GM’s have issues. Okay, I mean issues on how they GM. Geeze. These tips address the top 10 issues that most GM’s have in one form or another. The first is the problem, the next is the explaining the problem and solution, and the one line admonishment on how to fix the issue.
So lets begin:
Failing to provide enough motivation for characters to go on the adventure. While forcing players to do things is never a good idea, a character needs some motivation to do things in the game. If the GM does not provide enough motivation, the players could easily go off on tangents that they find much more interesting. FIND THE CHARACTER’S HOOKS AND USE THEM TO PULL THE CHARACTER INTO THE STORY.
Failing to pace the story well. The GM must keep the story going, giving the players something to do or react to. Every scene has a purpose and a way to lead into the next scene. KEEP THE GAME MOVING OR THE PLAYERS WILL GET BORED.
Making NPCs more important than PCs. The player characters are the protagonists of your campaign story. If they are not, why should they play? GMs sometimes love their NPCs a bit too much, allowing them to save the players, show up the players, or make the PCs useless and unimportant. IF A GM IS WRITING THEIR NPC’S STORY, WHY SHOULD THE PCs SHOW UP?
Failing to engage the Troop in the fictional world and the campaign. The GM is the author and narrator for the campaign story. If you were reading a story and you don’t like the characters, the supporting characters were flat, and the setting was grey and lifeless, would you keep reading the book? Probably not. Why would you keep playing a game with the same failings? Players need to know about the game world, interact with colorful characters, encounter dramatic events, and encounter interesting things. PROVIDE THESE THINGS FOR THEM.
Failing to entertain the players. There is a reason it is called a game. The point of the game is to enjoy yourself. If players are not having fun, they have no motivation to come to your game. Run the kind of game the players want, with the kind of scenarios they want, with the kind of subplots they like. IF YOU DO NOT KNOW WHAT THE PLAYERS WANT: ASK!!
Failing to know the rules. The Game designer can only write so many rules; the publisher can only publish so many. There is no way to make rulings for every contingency in a game. That is what the GM is for. The GM must know the rules and be able to interpret them for any situation. They must be fair in their handling of the rules. They must know the rules so well, they do not have to think about them, so they can use them and still concentrate on the game story. KNOW THE RULES OR DO NOT GM!
Failing to listen to the players. A Game Master should listen to their players, determining what they like and dislike about the campaign, the game, and the GM’s play style. By responding to player comments, the GM can provide the kind of game the players will enjoy and improve their own gamecraft. LISTEN TO YOUR PLAYERS, THEY ARE YOUR AUDIENCE AND YOUR STAFF.
Failing to be prepared. A GM should spend some time before the game session to organize thoughts and notes, prepare any scenes or opponents, and plan out story lines. Do not take away play time by spending time at the session to do this. Even if you are of the "wing it" school of game mastering, some preparation will allow for easier, faster, and better play. A LITTLE PREPARATION GOES A LONG WAY!
Allowing the Dice to rule the scene. Dice are used to resolve conflicts and make the RPG more of a "game". In roleplaying games, we also tell stories. Sometimes the dice generate responses that do not fit the GM’s desire for the campaign saga or scene. If it is in the best interest of the game, change the results to better fit the story. WHO IS IN CHARGE? YOU OR THE DICE?
Failing to improve your your gamecraft. Roleplaying games are not static, they are always changing. What challenged and amused your players a month ago might not do it now. The way you presented information a few months ago is now old hat. Gamecraft is like an actor’s craft, except it includes things that authors, storytellers, and wargamers do. Always strive to do it better than you have before. Find what works at a given time and do it. A LITTLE EFFORT TOWARDS SELF IMPROVEMENT GOES A LONG WAY!
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November 7, 2005, 2:24
November 7, 2005, 12:20
November 8, 2005, 14:14
November 11, 2005, 23:09
November 28, 2005, 18:07
what do they want? Sure, i have tried this. But what do I
do if the players dont know what they want? Or dont have
any interest in trying to figure it out but still want
to play roleplaying games?
November 28, 2005, 23:07
First, and best, talk with them and find out what they want in the game. If they don't know, straight out tell them what you expect from your players and what kind of play the campaign will have. Tell them if they want to play this kind of game and are willing to meet your expectations, they can play. If they don't, no hard feelings, and they can game with other people.
Second, find new players. Life is too short to play with crappy players. If they want to play with you, they should enjoy the kind of game you are running. If they don't or don't want to play it, they should leave and find someone who does.
Third, Roll Play Fixes, search for it in the articles section.
December 22, 2005, 3:31
December 22, 2005, 7:49
This article is so great. It is shorter than most MoonHunter articles but each sentence is dead on. Every seasoned GM will know of these problems and every beginner GM will sooner or later encounter them. This article should be among the very first things new GMs read. It will save every GM a lot trouble in the long run.
~AG
April 9, 2006, 17:59
April 13, 2006, 12:07
April 13, 2006, 13:07
November 22, 2007, 14:59
November 22, 2007, 15:33
The point is to have smooth play flow. Stopping play while you look up a rule is stopping play (or slowing it down). So if you know the rules, you can "go with the flow of the game/ story" and not have to stop for anything.
December 13, 2012, 15:48
May 8, 2013, 11:30