Rules and Advice
Gaming - In General
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November 17, 2006, 6:36 pm

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MoonHunter's Top Tips for 2004


I am always giving advice to various gamers on various game forums. I am constantly giving the same advice over and over again (cut/ paste repeat). Once a year I think about the advice and put together The List.

I am always giving advice to various gamers on various game forums. I am constantly giving the same advice over and over again (cut/ paste repeat). Once a year I think about the advice and put together The List. 

There are 10 pieces of gaming advice I am constantly giving out. They should be useful for you. Okay, there are more than 10, but the top 10 are the most important.

1) Never game with anyone you wouldn’t spend 4-8 hours intracting with doing something else.

2) Learn what each player really wants in a game. Do what you can to give it to them. (If you are a player, learn what everyone wants/ needs, even the GM, and do what you can to allow it to happen.)

3) When creating a general setting in a given genre, make sure the players know the setting and genre AND embrace it.

4) Character creation is a group affair AND must be done with deep GM involvement. The players should work together to determine who and what their characters are, as well as linking each character to the others in the group. The GM should help players tie their characters to the world and the other characters. If a character does not fit the game or is disruptive, it is your, the GMs, fault.

5) Each character needs one or more major plotlines attatched to it. Without that, the characters will not last in the campaign.

6) Find ways to keep each character AND player motivated.

7) All bookkeeping must be done out of game time.

8) The GM must keep notes on every aspect of the game. Those notes must be reviewed regularly. This helps keep you both organized and focused, even if you are ad libbing the game.

9) Control each scene in the game. Each game scene should have a purpose that furthers the campaign. Each scene should be on the beat, bouncing between action and development.

10) GM the game, you would like to play in.

There are some other miscellaneous tips you might find useful.

*Always present a confident face to the players. You might not know what is really going on and are adlibbing everything, but if they don’t realize you are confused or indecisive, they will simply accept what you say.

*You are the eyes and ears and other sense of the characters. The players should be able to close their eyes and “know the setting” just based on your narration.

*Think of every scene in the game is like a scene in a movie. It should have a purpose. Everything you do, from description to action should support that purpose.

*Actually check out a few books on writing for movies. Games and movies are both stories through time and have stronger similarities to each other than to just fiction writing.

Story by McKee is highly recomended:

*Gamers are actors of a sort. Anyone telling you otherwise is probably trying to sell you miniatures and accessories (or has bought them).

*Join ToastMasters. Not only will it improve your speaking skills, it will create contacts for you that will improve your chance of getting a really great job.

*Practice presenting information in a mirror and create cue cards for yoruself to capture good pieces of narration you think up before the game, so you don’t forget them.

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Comments ( 8 )
Commenters gain extra XP from Author votes.

Voted Ancient Gamer
November 7, 2005, 3:25
Game Mastering 101 Curriculum.
Voted Zylithan
November 8, 2005, 15:09
I like this set better than the 2005 ones.
Voted KendraHeart
November 12, 2005, 0:10
Ubergamer. These are better than the 2003, and 2003 was really good.
Voted Michael Jotne Slayer
December 22, 2005, 4:37
Thank heaven, if we ever get elleven... Of these top tips.
January 20, 2006, 11:55
I am hard pressed to be limited to 10. This list had 7 additional advice bits.

Post up questions in the forum in the sage area, and I will shoot off some tips on it.
Voted PoisonAlchemist
May 28, 2013, 18:54
I think all of these submissions should be gathered into some sort of comprehensive guide.
May 28, 2013, 21:40
Convergence Point Section 80.0
Voted valadaar
April 19, 2016, 9:32
Great list here. I would have done well to follow some of these :)

Random Idea Seed View All Idea Seeds

Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

Ideas  ( System ) | June 21, 2015 | View | UpVote 4xp

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