The Makings of a Great GM


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Hi all,

What are the making of a great Game Master? When you think back on the GMs that you thought were really great, what qualities do they have in common? What sets a great GM apart from an average GM?


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1- Confident fair and consistent with the rules and rulings.
2- Paid attention to the story each player wanted to tell and wove it into the game.
3- Was perfectly familiar with the adventure so much so that he could receive any curve ball the group tossed him and run with it without losing any of the actual module.
4- Presented the world in a engaging and believable fashion that drew players in and made them part of the world.
5- Kept the pace going.


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The only great GM I ever played with was able to make up dialogues so interesting that I actually enjoyed listening to him and another player interacting.

Of course, this is just a random example. There are many ways to excel as a GM, (s)he could be good at:

* world design
* story design
* encounter (social / battle) design
* NPC design
* rules knowledge
* technical preparation
* plausible roleplay
* creative roleplay
* improvising
* communication with players
* understanding players
* fairness
* etc. etc.

Now that's probably an intimidating list for new and upcoming GMs. I think many people can make it to a great GM, as long as they are openminded and care about both campaign and players. Game Mastery Guide is an excellent starting point for knowledge and attitude.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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A lot of it is going to be personal taste. Even things that might seem universal at first (like, say, preparedness) could become inconsequential among a group that loves improvising or making things up as they go along. I could talk about what makes ME really like a GM, but does that really matter?

The only thing I can think of that could be considered universal is communication skills. After all, no matter what kind of GM you are, there's a group out there somewhere for whom your style is perfect; but if you can't get on the same page with your players and figure out whether this is the match you're looking for, you're gonna run into trouble.

EDIT: Okay thought of one other thing, but it might seem a little vague at first. Whatever it is you do as a GM, take the time to become skilled at it. For example, do you want things to conform to the rules? Then invest the time to actually learn the rules, put your ego aside when challenged, and make use of whomever at the table might know the rules better than you. Conversely, do you prefer to rely on circumstantial rulings on a case-by-case basis, rules be damned? Take the time to learn what's fun for your players, learn the ins and outs of the contexts in which your rulings need to work, and work on developing the skill of making rulings that improve the game for more than just yourself. Whatever your style (with regard to rules or anything else), make sure you put in the work to get good at it.


My favorite DM--aside from being great on the fly and having run the DMPC better than anyone I've ever seen--always made it about the players even while he was building a story. His big moments ultimately turned out to be ours.


Play the NPCs. I don't care if it's a mook you popped in unexpected with no warning, give it personality and purpose.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

What Aranna said and SheepishEidolon said. Also, time and energy for preparation are important, since that will be a lot of your GM'ing duty. There are weeks where I only spend 15 minutes on preparation for the weekly session, but that is because I am investing two or more hours in other weeks. And since I GM two groups, that is two times of that preparation.

And I am using adventure paths. If you are doing a homebrewn campaign, expect your workload to at least triple.


Aranna wrote:

1- Confident fair and consistent with the rules and rulings.

2- Paid attention to the story each player wanted to tell and wove it into the game.
3- Was perfectly familiar with the adventure so much so that he could receive any curve ball the group tossed him and run with it without losing any of the actual module.
4- Presented the world in a engaging and believable fashion that drew players in and made them part of the world.
5- Kept the pace going.

This. All of this.


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1.) good communication skills.
2.) quick witted.
3.) builds trust easily with players.
4.) entertaining or creative or both.


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One key thing I notice a lack of:

- Is willing to allow players to try crazy things, or even to derail the entire campaign, if it makes for a better story and the rest of the group is okay with it. But also knows when to reign it in.


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The best GM I have played with luckily still GMs for our group. His latest campaign reminds me why.

1. He has a strong vision for the game world, locations, NPCs, Organisations - and is able to communicate that in glorious technicolor 3D.
2. He is confident to say no, but prefers finding ways to say yes.
3. He adapts the story to our PCs and makes them the centre of attention.
4. He fits the rules to the players/NPCs intentions, rather than fitting the intentions around the rules.
5. He varies the pacing within sessions so they become neither too combat heavy or dominated by roleplay.
6. He makes the game challenging but not painfully so, where death is a real possibility but never inevitable.


So many good ideas and suggestions in this thread.


The Sword wrote:

The best GM I have played with luckily still GMs for our group. His latest campaign reminds me why.

1. He has a strong vision for the game world, locations, NPCs, Organisations - and is able to communicate that in glorious technicolor 3D.
2. He is confident to say no, but prefers finding ways to say yes.
3. He adapts the story to our PCs and makes them the centre of attention.
4. He fits the rules to the players/NPCs intentions, rather than fitting the intentions around the rules.
5. He varies the pacing within sessions so they become neither too combat heavy or dominated by roleplay.
6. He makes the game challenging but not painfully so, where death is a real possibility but never inevitable.

all of this. and

The players always feel like they can affect the narrative - there is never a feeling of being on a railroad.

