CRB is a repository of all the creative things that float through my mind about the RPG Pathfinder. Two major features are random character generation and building characters based on the god they worship. Anything that seems like it adds to the creative aspects of the game will pop up from time to time, including location descriptions, adventure ideas and even short stories. CRB won't just be my own creativity, it will open the floor to anyone who has an idea sparked by what I present to you.

Showing posts with label Guest. Show all posts
Showing posts with label Guest. Show all posts

Wednesday, August 30, 2017

Tips for the Novice Game Master - Guest Article

I’m on vacation this week so I thought I’d let another voice grace the pages of the CRB. Today’s article contains some thoughts to share with a novice GM that come from a man who has run many games for me; a friend since high school, a great gamer, and a fellow writer. Without further ado I give you the words of V. Peter Collins:

TIPS FOR THE NOVICE GAME MASTER

by V. Peter Collins

“The essence of a role-playing game is that it is a group, cooperative experience.” – Gary Gygax

So says the heralded father of roleplaying. That group experience  is typically divided into two very specific, well, roles: the players, they who inhabit the heroes within the game’s story, and the game master – known as Dungeon Master, Storyteller, and half a dozen other game-specific monikers – whose job it is to provide the foundation on which this group experience is built. There are arguments for and against the GM being the more important of the two jobs, but one thing is for certain, it’s the one that requires the most diverse set of skills to pull off successfully. This can make the learning curve pretty steep for some. What follows are seven tips to give the first time or novice GM a leg up, and maybe help an experienced ‘master improve their bag of tricks.

1 – Full Frontal Background
           The first stage in playing an RPG is deciding what to play, which includes what system to use, such as Pathfinder, D&D, GURPS, or any of the multitudes of gaming systems out there. This can be the GM’s choice alone, or a decision made by the entire group. Once it’s time to create characters, it is essential that the game master inform the players of the specifics of the story environment in which they will be playing. Are there any house rules? Are there going to be special exclusions or inclusions of any of the major components? Is there going to be an augmentation to something previously established? Which source books are allowed and which aren’t?

           It’s easy to tell a group “We’re playing Pathfinder, using Lands of Conflict” and let them set off to make characters. But what if you decided to incorporate aspects of other campaign settings, such as Aquatic Adventures? The players will need to know that or you might end up tossing a group of land-lubbing adventurers into the middle of an ocean battle that neither players nor characters are prepared for. Or, if you decide that Elves were nearly extinct, that information would be critical for anyone wanting to play an elf or a character whose background is tightly interwoven into elven culture.

           An additional consideration is letting players know what sort of characters other players have made. This is optional, certainly, but can come into play if two players have made nearly identical characters. It can also come into play if have built backgrounds that are diametrically opposed, creating in-game tension that can potentially do more harm than good.

2 – “No” Is Not A Dirty Word
           Before there is a party and players become invested in the wellbeing of other characters, all players are out for themselves. This isn’t a bad thing; strong focus by a player during character generation can lead to truly excellent characters. However, sometimes players want something for their characters than can cause an issue with the ‘Master’s overarching plan, doesn’t fit the feel or genre of the game (such as a light sabre in a high-fantasy game), or the player is a classic Min-Maxer, trying to milk every loophole and reinterpret rules to grant their character an advantage that can jeopardize game balance. Sometimes, the GM has to simply say ‘no’.

           While it is important to help players make characters that they are happy to play, it’s ultimately more important to service the campaign as a whole. I once ran a Mutants & Mastermind game in an sci-fi/space setting with a player whose character could duplicate himself with a mental link between each duplicate and also teleport vast distances. This very quickly led to a scenario where the character was literally in all game-related places at once, upsetting the balance of the game so that all of the other characters became unwitting support for this one character. The players eventually complained that they all felt bored and unnecessary in the game. Even though the rules technically allowed for this, I should have imposed some sort of restriction on this particular concert of abilities in order to retain game balance, which would have allowed for a more positive experience for the rest of the players. This directly ties into point 7 coming up.

           On the other side, try not to squelch the imagination of your players too hard. There is a balance to be struck, a line where you have to decide if a player’s desires during character generation will serve the one character at the expense of the other players, or the story itself.

3 – Know Your PCs

           A typical Game Master spends a great deal of focus on the story being told and the non-player characters involved in the telling. One classic oversight, however, is not being fully cognizant of the player characters and the full extent of their abilities. A rogue with a significant Charisma bonus against minotaurs, for example, will change the way your players react to a minotaur encounter, which can change the experience from what the game master intended. Conversely, not being aware that a paladin is acutely weak against druidic magic can put that paladin in an unfair disadvantage and diminish that player’s enjoyment of the game should they find themselves alone against some ne’er-do-well druids.

           On the other side of it, some players will try to get away with using skills, abilities, and the like that simply do not appear on their character sheet. Sometimes this happens by accident, such as if a player conflates two separate characters of theirs, and sometimes it’s a conscious choice of a player trying to gain an unfair advantage.

           The best way to avoid these types of situations is to review your player character’s sheets prior to each session. Also, take copious notes as the campaign progress. This awareness on the part of the game master can be critical for everyone’s enjoyment of the game.

