Showing posts with label run a game. Show all posts
Showing posts with label run a game. Show all posts

Monday, January 17, 2022

A Decade Worth of Advice in "100 Tips And Tricks For Being a Better Game Master"

It's Monday, and I wanted to take a moment to talk about one of my latest releases. Because 100 Tips and Tricks For Being a Better Game Master has done something that none of my other supplements have managed in a long time... it hit Silver status within 1 week of being released! And since that doesn't happen to me more than once every year or two, I figured I'd remark on this occasion by talking a little about the supplement, and asking my readers some questions.

Because being in the big chair ain't an easy gig.

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A Best Hits List of GM Tips!


For folks who haven't checked out 100 Tips And Tricks For Being a Better Game Master for yourself, its creation was pretty simple as far as such things go. Because, you see, I'd already done all the research and field testing for the tips between these covers. And if you're a regular reader, you've probably seen a lot of the content before... because it's shown up right here on this blog!

Because it turns out GM advice articles tend to do well.

Around the time I hit tip 15 and started losing my immediate traction, I just opened up my blog one page after another, and scrolled through all the previous advice I'd given folks on how to run games. It's why you'll find all kinds of tips from Knife Theory, to flavor-based perception checks to avoid lore dumps, to diversifying the arenas and enemy tactics used against your PCs; I've covered it all before, but never in a single document.

And as the introduction says, there's something in here for everyone. Whether you're an old hand that's been behind the screen since the 1980s, or you're relatively new to the big chair and you're not entirely certain how to be a Game Master, this collection's got tricks to help you make your game the best it can possibly be. A majority of these tips have been tested by yours truly in the games I've run (both personally, and at conventions), and the tips I haven't tried myself I've watched other folks use. While not every single thing in here is going to work for every player or every game (some players might like 3 Truths And A Lie for making their character stories, for instance, while others don't), all of it is worth at least trying out to see how your table likes it.

Should I Make More Supplements Like This One?


While it took about 10 years of actively playing, running, and writing about RPGs to get the advice to make this supplement, the rather large reaction it garnered has me wondering if that's something more of my readers want to see going forward? Should I put together a list of 100 Character Motivations, perhaps? 100 Tips To Avoid Being "That Guy" At The Table, maybe? 100 Bad Habits of Unsuccessful Game Masters?

What are folks thinking? Are those things you'd like to see more of, or should I focus on releasing more stuff for Sundara? Perhaps additional World of Darkness supplements? More fiction tie-ins?

I go where the sales are at this point in my career, so if you're one of my regular readers make sure you leave a comment below with what would actually get you to click that Buy button!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

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Monday, October 31, 2016

GM Rule #1: Always Review Characters Before Starting A Campaign

I'd like to tell you a story I came across on a Reddit page a little over a year ago. Players were giving advice, and telling stories of the dumbest moments they've seen at a table. One fellow brought a dwarven warrior to the table. He was deeply religious, as many warriors are, and he fought for his faith. The game had been going for some time, when said dwarf opted to crush an enemy's head with his hammer, rather than accept what he suspected was a dubious attempt at surrender. The DM then went into a big song and dance about how he felt his connection to his god slipping, and how the powers Torag had granted him had deserted him.

There was just one problem... the character didn't have any paladin levels. He was just a fighter.

Who, me? Nah, mate, I just work here.
This story was amusing, in that, "lol, the DM got so caught up in trying to make the paladin fall that he didn't even check to see if he was a paladin," kind of way, but I kept seeing other stories like this. Players who just show up to the table with no prior discussion of what they're playing, and who start rolling dice without once talking to the DM. I've also heard stories of DMs who just tell their players to, "bring whatever," and start a session without so much as glancing over the characters who were participating. The storyteller, in these cases, is finding out about the PCs at the same rate the rest of the party is.

Now, if you want to do that, more power to you. However, you're setting yourself up for serious problems.

Know Thy Challengers


The idea of just starting a game without talking to your players about their concepts, and looking over their sheets, is ludicrous. At the very least, running a game means you should make sure everyone followed the character creation rules you discussed in Session 0. This session is, of course, where you tell your crew what game you're playing, what limits are placed on character options and available books, and make suggestions on tone, styles, etc. More on why you should have one of these intro sessions can be found in The Importance of "Session 0" in Your Tabletop Games.

Goddammit, Steve, why are you playing an awakened bear?
Beyond checking everyone's math, and making sure no one decided to play as a frost giant or a mongrelman without permission, you also need to get a sense of what it is you're working with. This is true in a story aspect, since it pays to know that the alchemist has no interest in money, but he is something of a sucker for saving defenseless innocents, but it's also true in a mechanical aspect. For example, if you are planning on ambushing your party with a band of orcs, and there's a ranger with orc as a favored enemy, then you might need to alter the fight to ensure it doesn't end in two rounds. Maybe that means adding an extra ambusher, or using a template on the leader so he can stand up to the ranger, but regardless, you need to know what characters are starring in your story.

Can you run a game just trusting your players to abide by the rules, do their math correctly, and have them reveal to you the types of characters they're playing piecemeal? You can. You can also drive a car blind-folded. Even if you think you know where you're going, and you've driven the route a thousand times before, there's a much better chance that you'll plow into a wall if you can't see where you're going.

So why run a game with a blindfold on if you don't have to? Especially since you, and your players, would likely enjoy getting to the end of the campaign a lot more than you would crashing and burning due to unexpected circumstances in the third session. Plan out the long-game, and you're a lot more likely to get where you want to be. Incorporate the PCs' stories, abilities, and achievements into the game, and your players will never want it to end.

That's all for this week's Moon Pope Monday. I don't think this is a controversial position to take, but who knows, I've been proven wrong before. As always, if you'd like to get more content like this, why not support Improved Initiative by putting a little bread in my jar? Just go to The Literary Mercenary's Patreon page, and become a patron. As little as $1 a month goes a surprisingly long way. Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet, well, why not start?