Liberty's Edge

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1. A fully charged cattle prod.
2. A wall of ignorance and fear.
3. Meglomania, narcissism is optional.
4. An awesome viking helmet.
5. Dice.
6. An iron fist in a steel glove.
7. A wide selection of strings and control bars.
8. An idiosyncratic sense of humor.


All I'm missing is the cattle prod.


From a game which has my favorite GM advice section (and probably stolen from somewhere else):

•Make the world fantastic
•Fill the characters’ lives with adventure
•Play to find out what happens


I heard the line

"Good DMs create worlds not stories."

Liberty's Edge

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DungeonmasterCal wrote:
All I'm missing is the cattle prod.

They really do solve so many interpersonal and table issues.

Rules lawyering? ZAP.
Trying to destroy the game? ZAP.
Alignment arguments? Apply until t he battery is drained.

Get one, your table will never be the same.


I grew up on a farm. I've used them. I know how effective they can be...lol


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I tried offering my players carrots, but they went for the dorritos instead.


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Tormsskull wrote:

Hi all,

What are the making of a great Game Master? When you think back on the GMs that you thought were really great, what qualities do they have in common? What sets a great GM apart from an average GM?

  • A great GM must possess the ability to be stern but fair.
  • A great GM must listen to what players want, but be willing and able to say, "No."
  • A great GM needs to possess a vision for the game and the campaign.
  • A great GM needs to be able to realize, however, that their vision must be malleable and adaptable.
  • A great GM must understand that the goal of a game is for all players, including the GM, to have fun. If anyone isn't having fun then something needs to be changed.

To expound on a specific area I think my second note is very important. Players will often attempt, knowingly or not, to use a real life gamer spell known as, "Power Word: Yeah, OK, whatever."

Where they poke and they poke and they poke after already being told no until the GM just gives in.

-----

Example:
I had a player in a Dresden Game, many moons ago, who wanted to play a Knight of the Faerie Court. I am normally a good GM, but this time I gave in. He wanted a specific ability that was incredibly powerful. I allowed it.

I allowed it under the caveat that it had to be restricted and had to work a certain way. I was quite clear.

Every single day, for two weeks, this player called me up to "discuss" this ability. Bringing up arguments about how, "This guy on the forums said..." or "Well it says here that..." and I finally got so sick of hearing about it I cancelled the game and have never run it since.

I let one player ruin the game for all of my players and me because I was unwilling to firmly tell him, "No. You cannot have this ability. Remove it from your sheet."

-----

I have had this happen in D&D/Pathfinder as well.

I had one player who was simply, "Better" than the other players at optimizing. He was also better than I was at it. He wrecked the balance of a game.

I knew this was a problem. Yet I never fixed it and the game eventually fell apart because of it. I should have identified the problem, pulled the player to the side, and explained politely but firmly that his character was too powerful and that he needed to tone back on the optimization because it was skewing the power balance of the game.

-----

I did not. A great GM has to be willing and able to tell a player no. If they can't then they are in for a world of pain and suffering.

Liberty's Edge

Agreed. I once had to tell a player "It's an interesting concept and an incredible 'build', but I really don't think that the other players will enjoy being your sidekicks for the rest of the campaign. Try something else."


Reckless wrote:

Agreed. I once had to tell a player "It's an interesting concept and an incredible 'build', but I really don't think that the other players will enjoy being your sidekicks for the rest of the campaign. Try something else."

Pretty much, and this particular player is a nice guy and all, I like him a lot but he made too many comments about how, "You don't have to worry about ramping it up, I won't let anyone die."

And I was thinking, "That is the exact problem here. Your character, plus your animal companion, are better than the whole team. No."


I've always found saying "No" to be one of the most important skills that a GM needs. More recent GM advice seems to suggest the "Yes, and" method, which casts "No" as something to be avoided.

IME, more campaigns have fallen apart due to a GM's inability to say "No" than to a GM actually saying "No."


I don't think you understand the purpose or usage of the "Yes and..." technique. It's not a blanket statement for all things at the table. It's an improv technique (it's a common warm-up technique or practicing tool for improv actors).

Instead of deciding things ahead of time, when a player asks a question about the story or game-world, you say "Yes, and...."

It's not a technique for talking about rules, table behavior or similar things.

I suppose we could also complain about how bad screwdrivers are for cutting lumber to appropriate lengths.


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Tormsskull wrote:

I've always found saying "No" to be one of the most important skills that a GM needs. More recent GM advice seems to suggest the "Yes, and" method, which casts "No" as something to be avoided.

IME, more campaigns have fallen apart due to a GM's inability to say "No" than to a GM actually saying "No."

It took years to develop the ability to tell players no.

Now I am very good at it.

Newbie GM me: "You wanted to ask me something?"

Player: "You said no evil characters, can I then make a Chaotic Neutral character?"

Newbie GM me: "I guess that is okay, but remember you are a hero, not a villain."

Said character proceeds to wreck the campaign. Engaging in either outright insanity or blatantly evil acts.

