How To Develop Game Master Skill: (v.3.5, OSRIC, PFRPG)


3.5/d20/OGL

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Sovereign Court

Game Master
–noun
the person who controls a role-playing game.

Dictionary.com Unabridged
Based on the Random House Dictionary, © Random House, Inc. 2009.

PAIZO GAME MASTER LEARNING DISCUSSION THREAD: Course PZO-201

Audience: This thread provides beginning/intermediate, and some advanced knowledge on how to develop your gamemastering skill. Try to adhere to the forum category (D&D 3.5/d20/OGL) by tying discussion back to v.3.5, OSRIC (OGL First Edition retro-clone), and Pathfinder Roleplaying Game. Note: This does not prohibit any other relevant discussions, nor should this stifle discussion. Again, the goal is to keep discuussion somewhat focused for the purpose of learning.

Background Purpose: We wish to grow the hobby. Game masters are leaders who can make or break a group. Little instruction exists today for new game masters. We believe PAIZONIANS have incredible knowledge that can help beginners and intermediate game masters develop - this thread seeks to explore and provide:


  • Enouragement
  • Ideas
  • Examples & explanations
  • Techniques (preparation, starting, execution, facilitation, flow, conclusion, timing, scheduling, table management, handling players, and more...)
  • Processes (writing, creativity, inspiration, set-up, adjudication/rulings, and more...)
  • Methodologies (preparation, story writing, worldbuilding, map development, and more...)
  • Good practices in context
  • References for additional learning
  • Elements of Style & Setting (elements, levels of magic, levels of realism, roll v. role, and more...)
  • Game History (influences from ancient mythology to fantasy fiction)
  • Game Author Impact (from founding literary sources to author influences including but not limited to Gygax/Arneson, Molvey, Cook, Bulmahn and many more...)
  • Other (we will be amazed at what this community brings to this thread, so very much more than can be listed here.)

*ring*
Let class begin...

Scarab Sages

Present!

I do okay (my players have fun) but it seems like I'm constantly having to look stuff up or realizing I didn't prep something ahead of time. I've been working on organizing my prep to have the most relevant stuff done earliest in case I can't get around to everything I'd want to do, but there's just so much to wrangle I haven't really got my head wrapped around it all yet.


grrtigger wrote:

Present!

I do okay (my players have fun) but it seems like I'm constantly having to look stuff up or realizing I didn't prep something ahead of time. I've been working on organizing my prep to have the most relevant stuff done earliest in case I can't get around to everything I'd want to do, but there's just so much to wrangle I haven't really got my head wrapped around it all yet.

If you feel like you're spending too much time looking things up, make a fast ruling. It doesn't have to be right, it just needs to fix the problem at the time. Make a note and look it up after game, then decide how you want to run it in the future. You may prefer your houserule to the RAW. Keep your players in the loop on the quick fixes that may change later, so that they don't presume things will go a certain way.

Another thing I do is have them look it up. In 3.5 I was a rules lawyer, mostly from too much time as the DM, and players began relying on me instead of opening their shiny new books. Now if they have a question, like "Will my tanglefoot bag work on a Roc?", I direct them to their PH's.

As for prep, that's the hardest part of 3.5. If you're not comfortable with winging it, I can suggest two things. The first is a random encounter. A few monsters straight from the monster manual can give you either the time to get your ideas a little more cohesive, or maybe can fill the time until the end of the session.

The other is The Monster Advancer. This site should help cut your prep time.


*didelideli*

Someone tell that idiot that if he doesn't turn of his cell phone, the doctors are going to have a field day with trying to extract it again.

Sovereign Court

Encouragement:
Techniques (preparation):

So, you want to be a game master? Are you sure?

You've heard its a lot of work, and you don't think you can be as creative as some GMs that you've seen.

Step 1: Realize that good GMs get that way through practice, and their games aren't always good at first. This is part of the learning process.

Step 2: Limit the scope of what you take on as your first game. Ensure the players know it is either a 1-shot, or just a 2-3 session adventure, without any more expectations than that. This will ease much pressure, and help it feel small enough to tackle.

Step 3: Don't force it. Prepare your game when you feel most inspired, and only for short amounts of time. Like grazing, just jot down your ideas here and there over the course of a few weeks, until you think you've got an idea for an adventure. When unsure what to jot down, try outlining your ideas using the following structure - just as a way to get you started:
According to Freytag, a drama is divided into five parts, or acts:

I. exposition - PCs enter town enroute to tavern
II. rising action - A cleric of the sun god is assassinated on the steps of the cathedral. PCs investigation leads them below the city streets.
III. climax (or turning point) - PCs reach the crime boss' hideout and fight.
IV. falling action - documents identify the crime boss received an order from the church itself.
V. resolution - The cleric arrives to congratulate the PCs on a job well done. He indicates he faked his death using magical protection, and before his team of clerics could track down the town crime boss, the PCs had already acted, even better than what the priests could have done. He provides reward or recognition, and mentions another bold idea he has to rid a nearby town of evil - asking the PCs if they are up to more adventure at the behest of the church?

That's all for now... if you are an aspiring GM who has read this, please let me know if that helps.


When starting a game inform everyone what type of game (and system) you want to run and get their feed back on it.

Be firm about keeping player ideas in line with your chosen game type. Do not allow them to talk you into ideas you are not comfortable with or that are against your game idea/theme.
(example: An all humans game means that players must all play humans, all good means all good, ect.)

This is important. If you are firm at the beginning it makes the whole game run much smoother later.


This was the hardest thing for me to learn:

BE WILLING TO RUN WITH THINGS AS THEY GO. It's tempting to have a beautiful scenario laid out, and expect the players to follow it... except they often won't! Sometimes they knife the BBEG from Scene IV in an alley in Scene I, and unravel your whole scenario in the first 15 minutes.

THAT'S OK. Let them! Don't stop to think, don't adjourn the session and mope, just grin and motor ahead. Try to envision what would be the logical consequences of the new conditions, without trying to "re-fit" them into the original scenario. Maybe some of your other encounters can still be salvaged, maybe not -- don't sweat it -- if not, you can still use them some other time, maybe years down the road. The key thing is, don't kill the momentum! Keep the game going, and most players will never realize how badly they SNAFU'd things. They'll probably have a great time, and think you had planned it that way all along. Don't let on that you had to improvise 2/3 of it; that's all in a day's work.

