Advice

The pressure of being GM

Being the game master, dungeon master, referee, storyteller, or whatever you may call that special position can be a lot of fun. But it also carries with it a certain amount of pressure, and if things go badly this pressure may ruin the fun for everyone. While a lot of people claim that everyone at the game table is responsible for everyone else’s fun, in reality most players rely on the GM to entertain them. And even if they don’t, a lot of GMs I met, feel that they have to work harder than everyone else.

In fact a lot of GMs also put a lot of pressure on themselves. Some GMs not only run the games, but they also write the adventures, or even create the whole game world. Heck, there are quite a few GMs who actually wrote their own house rules or even created whole systems from scratch. So it’s just natural that they feel pressure when they present their creations to the group.

Over the years I’ve noticed that running games has turned from something that was fun into something that I subconsciously tried to avoid. I love coming up with awesome game worlds, I’ve written several RPGs, I’ve written (or improvised) the vast majority of my games, and I am pretty sure that my players enjoyed themselves most of the time.  But while my players were usually very patient, understanding and helpful, I felt that I put more and more pressure onto myself. I always liked to try out new systems and new worlds, but over the years the campaigns I ran got shorter and shorter – mostly because I thought the games had “jumped the shark”. As you can imagine, the unexpected success I had with Warrior, Rogue & Mage back in 2010, didn’t really help. The pressure slowly became unbearable.

Looking back I now realize that I probably already suffered from depression back then. One common symptom is that you feel that nothing you do has any worth or that it is not good enough. This feeling has caused me to stop working on quite a few game design projects and it’s also a reason why it’s currently so hard for me to start running games again. Being a GM with depressions is probably a special case, but I am sure that a lot of you GMs out there feel that pressure from time to time, too – especially if you have very demanding players.

So what can we do to deal with these feelings? I think the first step is to openly talk about this issue. Roleplaying games are pretty social games and often your players are also your friends. So talk to them about it. Sometimes talking a break may help or asking someone else to run a game for a couple of sessions. Another way to reduce pressure is to switch to another system and/or setting you’re more comfortable with. Or just run a beer-and-pretzels game for a while, before you get back to more elaborate campaigns.

What are your thoughts on this subject? Do you feel a certain pressure, too, when you are running games? What are your methods to deal with that feeling? Please share your thoughts below!

SWN: Jumpstarting my Creativity

Stars Without Numbers Mongoose CoverFor the last few weeks I really struggled getting anything done. I don’t know what caused it – perhaps it’s this long, cold and dark winter – but my mental health issues have been more severe lately. At this moment I am slowly starting to feel better. The bouts of anxiety I get from time to time are fewer and further between, but I still have troubles when it comes to creativity.

But just today I found a good way to jumpstart my creativity again. Stars Without Number has a pretty elaborate World generating system that allows the game master to quickly roll up detailed worlds. There are random tables for atmosphere, biosphere, tech level, population, tags, etc. Within a few minutes you can roll up a whole slew of worlds. Since I want to run SWN in the near future I decided rolling up a sector would be a good start. So I got my dice and started rolling.

To make things easier for me, I created a spreadsheet in Google Drive that allows me to enter the numbers I rolled and it automatically puts out the results. That way I didn’t have to write everything down myself. Instead I just rolled and watched as the worlds slowly took shape on the spreadsheet – and in my mind. Especially the tags generated by this system really help to jumpstart one’s ideas.

For one world I rolled up the tags Unbraked AI and Zombies. Immediately I had ideas about a world controlled by a mad AI that creates mindless cyborg zombies from any hapless human being it can get its hands on. This world could be the perfect setting for a horror-themed adventure. In another case I got Desert Planet and Alien Ruins, and my mind was filled with ideas of a lost alien civilization whose remains are scattered across a deadly desert. Within a couple of minutes I had a couple of great adventure ideas.

