Showing posts with label 30 day Game Mastering. Show all posts
Showing posts with label 30 day Game Mastering. Show all posts

Thursday, October 24, 2013

30 Days of Game Mastering Part 3

In stead of a daily dose of GMing wisdom from this month's 30 day blog meme, I've broke this into three parts.  Part 1 can be read here while part 2 can be read here.

Part 3: Meta

1. What are your favorite books about gamemastering?
There's books on gamemastering?
2. A novel solution: what’s the best advice you’ve borrowed from a totally different field?
Improvisation from playing music.  The game is best when it's improvised all around including the GM.  Always achievable not always achieved but usually you still have fun anyway.
3. What effects do the system mechanics have on the story?
Not too much.  Random encounters or random events come up often and, of course, combat can change the dynamic of the adventure / story.  Nothing really more than that though.  With rules-lite formats the mechanics tend to stay out of the way.
4. Canon vs. alternate universe vs. original settings? What are the strengths and drawbacks of each?
I DETEST using a setting or situation from published fiction (Conan and Hyperboria, Flash Gordon and Mongo, Middle Earth, Marvel Comics Universe). I don't need to play in those universes when I can read all about them.  Personally, I can't get past what the author has written.  Also, I believe that the books have been read by so many people / players that major changes in game will jar the per-concieved universe that the author created.  Keep in mind, that's just my opinion.  Alternate universes work well and original settings (home-brewed or published) work best as the only interruption that fills the imagination is from the players and GM.
5. Problem players and drama llamas: what’s your horror story and how did you resolve it?
Never really run into that.  With rules-lite there's usually no rule lawyering and if something comes up, a brief discussion at the table usually resolved any issue. That said, I have left a game because I didn't like the other player(s).
6. Are GMs bad players? How do you step back when someone else is running the show?
I look forward to stepping back and being a player.  GM'ing can be a drain over time and it's refreshing to be on the other side of the screen.  Of course, thoughts always creep into my mind on how I may have run something different than the GM but I usually file that away for my own notes.  Usually I just try to have fun and enjoy what the GM is dishing out.
7. Have you ever co-GMed? Would you consider it? What are the pros and cons?
The only time I tried a co-GM campaign was with our ICONS super-hero game.  We would alternate every session or couple of sessions knowing that the next GM can alter and build upon what the previous one introduced.  It turned out to be a blast and worked well for our Supers campaign and each GM kinda represented a different comic book writer much like in the comic books.  It was also great to build upon what someone else presented and be surprised at what they did with your ideas.  It was a very positive experience and I would try it again. Just go in without any attachments. You can read our ICONS campaign summary here.
8. Transcending the material plane: how do you GM online?
I've only GM'd online a couple of times via Roll20 (a great tool, btw). It's a different animal than face-to-face tabletop gaming.  The technology doesn't so much 'get in the way' as it becomes another component to the session that, as a GM, you need to manage.  Pre-game prep is a bit different too as, in my experience, it is more time consuming.  It doesn't have to be, mind you, that's just how it was for me in my initial GM'ing experiences online.  I think that can be adjusted, though, over time.  It's different and you need to adapt to it.
9. Teaching the rules: how do you sell players on the system while running a demo or con game?
With a rules-lite game it's pretty easy.  Here's a pre-made character, the stats are somewhat self-explanatory, let's roll.  Old-school games are very easy for players to jump right in and have a good time.  I, as a new player in a more complicated rule-set, usually get bored and rarely really enjoy role-playing with a bunch of rules and stats and skills and terminology to keep track of.  I really kind of hate it actually.
10. How do we grow the hobby?
I don't really think about that too much.  If I come up with something that I think others can use, I'll post it online for others.  Besides that, I've got too much else going on to worry about marketing an industry.

...And that's that!

Friday, October 18, 2013

30 Days of Game Mastering Part 2

In stead of a daily dose of GMing wisdom from this month's 30 day blog meme, I've broke this into three parts.  Part 1 can be read here.