To that end, I'd keep a folder of random NPCs and a few variable "set" encounters handy, just in case.


No matter how much you prep or how well you know your players, they will go off the reservation. Do not fight it. Embrace it.

As Kirth Gersen said, do not stop them. Do not mope. It is their story too.

Learn to roll with the punches. Keep the plot vague enough to evolve during play.


Again, isn't this more of a Gamer Life topic?


I would agree, however, Pax specifically said to keep it D&D 3.5/d20/OGL showing his obvious bias. Just be thankful he did not insist it stay OSRIC.


#1 Create player investment in the game-- give them tiny portions to develop like a shop, three NPCs, a random event on the street. Go back and integrate these things into your storylines and properly reward players who interact with them.

#2 If you are trying to learn and you can find someone who will let you...

Second Chair with a seasoned GM.

Do a couple of planning sessions with them, create aspects of encounters you will run while other action is ongoing. Be ready to run some of the bad guys. Watch and take notes. Watch and take notes. Do quick rules reference checks to keep things running smooth. Discuss what you watched and noted.

I've had three people do this with me, and all of them have said it was just as much fun as playing and way more educational. Plus, when you're discussing things, you're more likely to spot plot holes, to talk about weaknesses, awkward situations, and esoteric rules questions.

#3 Read. Voraciously. Insatiably. Constantly. _Guns, Germs, and Steel_, _Mastering the Game_, wikipedia, National Geographic, random books from the back of 1E DMG. Find a strange topic from the last game and go research it for the details. The better you create the world, the more people will get into the game, and the more sources of inspiration you have, the better you will create the world.

back to text mines... but I'll be back to watch this one close, I think. :)

-Ben.


i think its very important not to take oneself too seriously. you are there to have fun also. ive played in games where the expectation was to get through x amount of encounters, and i have played in games where no encounters in a whole session was completed, but everybody had a great time.

make sure you understand the reason you are playing. and there isnt any correct reason. find a group that has a similar reason for playing

its a game about fellowship, cooperation, stimuating intellectual problem solving; the poorly timed bad roll, the great roll that saves the day, and the fun.

people will not remeber the npc name who runs the tavern, they may not even remember the name of your main villian,

they will not remember the reams of history you have written or researched, they will remember your huff when things dont go your way

they wont remember what they were laughing about, but they will remember laughing.

drink beer, role dice, have fun.


Pax Veritas wrote:

According to Freytag, a drama is divided into five parts, or acts:

I. exposition - PCs enter town enroute to tavern
II. rising action - A cleric of the sun god is assassinated on the steps of the cathedral. PCs investigation leads them below the city streets.
III. climax (or turning point) - PCs reach the crime boss' hideout and fight.
IV. falling action - documents identify the crime boss received an order from the church itself.
V. resolution - The cleric arrives to congratulate the PCs on a job well done. He indicates he faked his death using magical protection, and before his team of clerics could track down the town crime boss, the PCs had already acted, even better than what the priests could have done. He provides reward or recognition, and mentions another bold idea he has to rid a nearby town of evil - asking the PCs if they are up to more adventure at the behest of the church?

I like this idea.

One thing I'd like to say: Surprise your group. Is that a real lycanthrope or is he under the effect of a Curse? Why is he dark purple and able to smite the paladin? Doing stuff like this allows your creativity to grow(and keeps those blasted know-it-alls on their toes).


The Shadow wrote:
One thing I'd like to say: Surprise your group. Why is he dark purple and able to smite the paladin? Doing stuff like this allows your creativity to grow(and keeps those blasted know-it-alls on their toes).

Depending on the group, this approach can be really excellent... but be aware that it can backfire horribly if you're not careful with your "behind the scenes" work. I've DMed for people who paid close attention to how things worked in the game world, and what doesn't, and how all the plot elements fit together, etc. If you introduce a "plot twist" that invalidates previous events, or that contradicts how things have always worked, you need to have a VERY good explanation already prepared, if you're playing with those types of people -- otherwise you break versimilitude and they stomp off annoyed. Other players may never notice, or even care, though. Like I said, depends on the group.


Good advice above. In a different direction:

Pay attention to your current state. Are you hungry? You will DM better with food in your belly. The players will also play better with food in their bellies. Are you thirsty? If I haven't drunk enough fluids in a day (cool water is best as far as health is concerned, but anything quenching will do), I get a little headache that hurts my concentration, thinking, and thus DMing. Are you tired? If you're tired, it's also harder to think and concentrate, and your DMing may suffer. The more experienced you are, the bigger bag of tricks you have to pull from, and the more you can work through these. The more attentive to yourself you are, the more you can realize you are under these effects and put for the conscious effort to overcome them.

If you are hungry, thirsty, or tired, and there's no quick way to remedy those things (particularly the case with tiredness), you may want to call the game. Or, if you want to press on, take it slow. It's better to take things slowly, speaking, thinking, decision making, etc., and make it good; than it is to rush it and make sloppy mistakes and bad calls.

Your state is part of the atmosphere you establish in a game, and atmosphere is a huge part of how players interprete the scenes before them. Pay attention.

Spoiler:
And for that matter, going slow is usually a good idea in general. Mentally, verbally, and physically pacing yourself will slow fatigue and keep the game better for a longer time. Plus, if you need to speed things up for dramatic effect, it's easier if you're not already running the game at a swift pace. I also find it a lot easier to think up good dialogue on the spot when I pace myself.

Tying it back to 3.5, pacing and mental/physical state is especially important because of how rules-intensive the system is. There's a lot to think about, a lot to keep track of, and it can be pretty draining.

Sovereign Court

Methodologies > Worldbuilding
Act Locally, Think Globally

As a new game master, the best way to get started is to act localy and think globally. Seasoned game masters might do the opposite (which requires, sometimes, extreme natural talent or years of experience and worldly knowlege). The methodology to jump right in and get started on your first game set in your own world might look like this:

>Think of a scene, just a single place in your world (a building, a room, a street or a town. (sketch out what you see with your minds-eye). Remember, you're only trying to imagine just one local place to get your adventure started.

