Across the Screen #3: Solid Advice for GMs

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For GMs

#1. Listen to your players. Solicit feedback. Make sure that they are enjoying things. Some people like less combat, some people want more logic puzzles, and some people don’t want to hear you prattle about the minutia of the labor dispute of your created world. That’s important information! You share your world with others, and it is important to let them shape it as they move through it. You will soon see that the players who are heard will be more engaged, more connected to the world, and more enthusiastic about the game in general. And it doesn’t mean that you have to accede to every request, but that some compromise makes the game more fun.

#2. Be firm, but fair. You can’t try to kill the players unless that is the point of the game (say, Call of Cthulhu). You aren’t there to provide a challenge, you are there to provide fun. These two goals can sometimes match up, but you shouldn’t confuse one for the other. The trick is that you can always kill your players. You are the alpha and the omega. But surely you are there to tell some kind of story, whether it be a sweeping epic or a gritty drama. The story should not end with the characters killed by five angry dragons that they foolishly insulted. It is important to…

#3. Fail forward. No consequence should stop the progress of the story. Did your players fail to solve the puzzle? Figure out a way to move the plot along. Maybe there is a consequence, but allow the players to continue moving towards their goal. Losing or failing at something should not bring the game to a screeching halt, and no consequence should ever make your players feel hopeless or highly frustrated. And don’t be afraid of letting your players find “gordian knot” and “ocams razor” style solutions. Unless your players are especially good or enjoy complicated puzzles and mysteries, you won’t get much enjoyment from sitting and watching them try to solve them.

#4. Make your encounters memorable. Don’t just make an encounter with 12 orcs because a table told you to do so. Instead, make the encounter meaningful, either by including complications (strange terrain, some narrative element, etc) that makes the encounter meaningful. I refer you to the bonus article “Creative Encounters”. It seriously makes a difference when your players can remember a session as being dynamic.

That’s all for now. This list is not exhaustive, and will be appended, but I hope you find some usefulness in it.

Next week we tackle the ever popular session zero. Until then, don’t forget to reach across the screen!

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