Of course rolling up the worlds is just the very first step. I still have to turn everything into a workable setting. Some worlds I created using the random generation method are pretty silly and don’t make much sense at all, so I’ll have to make some subtle – and not so subtle – adjustments in the coming days. But the important part is that using the random world generation in Stars Without Numbers helped me getting some creative work done. Now I have to make sure that my perfectionism and self-doubt don’t stop me dead in my tracks. Wish me luck!

Don’t ask what the GM can do for you

JFK … ask what you can do for the GM. Or let it put me differently: it’s not the GM’s job alone to make sure the game is interesting and fun for everyone. Roberto’s last post focused on the gamemasters, so I thought I should focus on the players this time.

There’s a common misconception in our hobby that the GM is solely responsible for whether a game is fun or not. Sure, a bad GM may ruin a game, but more often than not this could have been avoided with the help of the players. Roleplaying games are a group activity and everyone at the gaming table shares the responsibility of making the game fun. So what can you do as a player to make the GM’s job easier?

Don’t be a dick!
This should be a given, but alas it’s not. All of you probably have heard horror stories about that guy, and a lot of us have actually played with him (or her). Just try to be nice to everyone and treat everyone in a way you want to be treated by others, and everything will be fine. Actually I could stop here, since “don’t be a dick” sums it up pretty well, but I guess, we should go into a bit more detail. By the way, this rule also applies to your character. In most RPGs the player characters are supposed to work as a team. Since when is a back-stabbing, mysterious, loner-type character a team player? You make the GMs job and the other players’ life much easier when you play a team player. That doesn’t mean you can play goody two-shoes only, but at least make sure you work with the rest of the party, even though its to further your own agenda.

Don’t argue with the GM during the game
Especially in most old-school games the gamemaster, dungeon master, referee, or whatever you call him (or her) has the last word when it comes to rules interpretations. His word is law. But that doesn’t mean that discussions about rules or the GM’s ruling crop up every now and then. The correct way is to accept the GMs decision during the game and – if there’s still need for discussion – bring it up after the game.

Help to maintain the atmosphere of the game
Often a GM tries hard to set a certain atmosphere for a game, but it just doesn’t work. The main reason is often that the players don’t support him. This is especially an issue in horror games. If you are an investigator in Call of Cthulhu searching a weird mansion for clues, avoid making jokes all the time, but try to imagine you were actually there, having the nagging feeling that something is terribly wrong. If one or two players work with the GM to set the mood, the rest of the players might actually join in. This will improve the game for everyone.

It’s not all about you
It can’t be said often enough: there’s no I in team. And there’s no I in party either! A lot of players feel the game is all about them. It’s not. The other players and the GM are as important. We all love to be in the spotlight from time to time, but try to avoid shoving your fellow players to the side. I’ve experienced games where the GM and one player basically were engaged in a 2-hour long dialogue while the rest of the players started building towers out of their dice or played around on their smartphone. Especially if some of the players is extremely active and extroverted, the GM might not notice that the other players are bored, because this person demands all his attention. In my opinion it’s the active players’ job to help the other players to get into the spotlight, too.

Play by the rules
I am not talking about the game’s rules, but the rules of the group. If the group is used to serious games, where talking out-of-character is frowned upon and where eating snacks at the game table is considered a mortal sin, try to not to force your less serious, tongue-in-cheek play style on the others. The same is true if you join a group that prefers a more light-hearted approach to the game. Forcing your play style on the group seldom works. Feel free to convince the other players to change their approach to gaming outside of the game, though. But doing so during the game is just a bad idea.

Be on time and don’t leave early!
Usually gaming groups decide on when to play and for how long a long time in advance. Especially with older gamers scheduling becomes a real hassle. Don’t put insult to injury by coming late to the game or leave early because of another appointment. If something suddenly comes up, make sure you inform the GM and the other players in time. That’s actually what I would consider common courtesy, but this issue still comes up in a lot of gaming groups. I can understand that the priorities change over time and some people take gaming activities more serious than others, but that doesn’t mean you should act like a dick.