4 – Flexibility
           The game master’s story, be it a pre-written module or one hand crafted by the GM, is the driving force for any given RPG session and campaign. That doesn’t mean players will stay on the page. In fact, it is a frequent occurrence that the tighter a game is plotted, the more divergent the players can take things. Unless you’re a mind-reader, have a PhD in psychology, or have some other means of predicting your player’s choices 100% of the time, it’s imperative for the game master to be mentally prepared for the eventuality that the players will take the game off the page.

           This was perhaps the first lesson I learned as a fledgling Game Master. For the very first game I ran, I wrote a highly detailed story and series of interactions that were going to lead the players through a mystery and into an exciting confrontation with the antagonists. The game never made it to the second paragraph. Once they party had formed, they decided to go in a completely different direction from what I had planned yet was completely legitimate within the bounds of the game and the story. I spent the rest of that session ad-libbing.

           Ask any seasoned role player or game master and they will tell you stories of how modules – pre-written and GM-created – were played out of sequence, sections bypassed, and whole chains of events mangled because the players fell on a play that simply bypassed what was anticipated.

           Another example of this is puzzle-solving. Just because there is a dungeon with a single door in and out doesn’t mean the players are going to go through it. If the alchemist of the party uses acid on the hinges, bypassing the trap on the lock all together, or the party decides they’d rather dig a tunnel beneath or around the door, just roll with it. This sort of spontaneity can often lead to exciting moments enjoyed by players and game masters alike.

5 – Respect The Dice
           This is an offshoot of point 4 above. If you’re playing a game that uses dice (and there are quite a few that don’t), then both the GM and players have made an agreement to respect the outcomes dictated by the rolls of those dice. This includes quick and final defeats of major antagonists like a dungeon boss (frequently to the GM’s anguish), or character death. Dice will change, break, or create pathways during a game just as readily as any player’s decision, and with a suddenness and unpredictability that is often shocking. These can lead to great moments – like rolling a critical success when attempting to save the life of another character, or moments of tragedy – like rolling a critical failure on a reflex save when you’re down to your last hit point and need to avoid an explosion. These types of moments are remembered and talked about long after the campaign is over, and are, as often as possible, best left to play out organically.

6 – Player As GM
           If you’re an experienced player and are trying your hand at sitting at the proverbial head of the table, one easy guideline is to remember the negative experiences you’ve had that were caused by poor choices of a game master, and choosing to avoid making those choices. Everyone’s metaphorical mileage will vary, but ultimately your insights as a player will give you a strong base from which to learn the craft of game mastering.

7 – It’s Just A Game
           At the end of the day, the goal of gathering with a small cadre of people over food, drinks, and character sheets is to have fun and enjoy the day and each other’s company.

           Game Masters can become deeply invested in their stories and NPC’s. Players can become emotionally attached to their own characters as well as other PCs and non-player characters alike, especially deep into a years long campaign. Interpersonal situations outside of the game can shape how players role play character interactions. Disagreements over rule judgements can – and will – occur. These all have the potential for creating truly intense moments.  If it’s clear that everyone involved in a gaming session - or more importantly a campaign - is not enjoying themselves, then it might be time to reevaluate things.

           Relax, enjoy yourself, the company, and have fun.

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Usually I give my spiel here about contributing to my patreon and what not but these words are not mine so we’ll skip that. Mr. Collins doesn’t have any current work for me to pimp but you can find him on twitter. You can also find the CRB on Facebook, Tumblr, and Twitter.


Wednesday, December 2, 2015

I've Put This Off For Too Long

I’ve been seriously putting this off—writing this article that is. I’m writing it on a Monday afternoon which is actually pretty early for me. I do my best work around 9pm on Tuesday when the article needs to be up Wednesday morning. Sometimes I won’t finish Saturday’s articles till 3 or 4am Saturday morning. The thing is, I don’t see this as a bad thing, I just tend to work very well under pressure.

Now how does this translate to gaming? Well I put everything off until the last minute there as well. I usually start setting up for a session the night before. I have all these ideas swimming around in my head and I can’t seem to get them out until it’s go time. Sometimes as much as an hour before game I’m still just getting things down for what I want to do.

These days I mostly run online. My work schedule makes it hard to meet with a regular local group, so it’s either that or not play at all. I know a lot of gaming purists dislike online gaming, but I have to say I enjoy the hell out of it. I found a great group, which includes a few GMs so that we can take turns. And, I was a late adopter; I delayed trying it out, thinking it could never live up to face-to-face. I discovered, however, that it can.

Even though I love Roll20 (I know some of you may use something else but I dig roll20) it hampers the one thing that I’m really, really good at: On-the-fly encounters. It’s easy enough to find counters for your bad guys and I can just roll manually instead of setting up a sheet for the NPCs. But setting up maps takes a while, especially sizing them to fit a pre-existing grid on the virtual table top. Adding dynamic lighting (at an additional cost) is an amazing feature, but it also eats into set-up time.

