptable prices. For me, Greytale covers both of these.
If Greytale's people ever read this, I do have one bit of feedback for you: release sets faster please! I still need to pickup the newest set as of this writing, Greytale Dungeon Blank # 4, but I can tell looking at it that I will enjoy using it. My players will enjoy the sight of ramps, and enjoy the change of scenery from the other 3 sets.
If you want to check out these sets for yourself, follow this link here to head to the Roll20 Marketplace and take a look at the sets!
Tuesday, March 24, 2015
Handling a Rules Lawyer at the Table
At some point in the life of a GM, there has been that one
player whose knowledge of a system is infallible. They studied it, played it
since they were but a mere child, and are ready to remind you of every little discrepancy
in the rules even if it hurts their fellow party members. They can end games
and ruin friendships, but most of all they can make the game a no fun quagmire
for the GM.
Handling this sort of player is a true test of social skill,
requiring a bit of a backbone as a GM. Before you even consider approaching
them on this, look at a few factors:
-
Are the players verbally or visibly upset when the
Rules Lawyer starts to grumble?
-
Is the Rules Lawyer only speaking up when it is
in their favor?
-
Most importantly, is the Rules Lawyer hurting
your enjoyment of the game?
If they tick any of these options above, then you need to
take action immediately. If you let it linger, it will hurt the game in the
long run and people will drop out. Worst of all, if it bothers you the most, it
can hurt the quality of the game resulting in a massive degradation of player
enjoyment that can be difficult to come back from.
Turning the negative energy the person at the table is
generating into a positive one can be difficult. Often times many will
understand if you tell them to bring any rules questions up after the game with
you, in order to keep the table moving and play time unbroken. However, there
are a few who will take this as a way of silencing them, being unwavering in
their dedication to the written word of RAW (Rules as Written). The best way to
handle this is turn that negative energy into something positive for the whole
table. Let them know that you could use their expertise and knowledge in areas
such as Skill Resolution, which is often times a section that many players are
unfamiliar with. Have them help the group out by providing basic handouts on commonly
misunderstood rules that can slow a table down if they get out of hand. Using
the person as a tool instead of a hindrance is a great way to turn their energy
into something that benefits all, and can help take a burden off of your
shoulders!
It is sad to say however that there are many who will try to
abuse their standing knowledge of the game for their own goals, or to harm
other players at the table. Trying to speak with them can prove futile as they
continue their old ways, or worse, start to become distraught at the table. These
players should be cut from the roster and a replacement found, if possible. It
is the hardest thing to do as a GM, but think of the game and your enjoyment.
Think of the time and energy everyone else, including yourself, have put into
the table. Will it sour some grapes? Yes, but in the long run it is worth a bit
of heartbreak for a long term relief of knowing you can enjoy your own games.
Remember at the end of the day: The GM’s word is law, and
for good reason. Never be afraid to back up your feelings or decisions.
Thursday, March 19, 2015
In Defense of Group Character Creation
Oftentimes GMs will have their players create the character
they need for the game at home before they arrive to the table for the first
session of play. Arrays and point buys have eroded the need for ‘GM confirmed’
rolls for attributes and there are so many systems out there that allow for
easy character generation for most major systems. Making the character before
the game saves a session of time, but what is the cost of this convenience?
I have always felt that by having characters generated
before the game starts, we lose out on a chance for our players to appreciate
the setting. Watching over their shoulder while they consider their choices
allows you to both make sure you are providing an adequate challenge, but you
can also help strengthen their bond with the setting. Offer suggestions from
the handout (if there is one) about how certain classes can tie in with existing
organizations. Talk about the terrain and certain events while they create
which can give them ideas as to what would be strong in the campaign. Talking
about a setting will churn thoughts among your peers more than simply placing
it on a piece of paper. Speak with a tone that shows you care about what you
created and you can easily encourage your friends to think about their
in-character choices.
With everyone in the same room, you also allow for the group
to synergize better with one another. You have an easier time filling class
roles, and people can work together to create a bond that works in-character
for the campaign. Probably one of my biggest gripes is when players come to the
table with multiple characters rolled ready to go when I ask them to roll at
home. It gives of a feeling of caring only for the game portion of the
campaign, not the setting itself. It’s a nice gesture in order to make sure
roles are established to avoid shortcomings, but it feels hollow unless they
have a good back story for each.
Newer players will always benefit the most from group
creation, with veterans helping them determine the direction they should go for
the idea the new player has in mind. Many systems that offer a lot of complex
choices also suffer from the Ivory Tower gaming theory where certain options
seem appealing, but are useless. These options are traps for new players who
only know the basics, and can deteriorate playing experience in later sessions.
The group experience can also make sure that the player’s character is in line
and 100% correct for game time to help keep the game time flowing smoothly.
The best reason though to create characters as a group is
the bonding aspect of it all. Knowing what design process went into each
character, interacting with each other by providing suggestions and support for
character ideas and themes, all of this can result in a greater experience at
the table come game time.
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