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Joined: Sep 22, 2013 Posts: 14370
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Post copied from the Other Forums
Here are my hard-learned lessons on being a good GM
#1) Always Have a Plan This is sort of in opposition to the "Be Reactive" statement that gets thrown around -- if not the sentiment behind it. I've found that if you don't have some idea of a meta-plot, things tend to die off very quickly. Perhaps your plans reach as far as the next town, or perhaps you have a big bad in mind who will lead the party to epic. The best D&D games and campaigns I've run have been carefully planned, but...
#2) Never Rely on it No plan survives first contact with the PCs. If you think you have contingencies for all five ways the players could approach a situation they discover, you can bet good money that they will take a sixth that you did not intend. This is when reactivity comes into play. Whatever the PCs do, be ready to keep your cool, roll with it, and act like you had a plan for this eventuality the entire time. This means your real plan, the one at the heart of everything, needs to be very flexible: have an idea of who the big bad is and what the big bad wants. Everything else can and will change on average. You plan out those minor details because if you don't have a plan to be changed and interacted with, things get confusing real fast.
#3) Understanding the DM's Arsenal
Carrot: Temptation. Reward. The bait on the plot hook. Especially with more neutral parties, you need to give them some reason to actually adventure. I like to be generous with carrots, laying down a string of minor goals to be achieved
Stick: Aversion. Punishment. An in-character reason to *not* do something. When the PCs get an audience with Lord Vyle O'Kittensquisher, the fact that the audience chamber is filled with his elite guards is a Stick telling them to not consider "parley" to mean "The other guy is disarmed and flat footed". Sticks should be present where logical. Sticks serve as a punishment only to the characters. To the Players, they serve as a warning, and they should be treated as such. Asking "Are you sure?" before the stick comes down is only proper. Never wield a stick you are not prepared to strike with.
Schrodinger's Gun: "Any element that has not been observed by the PCs is subject to change without notice". Schrodinger's gun is a very powerful tool, and like most powerful tools it can be used for good or for evil. Using Schrodinger's Gun for good entails putting something somewhere (potentially moved from somewhere else), where there was nothing before. This stops the session or even campaign from grinding to a halt because, frankly, you weren't able to fill every corner of the map. Using Schrodinger's Gun for evil is basically railroading. If the PCs are deliberately and directly avoiding something, moving that something into intercept position is not kosher.
DM Hammer: Punishing players by smiting characters. DON'T EVER DO THIS. It's immature and tacky. Threatening it to handle a table that's descended into Monty Python quotes is immature and tacky for about five seconds before everybody gets on with it, and is therefore somewhat acceptable.
#4) Never ever ever EVER run the GMPC This was my first lesson in DMing. I learned it while I was still a mere player. The Overpowered, Plot-Centric NPC is a blight on the D&D game. Any such NPC, if introduced, ought to get killed off within 5 minutes of introduction to prove that serious **** is going on. Any NPC the players have regularly helping them ought to be somehow weaker than the PCs, inept in such a manner that they cannot save the day1. If any one NPC gets > 10% of the "face time" of any one PC, something has gone terribly pear shaped. You can usually tell if an NPC has hit this level when the Players dislike their appearance. The only known cure for GMPC-itis is death, preferably entirely justified and by PC hands as their players will no doubt desire in advanced cases, or unceremoniously and irretrievably if the character was still in the early stages.