Bring some snacks, drinks, etc.
In a lot of cases the GM is the one who puts the most time, effort, and money into the hobby. Often the games get played at his or her place, he or she buys the snacks, the game books that are used (including the adventures), provides handouts for the players, buys appropriate background music, etc. – I guess you catch my drift. You can make the GM’s (or the host’s – if he or she’s different from the GM) life much easier by bringing some snacks, drinks etc. that you freely share with the others. It doesn’t need to be every time and you don’t have to bring a lot, but it’s a simple way to show that you care about the game.

There are of course many more ways for a player to help to improve a game. What did I forget? What do you wish would happen at your game table more often (or less often)? Please share your thoughts below. Think about what YOU can do to be a better player!

Game Master Support Group

“Hello, my name is Roberto and I’m a Game Master…”

Now everybody goes: “Hello Roberto!”

GM support groupGame Mastering is a special burden, a badge of honor to some, a constant headache for others. Despite exceptions like Fiasco most role-playing games require a Game Master. Whether you are a GM that plans ahead every detail of the session, or a fly by the seat of your pants improv GM, you are an integral part of the game experience.

When I talk to players seeking games I often hear, “We have a group, but no GM.” Or, “No one wants to GM.” I have no study or hard data, but from simple anecdote I get the feeling most people would rather be a player than a GM. And that’s understandable. When you are a player you get to be one of the protagonists of the adventure. The perception is that being the GM is all about the metaphorical heavy lifting.

And it is! Don’t get me wrong, in most systems the brunt of prep, expectations of mastering the rules, and the responsibility of coordinating things so that everyone is having fun in the game falls squarely on the GM. It is important to know that you are not solely responsible for it, it takes all members of the group for things to go smoothly, likewise it’s important to know that as GM this is not solely your story, this is the groups endeavor, and you need to take into account everybody’s expectations.

The secret is communication, open and candid, but respectful and mindful of the feeling of others. If you do that, your game will improve. But even when this happens I keep talking to fellow GMs who are unhappy or frustrated by their role. Why?

It’s no secret I prefer being a GM. I’ve written about it before. It was what I first did when I played an RPG and I became enamored by the magic of telling a story with my friends. I’ve done it for most of my gaming experience, and if I must choose between being a GM or a payer, the first option always wins!

If you become a GM ask yourself an honest question, “Is this something I want to do?” If the answer is no, well don’t. If the answer is “I’d rather not, but the group has no GM.” Well you can do this for a while, talk to your group, rotate GMs, and make some sort of arrangement so that the brunt doesn’t fall on just you. If the answer is HELL YEAH! Well then you are set.

Even if you love being a GM, there are going to be bad days, complications and frustrations. There are times when you’ll say, “I don’t want to do this! I quit…” I wholeheartedly understand. Don’t give up. That’s what this support group is here for.

More

Preparing for the Mass Effect game (Part 1)

Usually I don’t do much in the way of preparation and rely on my improvisation skills. But with the upcoming Mass Effect game I want to stray from my usual path. The Mass Effect computer game has a strong background setting and interesting characters, but also great visuals. To make good use of the game’s visuals I plan to rely on player handouts a lot. Why describe the interiors of the characters’ spaceship when you can show them images and a deckplan? Instead of describing what a NPC looks like you can easily provide them with an image. Being able to show the players maps of the planets they explore definitely helps with immersion into the game world and is fun. There’s also the added benefit that I finally can put tools like ProFantasy’s Campaign Cartographer 3 (plus the Cosmographer 3 addon) and Fractal Terrains to good use.

Today I had the idea to use TCG-like cards as handouts for my players. I could probably even create cards that not only include an image of the NPC/location/item/etc. but also include the game stats as well. While it would be possible to create such cards in a graphics or DTP program, I’ve decided to use the free Magic Set Creator. The MSE is pretty easy to use and is almost perfectly suited for what I had in mind. Here are a few cards I created earlier:

Ashley Williams Omega_ C-Sec Customs Officer

The first two cards are pretty simple. They provide the players with an image of the NPC or location respectively and a few lines of background information. The third card is an attempt to include all the stats needed to use the NPC in play. While I managed to squeeze everything onto the card, the result is not that great. But overall I like the idea of using TCG-style cards as player handouts. They are easily created and help to bring Mass Effect’s visuals to the gaming table.

