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You could write
endless volumes about the technicalities of running roleplaying
games. This website has dozens of articles, and many thousands of
words dedicated to the topic. Likewise, different people have different
ideas of what constitutes good GMing, so what works for one GM,
won't work for another. However, I do think that there are a few
underlying principles of improving your GMing that are fairly universal,
regardless of the type of gaming you enjoy.
Everyone
is Here to Have Fun
I think it
is fairly safe to assume that gamers roleplay in order to have fun.
In my view, a good game is one where everyone (players and GM alike)
enjoy themselves - regardless of whether or not I would enjoy that
style of play personally. Thus, to my mind the first and most important
goal of any GM should be to make sure that everyone is having fun.
This is a wonderful underlying principle for all other decisions
- "Will this add to or subtract from people's fun?" If
it will make things more fun, then it's probably a good idea. If
it will tick people off, it's probably a bad idea. If no one will
care either way it may be a waste of time.
In reality,
sometimes one player's idea of fun will ruin the fun of another,
or the players will want something that will ruin the GM's enjoyment,
and so on. In this case, the best course is to look for the most
enjoyable compromise. In fact, I'd say that the only really good
reason to prevent a player from doing what they want is when what
they want would ruin someone else's fun.
When running
games it's easy to get caught up in other concerns. You might be
trying to tell a good story, or stick to the canon game mechanics,
or avoid things which others would say are cheesy, or any of a number
of other concerns. Remember that the ultimate reason you have these
goals in mind is that they will hopefully make the game more fun.
If they ever stop adding to the fun, or they start to detract from
it, forget them.
So, whenever
you don't know what decision to make, or when things don't seem
to be going well, apply the fun test to what you are doing. If it
isn't fun, change it. If it will mean more fun, go for it! If you're
not having fun, then stop. Follow my advice, and health, wealth
and happiness will be yours! Um, where was I.....
So, are you
Perfect?
Presumably
you are reading this because you'd like to improve your GMing. This
is quite easy to contemplate in theory, but when you're faced with
tired, angry whinging players the thought that it isn't all their
fault can be quite alien. So, in order to get better than you already
are, you'll need to change things. In order to change things, you'll
have to accept that some things might need changing. Basically,
you'll only improve if you contemplate what it is that you might
be doing wrong.
It's a good
idea to think about this whenever something goes wrong in a game
you run. Ask yourself how it might be the result of something you
did. Ask yourself what you could do differently to avoid it. This
isn't about "taking the blame". I'm not suggesting for
a minute that you should beat yourself up about every tiny mistake
you make in a session. Neither am I suggesting that players never
do anything wrong (Oh boy do they do things wrong! This advice goes
for players too). What I'm suggesting, is that looking at what you,
as the GM, can do to fix something is a lot more productive than
blaming someone else.
Think back
to that old saying - a wise man knows that he knows nothing.
No, they
really don't get it!
Another major
GMing faux pas is to assume that your players know what you're going
on about. People are different. Your players may not have the same
interests as you. They might enjoy different things. They might
have different habits. They might think things are cool which you
think are stupid, and vice versa. They might not have the same assumptions
about how the world works that you do. In many cases players aren't
doing something irritating in order to annoy you - they often genuinely
think they are doing the right thing. Recognizing that people have
different ways of seeing the world is the first step in harmonious
roleplaying.
It's a lot
more productive to assume that you just haven't explained something
properly, than it is to assume that your players are malevolent
idiots! Why the hell are you running for malevolent idiots anyway?
I thought you were here to have fun...
So, to extrapolate
a little, it's usually a good idea to give your players some idea
about what you think is a good way to roleplay, and conversely,
get them to tell you a bit about what they think. If you discover
that you want to run a game of romance and political intrigue, with
a player who is annoyed by irrelevant in-character discussion, and
wants to focus on killing things, you might have a problem. It's
a really good idea to discover this problem before the game starts.
Some people advocate a specific and formalised play contract, which
lays out everyone's expectations. Personally, I don't think you
have to be that formal, as long as everyone has had a chance to
express their thoughts. Regardless, I do think it's a good idea
to put these thoughts in writing somewhere (if only through email)
so that everyone knows where they stand.
If it's not on the screen - it doesn't exist
Likewise, it's
important to remember that your players don't know what you are
thinking. You can hardly blame them for making decisions which are
stupid when you take into account things they don't know. Remember,
if the players haven't seen it, it doesn't exist as far as they
are concerned - this goes for good things as well as bad. There's
no point in saying that you have lots of good stuff, only the players
haven't gotten to it yet. They will (IMO, quite fairly) judge the
success of the game based on what they've already experienced.
Communicate!
I can't emphasise
this enough. Talk to your players. Talk to them out of game, as
well as just running it for them. Find out what they think, and
think about their comments. Get feedback about the game. Ask them
what they most enjoy, and if you're feeling brave and diplomatic,
ask them what they'd like to change. Tell them what you enjoy about
what they do (this is always rewarding - everyone likes praise).