>Think globally as you place NPCs in that tavern, or on that street. Start to imagine what races live there and why? (just humans and a couple dwarves? Or, is it a town teeming with gnomes or tieflings and why?) As you think globally, you will be bookmarking ideas for consistency in your world. As you think about the small detals in your first adventure, you're actually placing new PCs onto your own world for the first time. Everything does not need to be worked out right now.

Older GMs may give the impression that the whole world must be cartographed first before you can play an adventure. This sends a bad message to new GMs because they may think that there is a mandate of complete world-building that must occur first. This drives new GMs to use "ready-made" "out-of-the-box" settings such as the Forgotten Realms. And, when a new GM gets a taste of all the documentation and information associated with an out-of-the-box world, they might be equally overwhelmed, thinking that there is a mandate to "learn" about the whole world before you can play an adventure.

This is not always the case, of course.

The idea of acting locally and thinking globally would allow you to do the following and start playing right away:
>Imagine a town. Name it. Name a building where the PCs will start. Name an NPC in your town that will provide the "quest" for the PCs.
>Imagine a nearby location (near your starting point). Imagine what the land looks like between the two places. Select some creatures that might (d100) lurk there. Estimate which ones might be there more often and why? Are there any evil humans/humanoids in the area who might confront PCs traveling between your town and the quest location? Think globally, and commit to keeping your decisions about the local environment consistant with the general area (say... a 30 mile hex at least).

This is not always necessary, of course.

Older GMs will often sketch out an entire continent, marking in icons for commerce items refined in various locations, and noting shipping or commerce lanes. Experienced GMs will sometimes mark areas where types of common fantasy creatures dwell such as on a map: Elves in the Valley of the Sovridore Forest, Dwarves beneath the Ironspike Mountains, Halflings from the Shires of Rolindale beyond the Serpenclimb river. You get the idea. And within this area, they will place their towns, identify wild lands, and draw rivers or other landmarks that might divide shires, baronies, or countries.

And as with all examples, this is not always necessary.

The point is, new GMs need the experience of running a game, so get to it. And building your world can be done many different ways (top down, or small area to big area - inside-out).

What To Do: Act Locally, Think Globally
Example: My Guru friend, has been gaming for nearly 30 years. For a recent game, he imagined 3 towns set near a river by a forest that the local folks thought was impassible. And he got started with us at first level immediately. This didn't cause any issues with play. We were first level, and only knew our local area of three towns all our lives. There was no need or expectations from anyone that everything be developed. If a question was posed to the GM about what was beyond the forst, his reply was, "Ah...although your character has heard a few speculations, but your character has never met anyone from beyond Moristair forest."

What Not To Do: Act Globally First
Example: In my current homebrew world, I began designing it in 2007. I drew cartography for five continents and some small land masses. I decided the biggest cultures around the world and accounted for diversity and classic fantasy races by naming roughly 12 countries in various places on the planet. Simultaneously, I was crafting a pantheon of 23 gods, that I felt (as a personal challenge) I had to do very well and with high quality - since I had never completed this task in the past 25+ years of gaming. Once that was done, I extracted ideas from the types of gods themselves as to what types of cultures would worship them. Once I had a general summary of those key cultures, countries, and racial locales on the planet, I moved to determining where my campaign would begin. I selected the western coast of a continent, and named a kingdom. I determined how the kingdom was founded, its rulership and history, and its current government, people, races, terrain, and climate. Simultaneous with this, I cartographed each and every large town over a 500 square mile area. Then I zoomed in to a 75 mile area, and refined my map with smaller towns, hamlets, ports, local officials, named forests, hills, rivers, and determined political rulerships, and listed all nobles and leaders in the area along with the local baroness. When that was done, I began drawing maps for a series of towns, naming streets and woods, ponds, and lakes, along with placing ecclesiastical powers in various temples and determined the official religion for the area, along with what ancient gods were still worshiped. I then picked a single small town to begin the campaign, drew maps of a few buildings, wrote a small adventure and started playing.

If this thread could hold images, I might ask the new GM to imagine a continuum where balance is struck somewhere at the continuum's mid-point. New GMs should dive in with less developed world, and there will be plenty of time as a GM to challenge yourself later to do some of the more intracate and time-consuming elements of worldbuilding.

If you're a new GM and you found this helpful, please let me know.

The Exchange

BUILD THE WORLD FROM THE SKELETON OUT

There are ten areas of any campaign setting Skeleton that need to be addressed before you can begin padding them into something that will be Playable.

ONE – THE 100 IDEAS IN THE WAY
TWO –THE PANTHEON
THREE - THE ARMILLARY SPHERE
FOUR – MAPAMMUNDI GEOGRAPHICA
FIVE – KINGDOMS & EMPIRES
SIX – SETTLEMENTS AND OTHER PLACES
SEVEN – NON PLAYER CHARACTERS
EIGHT – ASSEMBLING A GAZETTEER
NINE – CRAFTING A MONSTER ECOLOGY
TEN – ADVENTURE DEVELOPMENT


This is a big one for long-term campaigns:

KNOW YOUR PLAYERS. If they're looking for Errol Flynn-style adventure, running the "Age of Worms" AP might not be the best choice right away; start with "Savage Tide" instead, and gauge reactions towards maybe doing the other one later on. If they hate Anime, don't make a prominent heroic organization that teaches the "monkey grip" feat, and you might want to tone down the Golarion gnomes' hair a bit. And if they understand geography, make sure the rivers on your maps don't flow uphill!

Spoiler:
I DMed for a fellow geologist once, which presented a unique challenge in designing a homebrew world. I started with planetary constants and a tectonic map, then figured out surface features based on the tectonic movements, and assigned forests, deserts, etc. based on the interaction of the global wind patterns with the surface morphology. It was a major pain in the ass, but it paid off big when it came to player appreciation, and when surface features made no physical sense, that served as a nice metagame clue that there was something extraordinary going on there....

Liberty's Edge

This is fantastic info all! Keep the good stuff coming :)

Continuing to jot down notes.


