Role Playing Tips - By Johnn Four
TEN TIPS FOR STRESS-FREE GAMEMASTERING
Copyright ©1999 by Kevin Davies
Like many gamers, when I first entered the hobby, I thought
that it was desirable and even necessary to have rules to
account for the outcome of every possible Character action
or environmental condition. Thick rulebooks were the norm,
although roleplay games were typically thin on descriptive
and inspirational background material.
While Gamemastering a gaming group over a 10 year period, my
outlook was altered by two factors: first, that many of the
rules established by the games I played didn't provide what
I thought was an 'adequate simulation' of the actions I was
trying to recreate in my adventures, and second, that so
many rules inevitably led to numerous game stoppages
requiring rulebook consultations and occasional player
debates. Additionally, I rarely had the time to prepare a
detailed adventure in advance for the weekly session -- I
was forced to 'wing-it'. Drawing on my experiences as a GM
I've put together the following tips for stress-free and
fun-filled Gamemastering.
1. Make having fun your goal. More than anything else,
keep in mind that the primary objective of playing any game
is for everyone to have a good time -- the GM and all the
players. The satisfaction of having spent your time well, in
the company of people whose companionship you've enjoyed,
and together experienced an adventure, is what it's all
about.
2. Give everyone a chance to participate. Both the GM and
players need to cut others some slack -- especially if
they're new to roleplaying. Offer roleplaying suggestions
where appropriate but don't roleplay other people's
Characters for them. While you should not discourage the
louder, enthusiastic players, they should not be the only
ones who get to influence the outcome of the game; make an
effort to involve shy or quiet players by asking each player
in turn (after describing the current game events that
pertain to their Character), "What are YOU doing now?"
3. Play with people you like. You should not feel
obligated to play with people you dislike or who dislike
you. If you think you've given another player a fair chance
to 'fit in' with your group and they continue to be abrasive
or disruptive, tell them, in a 'friendly way', what they're
doing that's upsetting and give them the option to change
their behavior or leave the group.
4. There are two types of games: Character Hostile and
Character Neutral. Tell the players which style you're using
(or give them the option of choosing) before gameplay
begins.
Character Hostile games were common in the early days of
roleplaying and most often take the form of 'dungeon
crawls'. A Gamemaster creates an environment full of nasty
creatures hoarding lots of treasure, while the players,
knowing full well that the GM is out to kill their
Characters (and in some cases, the Characters are out to
kill each other), enter and try to emerge wealthy and in one
piece.
Character Neutral games are best for realistic scenarios and
prolonged campaigns. The Gamemaster, rather than taking the
side of the Creatures and Gamemaster Characters and
competing against the player's Characters, instead presents
situations and conflicts that contribute to making the most
interesting story possible. Situations which allow Character
development and the accumulation of a 'personal history'
should be pursued.
5. Use the simplest rules you can find that make sense to
you. I personally prefer a system where either a d10 or d100
is used for practically all rolls; occasionally I include
d6's for a smaller numeric range of inflicted Damage. All
Skills are expressed as a percentage; all Stats (rolled
against when no Skill is available or applicable) are
factored up to a percentage. Details of specific 'current
conditions' can be included as modifiers to your action
resolution rolls by applying +/- 5% toward the target number
(Action Value) prior to rolling. Simple. Fast. Effective.
The rules you choose will often reflect the seriousness of
the stories you wish to roleplay. Humorous games, where
Character death rarely occurs (though great pain and
embarrassment is frequent), are well suited to a minimalist
system -- even diceless. Serious games, where Character
death is a real and ever-present danger, may require more
specific rules, to convince the players that the GM is
unbiased when they reveal that a Character has taken a
bullet to the leg and must now suffer wound trauma. Use the
level of detail that is right for your game. Be consistent
and fair.
6. Only roll dice when necessary. There are two
situations where it is desirable for a GM or player to roll
dice:
a) When an action resolution result is required that can't
reasonably be provided by a direct GM response, and
b) When you want to scare a player into thinking that
you've got something up your sleeve and thus keep them on
their toes -- this is an artificial means that the GM can
use to instill tension into a situation when the players'
roleplaying skills are not capable of adequately providing
it for their Character.
At any other time you can simply provide a description of
the outcome of a Character's action attempt.
7. Don't hold back a Character. If a Character's desired
action seems at all plausible (given the genre you're
playing) let them attempt it and use the outcome (successful
or not) to stimulate the plot of the adventure. Some GMs
will limit their players by stating that their Character
can't even attempt a specific act. This will only result in
timid players and a less exciting game. Try not to deny
Characters the opportunity to attempt things -- let the
players set their Characters' own limitations based on their
experiences of past failures.
8. Play to the Characters. Try to get to know each
Character's distinctions and then over the course of the
adventure provide at least one event or encounter
specifically geared to their interests, skills expertise,
personal traits, or weaknesses. If another Character takes
the bait instead, go with it. However, if you've constructed
the situation correctly, it should be clear that the party
must address the situation through the targeted Character.
9. Go with the flow. This is crucial to stress-free
Gamemastering and difficult for some to apply. If you've
established an outline or script for your plot in advance
and the Characters take a sudden turn which causes them to
omit a location or event, let it go. Remember, the
Characters don't know what cool thing they've missed --
they're responding to events as they've encountered them.
Concern yourself with what 'logical' encounter or event the
Characters would experience on their new course, rather than
worrying about what they could have seen.
10. Let the Adventure write itself. If you're GMing
without a predetermined and detailed plot, pay attention to
what the Characters say and do and use their successful
actions (and failures) as windows of opportunity to
introduce Gamemaster Characters and events (e.g., a crisis
or opportunity requiring a quick response) into the
developing story. When you confront the Characters with an
event or encounter try to consider two or three possible
outcomes to the situation and how they might impact on the
plot. Just ask yourself: "What 3 possible things could
happen next?" Then, when the Characters act in response, you
can smoothly present whatever events that flow logically
from the situation. If the Characters act in a way that you
did not consider, again, go with the flow and see where it
leads. You will often be thrilled by the results.
==
Kevin Davies is the president and creative director of
Peregrine, http://www.peregrine-net.com. Peregrine produces
the humorous roleplay games MURPHY'S WORLD and BOB, LORD OF
EVIL, plus ADVENTURE AREAS miniatures gameplay surface, GRIT
miniatures rules, and ADVENTURE AUDIO background music. We
are always looking for new writers and playtesters.
==
Have more fun at every game!
Johnn Four