What I've Learned as a GM

Started by Adon, May 27, 2002, 08:13:44 PM

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Adon

I thought I'd try to take a stab at sharing some of my "wisdom" that I've picked up as a GM over the years.  The thing to remember is that what I think makes for a good RPG isn't necessarily what others do, so take what you think applies to you, and toss what you don't.  Consider this the ramblings of an old fart with too much time on his hands.  :P

First, know thy players.  While the GM has a certain amount of control over who enters a game by stating the RPG's purpose and tone from the outset, they are still likely to be a somewhat mixed bag.  So it's a GM's job to know their players likes, dislikes, and strengths, and anything about them which may become problematic for a game.

With this in mind, the GM can decide how the game is going to go.  Some players like to have a lot of independence, and have a sense that their actions are important in shaping the game-world.  Others are more passive, and would rather the GM dictate the direction of things.  One thing you should never assume is that the player's likes in a game are exactly the same as yours.

Players tend to be a mixed bunch.  Some like fighting, and not much else.  Others live for interacting with others, making friends and enemies and getting into the role.  Still others are tinkers, and want to see what effect they can have on the environment in a lasting manner.  And let's not forget the goofs who just want to annoy everyone.  The point here is that it's easy to deal with a group of players who all want the same thing out of a game.  But that's not incredibly likely, especially online.  So you as a GM need to give everyone the opportunity to do what they prefer.  It's not always viable in every scenario, but it's imperative to make time for everyone.

Finally, don't be afraid to put your foot down when a player decides to be a troublemaker.  In one game I've run, we had a player who seemed to have everything going for him.  He was a capable writer with a good imagination.  Problem was, he was a glory-hound.  He wanted to play nothing but central characters to the RPG, and would discard his old character if he thought one who was more important became available, and would demand to get them.  You need to know when to say "no", but just remember to tell them why.

That's all that comes to mind at the moment.  I'm sure I'll think of other things, and no doubt some people will shred my approach to pieces.  But if it helps somebody, hey, go for it.


RangerShade

1. Never let your players take control of the game. Trust me on this, it'll destroy the fun *really* fast.

2. Crush nitpickers/monty haul/rule bending lawyers ASAP.

3. Remember, the GM is always right, even if they're wrong.

4. No wish should *ever* go according to the player's plan, *unless* its being used in a selfless manner or to fix a mess created by a previous wish.

5. No matter how big the player gets, there should always be a bigger fish in the pond.

6.  Remember, machines break down. Use this to your advantage.

7. Weapons are only good if they're available. Thieves are *everywhere*. -_^

8. Price guides are only a base, remember to gouge your players when they spend for equipment/services whenever possible. After all, its supposed to be realistic isn't it? ^^

9.  Reward creativity, Kill stupidity. This is survival of the fittest, not UN diplomacy!

10. If all else fails, get new players.
"Wonderful, we're probably all going to die now."

Brian

Quote3. Remember, the GM is always right, even if they're wrong.

Rule 0 is the most important rule ever.

Sometimes, GM's fiat has to override everything else. Remember, you don't need to listen to the rules lawyer; even if he's right, you don't need to do as he says.
I handle other fanfic authors Nanoha-style.  Grit those teeth!  C&C incoming!
Prepare to be befriended!

~exploding tag~

Anastasia

4. No wish should *ever* go according to the player's plan, *unless* its being used in a selfless manner or to fix a mess created by a previous wish.

*sighs*

Not every wish needs to be a goatfuck, you know. If you're running the game decently, by the time they get a wish it should be manageable. It's annoying to see a GM that will -not- let any wish short of self sacrificing work out. The aging and weakness affects aren't just for show, you know. Casting a wish carries with it a high price built in. And if you have more than a wish or two via other means(Luck Blade, whatever), I'd be more worried about why you let the PCs rack up that many from the get go.

The spell is open to abuse on both ends of the ball. And quite frankly, GM abuse of it annoys me far, far, FAR more than a greedy PC wisher.

Edit - And stupid PCs, but call me a roaring optimist because I'd think a PC that stupid wouldn't be given a wish. Or wouldn't survive. Whichever, in this case.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Brian

Which takes me to a point I think could help any GM:

If you don't understand how it works, just don't use it.

If there's some power or rule, or skill, or whatever that you don't understand, and your players know it better than you? You may have to fall back on rule zero. "Well, it doesn't actually work this way...."

This can be awkward, and you may be better off just saying, "Well, we won't include that in this campaign." If this is something crucial to the campaign, then you might want to discuss your understanding of the thing in question with someone else before you begin.

If a player has some add-on book that explains a new power that he wants to give his player, and you don't know all the ins-and-outs of this new prestige-class/kit/expansion/race/etc., then don't let it in. And you don't need to shut them down rudely, you can say in all honesty, "Well, I don't think that'll work with this campaign, because I didn't take it into consideration when I started it."

If this is the begining of the campaign, you can still say you don't want it in your campaign. "That's not what I had in mind for the campaign." "I think that class/race/etc. might be a bit overpowered for what I have in mind." Or maybe even just, "Psionics don't exist in this universe."

And you know, if this leads to a disagreement, you may need to reconsider which campaign you're running, and more importantly, if it's right for the group you've got. You may be better off running a different campaign if you've got player dead-set on getting their specific classes/etc. into it.

[Edit: No longer thead-derailing. For the other part of this rant, see: http://www.pishoque.net/phpBB2/viewtopic.php?t=673 ]
I handle other fanfic authors Nanoha-style.  Grit those teeth!  C&C incoming!
Prepare to be befriended!

~exploding tag~

Dracos

I think there is a reasonably valid discussion here on wishes, but I think if anyone wants to continue it, it should be given it's own topic and keep this for more specific, 'what we've learned' rather than having any future discussion on that drowned out or having the whole wish thing difficult to find for future GMs looking for such here.

Ergo, if any wish to continue it, either create a topic for it or ask me to.

Dracos
Well, Goodbye.

Huitzil

Quote from: "RangerShade"9.  Reward creativity, Kill stupidity. This is survival of the fittest, not UN diplomacy!

The ironing is delicious!
ee the turtle, ain't he keen?
All things serve the fuckin' Beam.