Kirth Gersen wrote:
The Shadow wrote:
One thing I'd like to say: Surprise your group. Why is he dark purple and able to smite the paladin? Doing stuff like this allows your creativity to grow(and keeps those blasted know-it-alls on their toes).
Depending on the group, this approach can be really excellent... but be aware that it can backfire horribly if you're not careful with your "behind the scenes" work. I've DMed for people who paid close attention to how things worked in the game world, and what doesn't, and how all the plot elements fit together, etc. If you introduce a "plot twist" that invalidates previous events, or that contradicts how things have always worked, you need to have a VERY good explanation already prepared, if you're playing with those types of people -- otherwise you break versimilitude and they stomp off annoyed. Other players may never notice, or even care, though. Like I said, depends on the group.

Which is why, especially for a homebrewed campaign, its important to keep a notebook of the changes and additions you make in order to maintain a cohesive and regular environment. If you decide that a particular monster in your campaign world has different abilities than the standard MM entry, jot them down. Is their a villain whose wizardly abilities deviate from the PHB standard? Jot those down too. Perhaps that can expand into an entire cabal of wizards who share that feature.

One of the best ways to keep yourself organized is to keep good records of the things you (and also your PCs) have done. This helps flesh out a campaign and guides a DM with a base to build upon.

Oh, and Pax: Nice syllabus.


Something that really lays out a good example of the outward spiral design is the old 1E softcover, _Creative Campaigning_. It was one of the blue series and well done. It shows you through the sections how to start small and then build it up piecemeal.

"Start with the town and work slowly out from there" is a mantra I've heard repeated here, elsewhere, and heck, I think one of Monte Cook's Dungeoncraft articles even championed the idea. That's great advice for a starting GM.

I would also consider starting with predesigned material, possibly adjusted for the little patch of the world where you're beginning the story. If you're just starting, it's easier work from published scenarios than to work at getting your "screen legs" while generating adventures whole cloth.

-Ben.

Sovereign Court

Kirth Gersen wrote:

This was the hardest thing for me to learn:

BE WILLING TO RUN WITH THINGS AS THEY GO. It's tempting to have a beautiful scenario laid out, and expect the players to follow it... except they often won't! Sometimes they knife the BBEG from Scene IV in an alley in Scene I, and unravel your whole scenario in the first 15 minutes.

THAT'S OK. Let them! Don't stop to think, don't adjourn the session and mope, just grin and motor ahead. Try to envision what would be the logical consequences of the new conditions, without trying to "re-fit" them into the original scenario. Maybe some of your other encounters can still be salvaged, maybe not -- don't sweat it -- if not, you can still use them some other time, maybe years down the road. The key thing is, don't kill the momentum! Keep the game going, and most players will never realize how badly they SNAFU'd things. They'll probably have a great time, and think you had planned it that way all along. Don't let on that you had to improvise 2/3 of it; that's all in a day's work.

To that end, I'd keep a folder of random NPCs and a few variable "set" encounters handy, just in case.

This is by far one of the most important things you can do in the role of GM. It basically will make or break even the best session.

Additionally, it does give you material you can throw at the PCs at a later time. For example, I ran a campaign years ago where the adventure I had planned for the night had the PCs investigate plumes of dark smoke on the horizon (a wizard had a summoning go horribly awry and the PCs would have had to deal with some minor to not so minor outsiders), but they blew it off as they were en route to another location. I had to play that one completely off the cuff, but it all worked out. Later, I had them encounter an abyssal carnival which had taken to spreading chaos through the countryside while traveling under the guise of a traveling show (think Something Wicked This Way Comes). It was a stellar event that would not have occurred if the PCs had followed the rails I had set down.

"Winging it" is a skill in every great GMs arsenal. As with most skills, it takes time to become proficient, but the more you do it, and as a GM you will get a lot of practice, the better you will get.

The bottom line is be flexible with your world and the rules set and things should work out. Flexibility and rolling with the punches the PCs will inevitably throw your way is what great GMing is all about.

Liberty's Edge

Kirth Gersen wrote:

This was the hardest thing for me to learn:

BE WILLING TO RUN WITH THINGS AS THEY GO. It's tempting to have a beautiful scenario laid out, and expect the players to follow it... except they often won't! Sometimes they knife the BBEG from Scene IV in an alley in Scene I, and unravel your whole scenario in the first 15 minutes.

THAT'S OK. Let them! Don't stop to think, don't adjourn the session and mope, just grin and motor ahead. Try to envision what would be the logical consequences of the new conditions, without trying to "re-fit" them into the original scenario. Maybe some of your other encounters can still be salvaged, maybe not -- don't sweat it -- if not, you can still use them some other time, maybe years down the road. The key thing is, don't kill the momentum! Keep the game going, and most players will never realize how badly they SNAFU'd things. They'll probably have a great time, and think you had planned it that way all along. Don't let on that you had to improvise 2/3 of it; that's all in a day's work.

To that end, I'd keep a folder of random NPCs and a few variable "set" encounters handy, just in case.

Why do you think I just make stuff up as I go half the time?

;)

Liberty's Edge

Oh, yeah, and just wanted to add that Kirth is a pretty bad assed GM. I had a ton of fun when he was running our group.

Some of the other players, on the other hand...

Scarab Sages

houstonderek wrote:

Why do you think I just make stuff up as I go half the time?

;)

You too?

What a small world.

Maybe you Army types can clarify; was it Patton or MacArthur, who said "A good-enough plan, now, is better than the perfect plan tomorrow"?

(or words to that effect).

Don't stop the game to look up stuff that most players aren't going to challenge, or even care about anyway (now, or in a few weeks).

"What's the name of the stable-boy?"

"Errr....oh dear, I don't know....err, can I get back to you on that? I'll check in my Elminster's Encyclopedia of Faerunian Names and Their Meanings...?"

<game comes to crashing halt>

**** that. Rewind.

"His name's Billy-Bob."

"<laughs> Okay, 'Billy-Bob'; here's a silver piece. If you see any suspicious types hanging round these horses, you come get us, right? If you do a good job, there's more where that came from."

<game continues at brisk pace>

Liberty's Edge

It was Patton.

:D

Winging it became second nature for me after my longest running AD&D 1e group (1991-1994, played three times a week, minimum) decided that rails didn't exist. I couldn't get those goofballs to stay on point for anything. Best campaign I ever ran, though.


houstonderek wrote:

Why do you think I just make stuff up as I go half the time?