PART II: AT THE TABLE
1. House rules: what are your favorite hacks, mods, and shortcuts?
My house rules mostly consisted of additional character classes ported into my campaign.  One house rule I do enjoy is Wisdom as sanity from Akratic Wizardry.
2. Table rules: how do you keep players focused on the game?
I let table talk go on just a bit if it's a non-session topic, after all, we're here as friends and we gotta chat sometime.  But I'll bring it back by just interrupting the conversation and bringing it back to the game.  Just cut them off.  Everyone's usually fine with that.  If table conversation is session based or game based I let that go on as long as needed.
3. Rise to the challenge: how do you balance encounters in your system?
Balance encounters?  Never!  It's up to the players to avoid taking that 'wrong' turn.  Also, the party consists of PCs levels 2 through 7.  Good luck balancing encounters for that. 
4. How do you facilitate combat? Any tips, tools, or cheats?
Pretty straight from the rules (Swords & Wizardry Complete).  I discarded descending AC day 1. AAC makes things much easier and faster.
5. Memorable villains: how do you introduce and weave the antagonist/s into the ongoing narrative?
I think I always try to keep the major NPCs floating in the background via rumors or chats with other NPC's or just in the session backgrounds.  I also try to keep them alive if encountered so that they can harass the players in the future – not always easy to do so it's best to just keep mentioning the baddies until they come face to face.  Build up that 'legend'.
6. Investigation and mysteries: how do you use foreshadowing, red herrings, and keep the tension rising?
Again, I use rumors via NPCs to keep things in the player's conscientiousness.  Keep the stories floating around the campaign even when the PCs are out on a totally separate adventure.  I've tossed red herrings but with gaps between sessions and the slow pace of campaigns in general, those usually get lost.  The red herrings I tend to keep tighter to the narrative of the current session or the next.  Any more than that too much time goes by and you loose the edge of a false rumor.
7. Structure and time: how do you use flashbacks, cut scenes, and parallel narratives in your games?
I don't use flashbacks or cut scenes in a game.  They don't work.  For me, the campaign in a linear path of the players experiences.  The stories and campaign goes on before the character is born and after he/she dies.  It's up to the players to make their backstory elements of the game and me to enact them but I don't go 'back in time' to 'set the story'.  By parallel narratives, I assume that this is only cut scenes between a split party.  I usually run those for about 10 minutes (hmm, the time of a game turn) before cutting back to the other players. 
8. How do you handle rewards, be they XP, magic items, or gold?
I started the campaign with a standard monster xp split among the players and gold totals split as xp among the players.  Magic items are a value in and of itself and receive NO experience point value.  But since our sessions meet twice a month (when we're on a roll) and not everyone shows up, leveling PCs was pretty slow  It took a couple of years to get to level three or four.  I've since moved to full monster experience rewarded to EACH  PC present for that session.  Monster experience is NOT split.  Treasure value is still split equally as experience though.  But players HAVE  to be present during the session to receive the rewards.  A little more bookkeeping on my end but it seems to be working pretty well.  The pace of character advancement seems to fit well with our play schedule. Also, I don't actually reward them the experience until the return to home base.  Though I record the experience each PC receives they don't get it until they head home. 
9. What was your worst session and why?
The only bad session(s) I had was when I felt my head wasn't really in the game. Note, however, that the players still all had a great time.  It's all relative so someone always has a great time.
10. What was your best session and why?
Sessions where I am fully present and 'participating' in the game as much as the players are.  Not sitting back coasting on the contents of an adventure module.  Those always tend to be the best.  When everyone's involved and we're playing off each other.  But it's all relative anyway.

Thursday, October 10, 2013

30 Days of Game Mastering Part 1

I'm not one to jump on one of these blog memes, it's quite the commitment and I don't really have time to dedicate to 30 straight days of posting but I was drawn towards this one.  It's always useful to gain insight into methods that other GMs use in their game prep and execution.  There can never be enough tips out there for starting or veteran GMs.

So instead of daily postings I'm dropping this beat in three parts.