What are your thoughts on my idea? Do you think it’s worth the effort? As always I am very interested in reading your comments. Feel free to post your ideas, criticism and advice in the comments below!

Ask The Stargazer: What is the best Fantasy RPG?

Ask The Stargazer Some of you may remember the column “Ask The Stargazer” that I introduced back in 2011. I posted a couple of replies to your questions since then, but for various reasons the column has lost steam in 2012. But there are still a few unanswered emails in my inbox, so I decided to get “Ask The Stargazer” back into gear again!

Here’s the first question for 2013:

Dear Stargazer

I have one more question that I kindly would ask: What is the best fantasy rpg?

Could you please give short overview of the most popular fantasy rpgs with a summary of pros and cons? I have played d&d 3rd, ad&d 2nd, d&d 3.5 and now I’m playing Pathfinder. Although there is a lot of differences between these editions this mostly one game. My problem is that I find this game a bit heavy – having to much rules and the combat takes to much time. In addition I hate class levels, making it too difficult for the DM/GM to make an adventure. So the thing I actually what to find out is what other options do I have? I have played some general rpgs as well, but I didn’t find those very intriguing.

Kind,

Henrik

Deciding which fantasy RPG is best for you is actually not easily answered. There’s no such thing as the best RPG. Every game out there has its flaws and it’s entirely possible that the game I love is total rubbish to you. As the saying goes: One man’s trash is another man’s treasure. But before I get too philosophical, let’s have a look at a few popular games.

A note: I will give you my thoughts on each of the games but going into detail will definitely beyond the scope of a blog post, so if you’re interested to learn more about a particular game, check out the game’s official site or post your question in the comments below.

The Pathfinder Reference Document Updated (And a few other things!)

PathfinderIf you are a Pathfinder RPG fan you might already know this because Paizo has been very good at announcing it via social media and RPG new outlets have covered it, but just in case this is the one source of RPG news you read, and we can’t criticize your for your impeccable taste, I’m writing this post.

The Pathfinder Roleplaying Game Reference Document has been updated yet again! I have to commend Paizo for keeping their reference document current and making it a real tool for gamers on the digital edge. For me the reference document does not substitute the actual book, PDF, on in many cases both. The books have more details and explanations; of course illustrations, “fluff”, and I still prefer reading the information from the book. But to a digital Game Master it is an excellent tool.

I don’t run adventures at home so my space to transport books is at a premium. I have to choose what to take and having so much content available online is probably what makes running Pathfinder so easy for me. So what’s new? The content for the NPC Codex has been added, the stat blocks, not the specific NPCs for each stat block (and they make getting the book in print of PDF worth it!) as well as information from the Advanced Races Guide integrated into the indexes. Oh the indexes! The various indexes make it possible to sort through the ever growing number of spells, feats and magic items. Some people are overwhelmed by the sheer number of choices in Pathfinder but tools such as this make it much easier to run the game!

(That and Hero Lab, Perram’s Spellbook,these tools are integral parts of my electronic toolbox, but I digress…)

I also regularly use the Pathfinder SRD, it contains much of the same content as the Pathfinder RD, but organized differently, and the SRD includes 3rd party content, not on the official Paizo document. I typically have both open during games and switch from these online tools to my own home grown tools, such as my Excel campaign journal and work tool, an Excel encounter calculator, the campaign Facebook page and Google site. But the Pathfinder Reference Document is the center of all this madness, the most useful tool I have for my weekly game.

I’ve written about the updates before, and hope that Paizo continues to do this. It shows the commitment they have with their fan base, kudos to all the talented and hardworking people who work on my favorite fantasy RPG.

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