;)

*Looks around suspiciously*

SHH! If the players find out, it could cause... nothing serious to happen...
Carry on.

Scarab Sages

On the subject of naming NPCs on the fly, I really hate poncy 'fantasy' names, even for magical and fey creatures.
I figure even if an elf has a birth name with ten syllables, he'll usually not use it outside of family, preferring a more down to earth name, when among the humans.
So don't be surprised when 'Jaraerdrel Celebrim'rim'tootle'riff'raff'yippekayey' and 'Jez Deadshot' turn out to be the same guy.

Also, most people in old days didn't even have surnames, unless they were aristocracy, and if they needed to be distinguished from a namesake, it would usually be via a nickname based on their appearance or profession.

So don't be afraid to include a 'John Smith' in your village, or a 'Fat Bertha'.

You may also be surprised how many NPCs have been named after the first truck to pass the gaming room window...

Sovereign Court

Techniques > Handling Players > Bull Session & GNS Theory

Interpersonal communication and facilitation are topics that you, the aspiring GM, will undoubtedly continue developing over time. Knowlege of techniques, coupled with practice/experience, is the best teacher. Then, debrief what worked/what didn't work and re-integrate what you learned into your next session.

Just a few of many, many examples we can explore:

A. Player selection - "Try before you buy" - If possible, hold a "bull-session" where characters are generated. During the session, get to know the players socially, and get to know their character concepts before play begins. This will provide starting ideas about ways to integrate the PCs, and also help determine the style of game, the type of setting, and the mode of play the particular player group might prefer. During the session, ask them what they like most about the game? Ask questions about what were some of their best gaming moments. You will learn a lot about them socially, as well as about what might be driving their character, or what style of game play might appeal to them most (gamist, simulationist, narrativist).

A1. The Gamist Player tells you they love completing quests, earning treasure and reward. They will explain to you that they like to roll dice, beat challenges, and earn levels. They enjoy everything from trinkets to powerful magic items.

A2. The Simulationist player tells you how they enjoy it when the game is somewhat realistic. They appreciate whent the GM disallows Overhand Chop in confined quarters because the ceiling is too low. They might like a good combat with minis or counters on a grid. They prefer v.3.5 and Pathfinder over First Edition because it is more robust, and full of realistic mechanics that simulate what would be happening in battle. Terrain, tiles, counters, and other visuals help keep things realistic and "fair" in their opinion.

A3. The Narrativist player tells you that you are the GM, and what you say goes. They promist to "roll with" whatever you say. They tell you how they prefer to let you roll some of their dice and just tell them what happens. They prefer dialogue and story momentum over tactical play, and don't really like things to "slow down" while rules are looked up. They really think "rules lawyers" are a buzzkiller and ask you to do whatever you like as long as you keep the story moving.

All of this may not be true for your particular players. And gamers should not be steriotyped this way. In fact, most of us are blends of each of these and more...!

For more information about GNS Theory (Gamist-narrativist-simulationist) check out the following LINK. There are, however, scores of Web sites that re-explain this theory various ways - a quick google search will do. I'm linking this particular one because this page shows common misconceptions about GNS Theory as well, namely, we can be aware of the theory but also avoid sterotyping people, as most are a mix anyhow. (Most recently this has helped me keep a group together due to awareness that the guys at the table were so very different - after explaining some of this to them, I created an environment where everyone apprecitates each others differences, and celebrates our diversity. We are an improbable group, that has played every Monday since 2006.) Never let anyone tell you that you can't keep a group together very long.

Note: While this type of intellectual awareness is somewhat helpful, it is by no means proven, nor essential to running your first game. (But honestly, I share this with you because I wish someone had shared this with me years ago when I was just starting out.)

These are only ideas to consider, with the key point being: remember that everyone comes to a game looking for something different. Some of the best games seem to be ones where the GM somehow figures out what everyone likes and delivers.

Again, GNS theory can be thrown in the rubbish, but it has value to just make the point that one size does not always fit all, and no two gamers are exactly alike.

If you are a new GM and found this helpful, please let me know.

Liberty's Edge

Snorter wrote:

On the subject of naming NPCs on the fly, I really hate poncy 'fantasy' names, even for magical and fey creatures.

I figure even if an elf has a birth name with ten syllables, he'll usually not use it outside of family, preferring a more down to earth name, when among the humans.
So don't be surprised when 'Jaraerdrel Celebrim'rim'tootle'riff'raff'yippekayey' and 'Jez Deadshot' turn out to be the same guy.

Also, most people in old days didn't even have surnames, unless they were aristocracy, and if they needed to be distinguished from a namesake, it would usually be via a nickname based on their appearance or profession.

So don't be afraid to include a 'John Smith' in your village, or a 'Fat Bertha'.

You may also be surprised how many NPCs have been named after the first truck to pass the gaming room window...

Yeah, nothing like kicking it with Peterbilt and his sidekick Kenworth!

;)

Scarab Sages

"Meet the new henchmen, U-Haul, Rentokil and Dyno-Rod."

Actually, on second thoughts, those aren't half bad...a Nodwick-style porter, a mercenary, and a crafter-wizard....hmmmm....


Snorter wrote:

On the subject of naming NPCs on the fly, I really hate poncy 'fantasy' names, even for magical and fey creatures.

I figure even if an elf has a birth name with ten syllables, he'll usually not use it outside of family, preferring a more down to earth name, when among the humans.
So don't be surprised when 'Jaraerdrel Celebrim'rim'tootle'riff'raff'yippekayey' and 'Jez Deadshot' turn out to be the same guy.

Also, most people in old days didn't even have surnames, unless they were aristocracy, and if they needed to be distinguished from a namesake, it would usually be via a nickname based on their appearance or profession.

So don't be afraid to include a 'John Smith' in your village, or a 'Fat Bertha'.

You may also be surprised how many NPCs have been named after the first truck to pass the gaming room window...

Agreed. I find "fantasy names" made up out of the blue to be almost distasteful. They rarely carry any sense of culture or identity, and I have trouble thinking them up. Unless I've got a specific reason for making such a name (and even then I have guidelines about how to do it and what the end product should more or less be), I use more common names. This applies to people (John and Robert will do fine, thank you very much) and places (Riverstone tells me more than Alagrandor).