Tell them when you don't like something, rather than assuming that
they should know, or just punishing them in game - and when you
do, do it diplomatically!
A few quick
rules on giving criticism diplomatically are -
- Do it privately.
Take the player aside rather than doing it in front of the group.
the other players may want to jump in with their own "helpful"
comments about what the first player did wrong - and believe me,
it is never fun to sit there while a bunch of people gang
up on you. In fact, never let a group of players do this to one
player even if they all start it themselves.
- Keep it simple
and focused. Don't bombard them with criticism, but pick one point
and leave the others for another time. They'll be much more open
minded if you don't just rant at them about how crap they are.
Besides, if you make too many points at once people tend to forget
them.
- Praise things
at the same time. This is called the "criticism sandwich"
- you insert your negative comment between two positive comments.
This softens the blow, and lets them know that you don't hate
everything they do.
- Try to be
impersonal and non confrontational. Phrase things in terms of
what you'd like to focus on, rather than what you want them to
stop doing.
- Be positive
as well as negative. If you tell them you don't want them to do
something, try to give them some idea of what you want them to
do instead.
- If you loathe
personal confrontations, you can always try giving feedback on
a group level, rather than a personal one, making suggestions
as to what you want the group to do more or less of. The only
problem here is that the person you really want to change might
assume that it isn't relevant to them - and people who are doing
fine will suddenly become paranoid that they're doing something
you don't like.
Give Them
What They Want
Some GMs will
say that you can't just give players everything they want. They'll
say that you don't want to pander to their every whim. Tish-pshaw.
Find out what they want, and give it to them. It's fun. People enjoy
it. The only good reason not to give someone what they want is when
that would interfere with fun. So, feel free to say no when what
they want would ruin enjoyment in some way, but other than that,
GMs really are there to pander to the players whims. Note
that your enjoyment is also important. If you don't think you'd
enjoy what they want, you are perfectly justified in refusing. Just
remember, if you don't want to give them what they want as a matter
of course, perhaps you shouldn't be running for them at all.
This gets complicated,
of course, because players won't always tell you what they want.
The might say they want something because they think it's the "right"
thing to want. They might not know what they want. They might want
things that are incompatible (say, they might want the game to be
exciting, but also want nothing bad or threatening to ever happen
to their character). But at the end of the day, what the players
say they want is probably your best bet for working it out. You
can also watch them and take note of what they react best to in
game, or you can ask them to tell you what their favourite movies
and books and interests are (and then try to incorporate this sort
of thing into the game). All this "saying yes" leads me
to my next point...
Just Say
No
Should you find
that you don't want to allow something that a player wants (presumably
because it will make the game less fun), for God's sake, tell them
no simply and clearly right at the outset, when they ask for it.
Don't give them something that looks like what they want, but later
proves not to be. Likewise, don't give them what they want and then
make sure that it's useless or irrelevant. Don't give them what
they want, and then take it away in game as soon as you possibly
can. Don't say that they can have it just as soon as they've "earned
it" in game, only to keep it forever out of reach. Don't give
them what they want, and then punish them for having it. Do what
Nancy Regan advised and just say no.
Feel free to
explain why you don't want them to have it, and remember that "I
personally just don't like it" is a perfectly good reason -
even if you have no other reason to disallow it. You see, if they
are turned down right at the outset, they can give up on the idea
and come up with a different one that you both like. If you say
yes (but mean no), game after game will pass with the player rightly
expecting you to follow through, and then getting angry and frustrated
when you don't. Be honest right from the start.
Be Bold!
(polishing the final product)
Finally, confidence
is one of the best things you can have as a GM. Even if you're nervous,
try to project an aura of confidence and self control. If you look
like you know what you're doing, the players are far less likely
to notice the slips (or care about them if they do). Try to avoid
prevarication and justification of your descriptions and decisions
- I've seen GMs apologise every time an NPC bested a PC, and then
go on to explain that this was because they had a high attack stat
(or whatever), all without the players looking even slightly put
out by the event in question. This really undermines any attempt
you might be making to give a smooth, professional delivery! I wouldn't
go so far as to say that you should never apologise, or never
explain, but you should certainly only do it if it's actually necessary.
Likewise, try to follow the rules of good public speaking, and expunge
words like "um" from your vocabulary.
If there's
something you don't know, admit that you don't know it and move
on. Don't be afraid to look things up, or make rules and information
up as needed. If the players are getting out of hand (for example,
by not paying attention) calmly and firmly ask them to stop, or
if that doesn't seem likely, call a break. Postpone lengthy arguments
until after the game session, so that you don't have to break your
stride mid scene. All of these things add to a confident and professional
looking presentation. If you're going to spend all this effort preparing
and delivering a roleplaying experience to your friends, you may
as well take some pride in your work and give it some polish!
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