#5) Know when to say 'No' By corollary, Know when to say 'Yes' as well. All four primary answers (No, No but, Yes but, and Yes) have their place in the D&D game. Briefly No: Used in case of obvious impossibility/faleshood. "Your wand is out of charges" "You already used all your Nth level spell slots" "The Wererats do not believe your Mickey Mouse ears make you one of them." Creating no-situations often is tacky. If the walls are to slick to climb once, it's in obstacle. If they're usually too slick to climb, people wonder why they took the climb skill. No, But: The most common answer, in the form of "No, but you can try". Represents a call to roll the dice. Can also be used, more rarely, in a case of failure with unintended consequences -- where fate or the Dice closed a door, they opened a window ("No, the usurper king does not believe your ridiculous lies... but finds them amusing enough to have you made jester, rather than throwing you to the owlbears" Yes, But: Some people consider my primary designation of "no, but" to be a "Yes, but" instead: "Yes, but you'll have to do something first"2. I suppose it's a valid interpretation. Also represents Unintended Concequences ("Yes you can enter the castle through the sewers, but you'll be covered in foul-smelling water. Even the most nose-deaf guards are sure to notice if you don't do something about it") Yes: Used in cases of unopposed success/obvious truth. "You can cut off the dead dragon's head without much trouble." "You climb the ladder". If unrestricted No is tacky, Unrestricted Yes is unfun: Automatic success quickly becomes as unsatisfying as automatic failure. Of course, just like No, Yes should be said where it is appropriate.
1 This is something I've had to fight with, a lot. I've been asked, for instance, to run an NPC cleric with an undermanned party. Said cleric never talked and only ever prepared cure spells. Sometimes, the plot requires an important NPC. Said NPC should be the model of helplessness and incapable of doing anything right without the help of the PCs. They should also have the common decency to stay out of the spotlight whenever even remotely possible. If none of the PCs for some reason can be the sacred whoever destined to blah-de-blah, the NPC who is has the job of sitting around and waiting for an endgame escort quest, NOT being the NPC the PCs interact with most. If the PCs befriend a powerful personage, said personage should have a damn good reason to not be showing them up: In one game I'm running, the PCs are in the good graces of a High Priest many levels higher than they are. He's 108 years old (as a human) with a CON score of 2, so he doesn't leave his temple.
2 It's a matter of the request's phrasing, really. "I kill the dragon" responded to by "Roll for initiative" is saying "No, you do not automatically kill the dragon, but you can fight it and try to kill it in combat". "I attack the dragon" responded to by "Roll for initiative" is saying "Yes, you may attack the dragon, but it's going to attack back". Since the intent of attacking is presumably to kill/subdue, or any other uncertain attempt to succeed, I consider calls to roll the dice a "No, but" answer, since success has been denied until the dice say otherwise.
Addendum Interestingly, I think you can learn a good deal about DMing (both good and bad) from computer games -- the King's Quest series (or similar games, like Might and Magic) in particular. Analyzing how these work ban provide you with some of what's bad and what's good in a DM, based on the quality of the game and the limits of a computer
Good: The spotlight is essentially always on the player -- Most of the time, your players will know what kind of story they want to tell, and it's important that they can tell it alongside whatever meta-plot you've prepared for them (when the two don't interact -- often they will). Actions have consequences. Not always the most logical consequences, but consequences all the same. The player can effect the game world invarious ways and what they do has meaning along the way (this is more notable in later King's Quest games. It's one of the ways they improved)
Bad: Puzzles can only be solved in a couple pre-defined ways. A computer, by its nature, cannot "wing it" and allow for a creative solution. Sometimes, you might be given more than one path to achieve your goals, other times it's figure out what the developer intended or die. Part of the fun of a TTRPG with a real live DM is the fact that you can come up with a clever or zany scheme, and it can work just as well or possibly even better than the foreseen paths1. Death is everywhere and often comical (and if you're good at knowing when to save, often a slap on the wrist) -- this works for Paranoia, but not for most Dungeons and Dragons games where even if it is reversible, death should generally be dramatic (either in its cause or in its results) to line up with player expectations, whether it's common or rare.
1 I will sometimes include a scenario where I know the main goal can be completed but have not personally figured out a way to do so without a painful cost or the failure of a secondary goal. For instance, my players were sent to Carceri to rescue a girl, and given enough portal-key items for their number and one other person to return... and met a decent NPC there who helped them on the condition of being let out. The players managed to avoid screwing over their temporary friend by pulling a "That wolf will eat my goat" logic-puzzle-esque back-and-forth through the portal. So far, I've never seen a full table fail to come up with a way to take a third option.
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