Seperate point:

All DMs make mistakes. They are unavoidable. One of the differences between a good DM and a poor DM is that the good DM learns to roll with those mistakes. This point was demonstrated most clearly to me when I realized I wasn't rolling with my mistakes. The party was fighting a certain evil cleric in a certain dungeon dedicated to a three-faced evil, in a certain path of adventures about worms and ages. The NPC had a potion of protection from arrows which I forgot to factor in. Suddenly I realized it, announced it to my group, and proceeded to undo the damage the ranger had been plugging into the BBEG with his arrows (which was the only significant damage they had done thus far). I look back upon that incident more than a little shame-facedly, but I was a relatively new DM afterall and it was a learning experience. There have never been any "timewarps" since that faux pas.

If the BBEG gets taken down when he isn't supposed to because you forgot he had a certain ability in effect, to bad, deal with it. Don't reverse fairly taken actions on the part of the players, and keep things moving in a forwardly direction.

Liberty's Edge

Snorter wrote:

On the subject of naming NPCs on the fly, I really hate poncy 'fantasy' names, even for magical and fey creatures.

I figure even if an elf has a birth name with ten syllables, he'll usually not use it outside of family, preferring a more down to earth name, when among the humans.

Great advice, I've never found fantasy names to be all that important to a good game. Normally I'll just use real-world names for characters and if they're supposed to seem exotic I'll look up a Frisian name (or something else) online beforehand. My players don't bat an eye when 'Billy the Farmer' or 'Stevey the Low-life' begins chatting with them and some of these NPCs became legendary (Billy the Farmer is talked about to this day). If I really need a name for some random NPC no one will care about in ten minutes then I'll admit that and my players give me suggestions.

Sovereign Court

Good Practices In Context / Technique > The Art Of The Railroad

Here is a big secret, and if anyone debates this, they're likely acting to quickly conceal this secret. You won't necessarily find this example in most modern GM books, but this old card trick illustrates exactly what is meant by the "art" of a good railroad on the part of the GM. The ability to do this is essential, whether or not anyone ever admits (or realizes) this is happening.

SPOILER WARNING: If you are a player only, and are not a GM, I recommend discontinuing your reading of this thread.

Spoiler:

To practice the great art of railroading while making your players feel completely free of will, and to keep the player-driven choices seemingly at the forefront of your campaign, you can practice the following card trick on friends & family:

1. Take any deck of cards, shuffle, pick a card (for example the Jack of Hearts) and place it on the top of the deck.
2. Ask someone to name the four suits.
3. Ask them to select two.
4. If Hearts is among those selected say, "Good! Fantastic!" then move to #5; If not, say, "okay good pick - lets set those two aside, leving Harts and _____ to choose from. Ask them to pick one of those two. If Hearts is the selection, say, "Good! Fantastic." Then move to #5, otherwise say, "okay good pick - lets set that one aside, leaving Harts by process of elimination."
5. Ask them to select number cards or face cards as a category, doing the same as in #4, whereby you drive the selection ultimately to face cards.
6. Ask them to name four cards within the face card list, and throw away the remainder, unless the Jack is amongst their picks. If so, ask them to select two, then finally one, using the same "set aside" or "Good! Fantastic!" routine.
7. Once they have either selected the Jack of Hearts, or by process of elimination default-picked the Jack of Hearts, rather dramatically hold the deck to your forehead, mix up some of the deck, hide the deck behind your back or whatever, but then ask them to turn over the top card. The top card, like a well run adventure path, should be the Jack of Hearts.

The terrible secret of great GMing is that it is all smoke and mirrors, coupled with random but meaningful dice results, and fantastic and unpredictable spontaneity, collaboration, and improvisation. Gary Gygax knew that the true art of GMing was a composite of all of these. And this card trick illustrates how that is achieved, without making for a very long post.

Note: This does not mean that your games will be all railroads; many if not most games are improv and on-the-fly execution. But as an example to consider, a novice GM should be aware of this technique, and use it without remorse when necessary.

Thus ends the spoiler.

There are many players who don't quite understand yet how this is achieved—so now that you know, please hold your cards close to your chest as they say, and keep this very much a 'trade secret' amongst good GMs.


FabesMinis wrote:
Again, isn't this more of a Gamer Life topic?

Come on, Man. Honestly, who are you - the thread police? It's obviously a thread for anyone who wants to improve their 3.5 game.

Awesome idea Pax. 3.5 can be hard off the bat. New GM's should get some great ideas here.

My tip;

Get familiar with the basics of the ruleset first, like combat and magic. these are usually the things that slow the game down most so get as good a grasp as possible. When you're writing up the encounter, get a page reference for anything you're iffy on, like monsters etc. As a player, my GM has post-it's on everything.

In the end, rest assured your game will develop it's own flavour. If your group (including you) don't like something CHANGE IT. Consistency is the key.


houstonderek wrote:
Oh, yeah, and just wanted to add that Kirth is a pretty bad assed GM. I had a ton of fun when he was running our group.

Gotta say, Derek, you're no slouch yourself... better than me, probably, when the group size gets above 4 or so people.

And if the two "LB" sessions are any indication, Jerry has got a hell of a lot of potential.


Tronos wrote:
FabesMinis wrote:
Again, isn't this more of a Gamer Life topic?
Come on, Man. Honestly, who are you - the thread police? It's obviously a thread for anyone who wants to improve their 3.5 game.

I think FM's point is that nothing has been said in this thread that couldn't apply to any RPG, not just 3.5. There are some people here that don't go through the 3.5 forums, but could glean something from this thread.


Read the PHB first before you delve into the DMG.


All right, 3.5 time. I found a good while ago that my preferred method of statting up NPCs was to copy the format out of the DMGII (can't remember the page) into a word document with all the entries blank. I then just copy and paste it into another word document, fill out the entries and delete those which don't apply. It makes NPC generation faster and more consistent. I then put all the NPCs I plan to be using the stats of in a given adventure onto one page (well, usually several), sorted by anticipated order of appearance in the adventure, and then print them out for a handy and orderly NPC sheet. That probably can be applied to another system as well, but it's all I've got right now. :)

Sovereign Court

Thanks Saern

Preparation > Examples > NPC Stats

On the topic of readying v.3.5 NPCs I have changed my approach over the years. The new GM might consider the following progression - and seek to understand that there is no "one" perfect way to do this, however, and note that the approach you take may both change over time, and be different, even within the same approach based on the context of the particular session.