-----

Current GM me: "You wanted to ask me something?"

Player: "You said no evil characters, can I make a Chaotic Neutral character?"

Current GM me: "No."

Player: "But I..."

Current GM me: "Usually when someone expresses displeasure at not being able to play an evil character and then they ask to play a Chaotic Neutral character they are trying to get around the ban on evil characters and not modify the behavior of a character that they intended to be evil. While you may indeed not have this as your true motive I have found it best to consider Chaotic Neutral characters as on the evil spectrum. So, I am sorry, this is not something I can negotiate about."


HWalsh wrote:

It took years to develop the ability to tell players no.

Now I am very good at it.

Yeah, in my experience it has led to much better games. Players have a natural tendency to push against boundaries. When the boundaries are not upheld, a little wiggle room often becomes a lot of wiggle room which becomes a campaign that falls apart.


After reading this thread I have come to the conclusion that I am not a Great GM

Thank you


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Setting boundaries and expectations is important. Having them well established reduces the number of times you have to say "No", plus when you do say it, you aren't just being arbitrary, mean GM, you're just enforcing the already established elements.

I also make a point to give my players as much outlet for their creativity and boundary pushing as I can. Often, I give room for this beyond just their own character as well. It has the nice side effect of reducing the creative energy I need to use for the game, letting me focus on being creative on the stuff that might surprise them.


Tormsskull wrote:
HWalsh wrote:

It took years to develop the ability to tell players no.

Now I am very good at it.

Yeah, in my experience it has led to much better games. Players have a natural tendency to push against boundaries. When the boundaries are not upheld, a little wiggle room often becomes a lot of wiggle room which becomes a campaign that falls apart.

Yeah. The worst part is what I call envy bleed.

I was running a campaign called:

Reign of the Serpent King

One of my rules initially was that I declared players stick to core races. One player, we'll call T, hates core races. He'll only play Tieflings, or Suli, or usually something like that.

Well because I knew this about T I made an exception. Big mistake. W, is another player who won't play anything standard. W, however, will play normal races. So when W asked to play a Teifling I said no.

When W found out that T was getting to play a Suli we had a literal standoff.

I ultimately yanked the Suli option to keep the peace but that angered T who spot changed his character to be a virtually game destroying a-hole.

The problem was that I made a bad call.

I should have stuck to my call initially of core only or I should have told W no, that I'd made an exception, and if that was a problem then he didn't have to play.

Instead by not sticking to either decision I showed my players that I could be bullied. They smelled blood and went for it whenever possible. I've never made that mistake again.


A great GM is running the game because they want to.

I have played a shared campaign (not Pathfinder) where there were always a few people who only ran games to get XP/play credit to apply to their own characters, and it was painful - if the ref is just going through the motions it kills the atmosphere.

By contrast a ref who wants the party to enjoy themselves can be underprepared, disorganised and not clear on the rules, but still run something that the players love.


HWalsh wrote:
The problem was that I made a bad call.

I've seen this same thing with new GMs. A player asks for some kind of exception to the rules, might be a banned race or class, might be to start play with a certain magic item or odd animal companion, etc.

The new GM wants to keep his players involved in the game, and so says yes to the exception. Then things start to snowball out of control as other players question or demand exceptions for their characters.

This is where saying "no" is appropriate and will lead to a better game.


Over the past 4 years, I've ran games at conventions for about 40-50 people. I don't get to pick the people who sign up for my games, I sit at my table and players pick my game. I've had two mildly disruptive players, but neither was so bad that I couldn't steer the game back on course NOR did I have to kick them out. The games were still a ton of fun for me.

Based on that sample size, it's roughly 4-5% of random strangers are disruptive to my games (but they don't ruin my sessions).

BTW, I'll be GMing at GenCon at the Games on Demand room this year. I run a game about thieves and another one about murdering gods. Possibly a third, but only if the author asks me to.


Funny, my gaming group has a CRB per 2 players at a minimum (and at one point was 1 for 1), plus 3 copies of the APG and at least two of everything else other than the softcover player's accessories. And we aren't from PFS.

The only times when there is only one copy of a book is when a GM decides he wants to try this new game and just bought a book. Anything that goes long term will have multiple copies at the table.


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It was the best of times.

It was the worst of times.

We gamed the night away with friends, true, tested and tired. We gamed with people we wish we had not met, who rolled dice when we weren't looking, and changed their ability scores with a pencil eraser halfway through the battle with twenty five orcs in a ten by ten room.

We owned one book and shared it among us as if it were a precious relic. And we read modules in the game store to get an advantage on the DM when next we gamed.

We were good gamers, and we were monsters, and we made friendships that we hoped would last our whole lives, and sometimes we did.

Sometimes we didn't. Sometimes we grew old and realized that we just were never as good as we were when we were twelve, but we never stopped playing.

We never gave up on our imaginations. We kept kicking open that door, lighting the last torch, rolling our best saving throw, and playing like we didn't need to win

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