PART I: PREPARATION

1. What advice would you give a first-time GM?
Go easy on yourself.  It's not all in your hands to run the perfect game, the players are part of that process too once you're all at the table.  If you've never GMed before, start with a rules-lite game.  The mechanics are generally easy to grasp and there aren't too many of theme either.  There are tons of rules-lite games out there for all kinds of genres.  Know the rules and how the mechanics work but you don't have to memorize them.  Don't plan an epic.  Put together a short and sweet scenario, one session to get your feet wet so you can get familiar with the rules and guiding a table full of people through an adventure.  And let your players know that this is your first time GMing.  Most people don't have the time or energy to dedicate to planning and running a game so they tend to be grateful that someone does and that they can participate.  They'll cut you slack.  Remember, if the game doesn't go well the first time, don't be discouraged, learn from your mistakes, adjust what you have to and give it another try.  One last point, you may think you ran a bad game but they players may thing otherwise.  They may have had the best time of their lives.  Perspective is relative.
2. What are your favorite GMing tools or accessories?
Hmm,  a pencil, some paper to jot ideas down on but I rely on the computer for most everything and transfer all my notes there (more organized and legible) .  I hand-draw my player maps but scan and finish them in Photoshop or GIMP.  I just like a more polished look on handouts and whatnot.  I use Blogger and created a site just for my campaign notes and pre and post game thoughts for me and the players.  I found that easier than all the scraps of paper I end up with.  I also use Blogger for a players gaming aid (a newspaper styled website for my ICONS campaign).  Note:  Blogger is free to use and I hate dishing out additional cash for RPG gaming stuff.  I tried Obsidian Portal, a good resource, but it was more than I needed..  Beyond that, all the random charts that I can gather from the interwebs (Hack  & Slash's right column, charts I've collected at the Home Brew).  Random charts are the greatest gift to any GM and you can never have enough.  Organizing them, however, is a different matter.
3. How do you find players?
I ask my friends.  I was looking for at least three, ended up with eight.  I think you can always find a couple of willing players out there.  They might be hard to find but they're out there.  Local gaming groups are great to get involved with and don't discount posting a flier at your game store, hobby shop, library, or college.  Start your own group - organize!  There's plenty of closeted geeks and non-closeted geeks out there!  The harder part may be finding players that are interested in the specific game you are running. RPGs are so diverse now with genres within genres that some people's tastes might be very specific.  You might have to start a bit more generic in terms of genre and then once you have a group, find more specific games you all might like to participate in.  Online is a great way to find players as well.  G+ communities or Roll 20 are good places to start.
4. Do you use pre-published adventures or write your own?
Both. I love pre-published adventures to flesh out the campaign but I hack the heck out of them - new maps or just pieces of them, whatever I need to work best in my session or campaign.  I write my own as needed using the One-Page Dungeon format.  Lately, I've just been writing outlines of 'plot-points' and 'guide' players to them or throw 'em down as needed.
5. Stealing like an artist: what inspiration have you drawn from other games, books, movies, etc?
Inspiration?  Everything from comics to movies to books.  They don't even have to be genre specific.  Western plots work well in fantasy settings or space operas as do super-hero adventures or spy thrillers.  Every type of adventure can happen in every type of genre so don't be afraid to mix and match.
6. Worldbuilding–what’s your process?
Keeping it small is the best way to go but I tend to like a general broad-stroke on the bigger picture;  the surrounding lands, major influences and players (NPCs), factions, etc.  It's not really needed at first but I just like to have a very loose big picture in mind.  after than I begin to narrow it down until I have the starting location pinpointed.  In the end, in my experience, the campaign really only takes place in a very small, small small portion of the greater world (at least at first and for a long while).  You really only need to map out a 20 mile hex.  No need to over plan but I enjoy the exercise so I work it a bit, usually I have it just running in the background of my mind and don't dwell on  it too much - letting if shape itself naturally.
7. How do you prep for the start of a campaign?
I tend to put a lot more prep into the start of a campaign.  I think it's important to set the mood and color initially, of course that  gets run off the rails pretty quickly once the players get involved.  I don't like to railroad the players at all so I like to give them plenty of options at the beginning of the campaign (rumors work well) and let them choose their path.  The rumors give the players options but I have to plan out those options, at least the initial steps.  Remember, you just have to get through that first session so you don't need too much of any one destination, but you do need an idea of what each option will have in store for the characters that first session.  After they choose a path, you can spend the time between sessions fleshing it out a bit more.  Of course, they can ignore your rumors and take things off map then you're flying by the seat of your pants.  Again, it's one session and you can flesh out that path too between sessions.
8. How do you prep for each session?
Each session takes much less time than the start of a campaign. Usually a few jotted notes if it happens to be a more open-ended portion of a campaign or reading up on the adventure (module).  Maybe writing up some NPCs.  My between game prep has really shrunk to a minimum as I try to let player actions determine the course of the session.  If I have plot points or story elements that I have planned out, I'll drop those in appropriately. I've found that if I plan too much, the players pretty much bypass all I have planned and I ended up just wasting my time.
9. Player “homework”: what do you ask of your players before and between sessions?
None.  I hate homework so I don't pass that onto my players.  We're all to busy with work and family to deal with gaming homework.
10. What are your tips for running a low/no prep game?
One or two random charts and then let the players take it from there.  The best games I've had are when I didn't have much prepared or the players took me off in some unexpected direction and I had to wing it - to participate in the unknown just as the players at the table are doing. I think that's how RPGs were intended to be played.

Coming up next:  Part 2 At the Table