Okay to keep this simple, let me share my v.3.5 progression of comfort with NPC stats and their preparation pre-game:

2000-2003
>What I did - Used creature data straight out of books. Used NPC stats straight out of the DMG charts, winging details as needed but adhering to level restraints such as approximate wealth, magic items, skills and feats.
>Benefit - I didn't prepare much of anything, winging it played very well and players did not notice.

2004-2007 - I used various NPC generators available on the Web, along with pre-made stats for NPCs in the v.3.5 collections. I either re-typed all the stats (yes, this took a long time because my collection is in print, not .pdf), or I copied and pasted into MS Word from generators, then tweaked content prior to the game, and printed pages of NPCs for use during game, along with crafting a mini-token (out of 1" circular magnet with the NPCs picture one one side (cropped and treated with a new background in photoshop for use in my personal games). For the most important NPCs or ones that I really like, I write up a full character sheet for them (especially if they will be recurring villains or NPCs - this act though, is not necessary, but it does help ensure that the GM has a chance to reflect on all the NPC's abilities and skills).

2008-present - Used minis to represent all npcs, along with using stats straight out of game books (generally Pathfinder, v.3.5 or d20 compatible) but I read them through again thoroughly prior to the game. I look up the mechanics associated with extrordinary abilities, spell like abilities etc., so that I am prepared to make good contextual decisions swiftly in-game. And, honestly, as leisure-reading... an hour with a good book or two is all it takes. I add little colored scotch-tape flags to the pages. Sometimes I do this weeks in advance of a session where the creature might be needed based off geography, climate, or ecology. I still write up a character sheet of an occasional bbeg (big bad evil guy) but not always. Sometimes I just make up a character sheet for an NPC that I might like to use as my own character in another game - but this is rare lately).

Here are the premier generators I would use (if I use a generator) for maximum speed in either preparation or on-the-fly execution:

>DINGLES GAMES
>OVERLORD'S Monster Advancer
>LILITH's GM TOOLS
>SRD1 - the standard v.3.5 version that has an off-line copy available for download
>SRD2 - another one by "raven" I think
>SRD3 - another one by "sage/sovilor" I think

I have each of these saved as buttons in my links bar, so they are only one click away. I believe I keep 1 or two other NPC links, but I am away from my dungeon room computer right now...

If you don't wish to go the computer generated route... as a new GM, know that finding the right stats for your NPC is not hard (no matter what has been said about this in the past). Either you have a collection of books to draw from, can flag them, and immediately play with a quick on-the-fly read through.... or if you do not possess a collection, the v.3.5 DMG is your best bet to having all the NPC stats you need "functionally" provided you understand the game well enough to make adjustments on-the fly for things like AC, FF AC, TCH AC, Feat choices, and average skill points for class abilities.

As a tradition from the very first d&d-style games, charts for NPCs are ideal (expect for special NPCs you may wish to fully stat on your own, such as the major antagonist in your story). The early game (as demonstrated in OSRIC 2.0, uses only 1 chart about four-inches-sqare as all you need for any NPC in your entire campaign. The early games used charts for maximum GM efficiency during play.

One common thing I hear from new GMs is that they may sometimes feel as though "because they don't have time to fully plan all the stats" they might feel a little uncomfortable in-game. Avoid this line of thinking. Gary Gygax once said, "do not let your players become the masters of the game." What he meant was, you should feel secure as a GM knowing that you need not answer to anyone about the amount of preparation, accuracy, or swags you may be taking while making on-the-fly adjustments.

Sure, the 2000s have given us some of the highest production-value materials ever in the history of rpgs. Have one look at Ptolus, or anything created by PAIZO. Necromancer Tome of Horrors series is high calliber as well. But in every case, never let a rules-lawyer or player make you, the GM, feel unprepared (whether you actually are, or not!)

I will stop back later with a bunch of links for you to access everything I keep on my Links Bar for use during a game (mentioned earlier). I am now also using the PFSRD (I'll post this link too later).

For now, although I've been a bit long-winded this morning, just remember the central message, that your ability as a GM to look out at the NPC with the mind's eye, and convey the NPCs actions supercede any amount of technical rules use. That said, the two go hand in hand, so you may want to take advantage of the many v.3.5 help systems and NPC generators, or you may wish to develop your own style of preparation when using print material such as tape-flags, book marks, etc. and using charts from the DMG or new Gamemastery book for Pathfinder as needed on-the-fly. And of course, as many of us do because we love the game, you will also develop your ability to write stat blocks on your own with speed or adjudicate accordingly in game without detailed documentation.

In time, you will feel confident doing all of the following within the same night's session: 1) having flags/book marks for NPC (or creatures) and associated books or .pdfs ready 2) having charts like those in the v.3.5 dmg or in the new Gamemastery book to help on-the-fly creation of NPC stats and 3) having some NPCs made up by hand through careful but rewarding effort prior to the game and 4) Just make things up as you go (or something in-between). In truth, each session I run—it is always some combination of the above. Remember: rules serve you as the GM, and you are not a slave to them, and need not explain any choice you make from the list above, or any other for that matter. And, every GM may prefer different kinds and levels of NPC preparation.

If you are a new GM and found this information helpful, please let me know.


Another thing that's hard to get down, but it fits in well with Pax's last post: find a middle path between (a) being a pushover, and (b) going on a power trip. A "pushover" DM lets the players rules-lawyer him into absurd situations. That kind of a game is no good for anyone. On the flip side, the power-tripper DM swings the "ban-hammer" with gleeful abandon, making arbitrary rulings mid-game like "no one is allowed to multiclass in my campaign, and clerics and druids are not allowed to cast spells unless they're kobolds who worship the god Sebastian, who grants only the domains of Bella Sera and My Little Pony. All other clerics are munchkins!" Or the ever-popular, "monsters and NPCs don't have to follow the rules, because I'm the DM, and whatever I say goes."