In my days of in-person gaming I could throw an impromptu encounter at my players with a minimal amount of preparation or forethought. Occasionally their actions would give me an idea that just had a life of its own and I could usually put it into play pretty quickly. I would rough sketch some terrain on a battle map, open up the Monster Manual to the page I needed, and run with it. Now, if I absolutely want to run an encounter on the fly I need a 15 minute break to set it up.

This isn’t a condemnation of online gaming; I still love it. But, as a procrastinator, doing things spur-of-the-moment is my specialty. I can still get away with it to a degree, and I’ve surprised my players on more than one occasion with encounters I didn’t even know I was going to use. Some of them read this blog, and I know they’re now wondering which encounters I totally pulled out of my ass and which I didn’t. I’m not telling, sorry guys.

But maybe you’re not like me. Maybe you’re a planner and far more organized. One of the other player/GM’s in my group Joel has a few words for you to counterpoint my own.

In response to Simon’s excellent post on off the cuff DMing, I thought I might write a counterpoint examining my own style which is heavily informed by preparation. He and I trade off GM duties (along with another fellow) so that we can all enjoy playing without becoming burned out with the heavy work of running a game. Some background; I cut my teeth in 1st and 2nd ed. DnD, and several other systems that were popular at the time.  Storyteller, Battletech, Palladium, Shadowrun, and various others were frequently played at my table. Life and college forced me to take a break for the better part of a decade, but five years ago I returned to the scene and have been running games ever since. Pathfinder is my current system of choice, like Simon, and in particular the AP Rise of the Runelords.

I, like Simon, can be a bit of a procrastinator.  However when it comes to DMing games, I generally put more hours into preparing a session than I do into actually running it. I also use Roll20 Virtual Tabletop, and over the many thousands of hours I have spent logged into it over the last few years, I have become fairly skilled at making it work for me.  I have become fairly proficient at the use the Photoshop alternative GIMP in order to build some rather nice high quality battle maps for my Rise of the Runelords campaign (all of which are posted on the Community Created thread on the Paizo Runelords forum for anyone to use).  I enter the enemies so that each has their own character sheet (tho mooks will share one naturally), and their own token.  I often set up alternative versions of the enemies with different templates such as advanced or undead, just in case I want to throw something different at the guys once and awhile.

 I spend hours reading the source material for my adventure, forums where people discuss their experiences running the game, and background material for the setting in which we are playing.  All of this improves my game greatly I think. The work I do in my character journal, setting up those sheets, allows me to yank out a mook they fought as a solo encounter at a lower level, and set them against the now leveled up PCs in groups of four or five.  I can boost up a former villain that escaped and make him a returning baddie, perhaps supported by a gang of cutthroats or a bunch of zombie goblins.  It may take me twenty or thirty min to set up a minor mook, but if I use it three or four times in the course of a campaign, it saves a ton of time.

Not all of my preparation is done in the VTT however.  In fact, MOST of my prep time is probably spent in research and story/plot planning.  Naturally, since we are in a sandbox situation, it is counterproductive to try to plan out a linear storyline for the PCs to follow, but you can develop storylines that are perhaps a series of dramatic points you are trying to connect without tying the hands of your players.

 For example you might say “I want a tense standoff with some mobster types, followed by a chase scene, then the following day there might be an encounter with some town guards looking into the ruckus”.  Fairly general, but I know I need Mobster Mooks, some Town Guard mooks, and a chase scene mechanic.  All of that is easy to prep ahead of time and, if I end up not using some of it, well, perhaps it pops up in a future game.  

How the PCs handle the encounter is up to them.  Do they negotiate with the Mobsters?  Are they the ones being chased, or are they doing the chasing?  Do they scrap with the town guard, or play nice?  All of this is up to them, but by having the guys entered with appropriate skills and combat stats I am prepared for both social or combat encounters.  And because of my research I am able to fill in interesting bits of descriptive text or background information that bring the encounters to life.

I try to develop the kinds of storylines for my players that tie into their backgrounds, and offer them opportunities to role play by surrounding them with 3 dimensional NPCs who, if I am doing it correctly, feel like supporting characters more than set dressing.  When they bump into Mama Alvertin in Sandpoint, I describe the barely hidden pain in her eyes and the fact that she is obviously putting on a cheerful false face so that later, when they find out about her son’s tragic death, it becomes a piece of the world they inhabit and not just a note in their log.

I am able to do these things because I have read and thought about the setting, the NPCs, the Player Characters, and the overarching Storyline and Background info.  I have run the campaign before for others, and learned from mistakes I made.  I have read the advice of others and taken their better ideas for my own.  And often, because of this, when I do need to wing something, I have a number of tools in my kit that I can bring to bear to make it all feel as if whatever I am improvising is something I planned the whole time.

I think am a better GM because I am prepared, but that may be just my own style and type of game. Are you a Prepper?  Do you spend hours developing your games?  What were some of your greatest long term plans that worked out in the end?

Are you a procrastinator or a planner? Do you set up encounters last hour? Last Minute? Last second? Or days before? What are some of your favorite on-the-fly portions of your game? Were they combat or RP?