The point is, the players want to feel like they're in control of their own characters, and in control of their own destinies. The DM should keep a hands-off attitude in those areas, as difficult as that may be. At the same time, the actual running of the game is the DM's job, not the players'.


Saern,
Did you scan the page and use text recognition software? Do you mind sharing how you constructed this form?


FLEXABILITY....Even if you think your story is linear your players will find a way to circumnavigate some of your encounters... Hard timetables and the inability to adapt can turn the best story teller into the nightmare GM if that GM is unwilling to accept that things don't always goes as expected, wanted or desired....

I once played with a GM who basicly ended an adventure in a tantrum bc we were not at the night club he expected us to be at by 9 PM to witness the conversation... well as player we chased down our contacts and informants first and were delayed and reached the club...TOO LATE... the gM couldn't deviate from his chain of events and chastised the group for not following his story... thus the group disintegrated before his eyes...

LET THE HERO'S DRIVE....the most important thing for the GM is to tell the story...but he needs to let the PLAYERS be the leaders feeding them tidbits to keep them on the path you need... DO NOT LET YOU NPC"S DRIVE THE STORY... if they do the PC's will feel like they are not really part of the story....

INFORM..One of the worst things a GM can do is assume the players have enough information...As the GM it is your job to set up the scene... A poorly detailed map or discription can make your PC's wanna tear their hair out...

not too long ago I was with a group of PLAYERS that were assaulting a fortress that had been captured by a horde of ogres...The Wizard... my character armed with slate and chalk cast invisibilty and fly upon himself to gain a little birds eye recon ogf the Fortress... the simple crude map that the GM drew for us showed a Simple curtain wall, a stone long house, a simple curtain wall with corner towers and a two towered gate-house, several outbuildings were snugged against said cutain wall... The door too the stone long house faced the main gate and two small doors were located in the rear of the main building... we planned an assault taking advatage of "blind spots" and available cover... Upon entering the fortress we found he had altered the map...what we now had was a Shell Keep...filling 3/4 of the open area in the walls...instead of a long house filling half of it and a door that no longer faced the front gate... our assualt did succeed but we were very unhappy as a group by the sudden changes to the geography...and the stealth roll our cleric was now having to make crossing an open area that wasn't an open area when we contrived our plan...unfortunately the GM"s answer to his lack of information dissemination was My Bad... his game ended rather abruptly

RUN PUBLISHED ADVENTURES.... as a NOOB GM I highly advise cutting ones teeth on adventures created by successful GM's and designers...there is a lot that they can teach you just by running a few of them...i've been in too many Homebrew worlds where the GM's has all the information in thier head to keep their own #$%& straight... it takes practice to be good at this...though i've met plenty who seem to think they are a genius at it right out of the box...so far none of those with said 40 watt brilliance have delivered their genius to us

WATCH AND LEARN FROM OTHER GM'...yes...other GM's can teach you good techniques...I'm a huge fan of battered old parchment maps and letters, a fun accent or two, and the memorable NPC Arvid the Athsmatic apprentice and othe such memorable nPC's

If you follow these simple guidelines you to can be the gM who's game people talk about 10 years from now...and they will always remember their characters and the events that occured and you can be the one to inspire them...

Sovereign Court

Kirth Gersen wrote:
Good stuff.

Dark Archive

A general rule of storytelling, show, don't tell.

Nothing is as anticlimactic as finishing the big encounter, and then the DM having to *explain* what just happened to the players. The action needs to contain the story, and, if the clues are engaging enough, the players will be all caught up before the bad-guy even starts monologuing.

And some players will come up with an even *better* idea than you had. Don't be afraid to ditch your original idea and steal their idea, if it sounds more dramatic and memorable! Just don't let telegraph the theft. File off some serial numbers and tweak some of the assumptions, to make it seem original. Concealing your source is the secret behind 'originality' after all.

Get used to keeping that poker face up. No reason to give it all away with a knowing grin. :)


Set wrote:
A general rule of storytelling, show, don't tell.

A thousand times, yes.

As far as facial expressions or verbal flubs that might be taken as giving something away, I try to throw in a few fake or misleading ones from time to time, just to break any assumption that the players can read me for instances where I might slip.

Dark Archive

Mairkurion {tm} wrote:
As far as facial expressions or verbal flubs that might be taken as giving something away, I try to throw in a few fake or misleading ones from time to time, just to break any assumption that the players can read me for instances where I might slip.

Also look concerned at random times and roll some dice behind a screen.

Drive them nuts!


Absolutely! I am a dice-rolling nut, always behind the screen!

Sovereign Court

Dragonsage47 wrote:

FLEXABILITY....

LET THE HERO'S DRIVE....

INFORM..

RUN PUBLISHED ADVENTURES....

WATCH AND LEARN FROM OTHER GM'...

Good stuff there. Along with the INFORM section, you do also touch on the need for CONSISTENCY ... an altered map following an in depth recon violates the rule of consistency majorly (unless, of course there was some reason for the change ... an illusion of one perceived layout over another, a magically altering layout of a stronghold interior or some such for example). In a worst case scenario, where the PCs are able to recon out the lay out the land prior to an attack and you do not have a player friendly copy of the map, you can opt to take a short break to sketch a quick but accurate copy, or, my preferred option, role play out the recon.

Most of the time, the person doing the recon will not have paper, pen and inkwell with them, so give a description and have them draw from the description. If there are glaring discrepancies, point them out to be corrected, but minor discrepancies could be chalked up to having to draw what the character saw.


ghettowedge wrote:
Tronos wrote:
FabesMinis wrote:
Again, isn't this more of a Gamer Life topic?
Come on, Man. Honestly, who are you - the thread police? It's obviously a thread for anyone who wants to improve their 3.5 game.
I think FM's point is that nothing has been said in this thread that couldn't apply to any RPG, not just 3.5. There are some people here that don't go through the 3.5 forums, but could glean something from this thread.

While I accept your point I disagree. Yes, some ideas could be used in other RPG's but that's true of nearly every thread on the 3.5/OGL etc. When we get to the crunch, however, the rules are 3.5 so the 4E types etc aren't going to get much out of them. Why not start another thread on Gamer Life that's more generalized? The 4E guys have something similar to this too.

I'm picking up some really good ideas here, ppl. Keep it coming.

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