Improve Your Game

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

#GMwisdom, musings of a Game Master!

This past weekend I began tweeting a couple of reflections on RPG gaming on my Twitter account. I tweeted them with the hashtag #GMwisdom. Mind you these are not all original thoughts, maybe I put them in a different way, but most of these ideas have been gathered after years of gaming, from advice in books, other GMs, and my experiences at the table over the last 25 years. If by some unforeseen reason you’ve been following me on Twitter for a while you might wonder what got me so philosophical. It’s a combination of thinking about games from a research point of view, born out of my research in education for my class work; and some situations in my regular gaming group. What can I say, you never stop growing and learning! A couple of people seemed to like, and agree with some of the ideas, so I thought it would be useful to compile them here in the blog to share with a larger audience and hopefully generate some discussion.

While I branded them with the hashtag #GMwisdom I think of them as general advice on gaming, applicable to both players and GMs. Musing about games in 140 characters can be hard, and it forced me to be succinct with my ideas. To me this is an advantage so the tweets are reproduced in their original length (with a couple of typos corrected, hey it’s not easy typing in a phone with my fingers, and with a little editing to try and make them more gender inclusive). I believe they speak for themselves. Hope you like them… More

Gaming Etiquette 101

It seems like gaming dry spells are contagious. Well I can identify the reason for mine. Last week Puerto Rico (where I live in case you did not know) was under Tropical Storm watch and on top of that I had to finish an important paper for school so I had to cancel the game. This week I’m recovering from a nasty fall a couple of days ago (you’d know of this is you followed me on Twitter!) and cannot bear to sit for too long. I’ve decided to listen to the Medical Doctor and rest a few more days, which means no game this week either. Two weeks is too long to miss a game, especially in a campaign’s last leg. I am concerned with fatigue and losing momentum, but I have plans to address that. That’s not the topic of this post…

What do I mean by Gaming Etiquette? Well we all know role playing games are a social exercise. Part of the fun is spending time with our friends and engaging in the fun and banter that comes with that. But as in any social situation there will be many different personalities  and certainly personality clashes in the game and part of being a good player and game master is being respectful to our fellow gamers. Whether it’s a casual game, a new group, or one that’s been together for a long time, there will always be differences. I will like to enunciate on this topic, today specifically about scheduling, attendance and canceling game sessions.

More

Under the Influence

In his article “The GM’s Influence on Character” in Kobold Quarterly #22, famous actor Monte Cook jumps right on out there and says:

Past a certain point, the more influence a player has on character creation, the more boring the resulting character will be.

Heresy! What does an actor know about roleplaying games, anyway? Why I—oh, oh wait. The threatening e-mail the Stargazer has left in my inbox tells me I may not be entirely informed. Let’s try that again, shall we?

In his article in KQ #22, noted game designer Monte Cook says that the more a player influences the creation of a character, the more boring that character shall be.

Specifically, he is writing about the idea of the character build. You know, the one where your Pathfinder DM says “We are playing a level 12 campaign” and so you always give your paladin a holy avenger. Or at least you would, but you’re not playing a paladin because druids are way better.[citation not needed because it is true]

I’m aware it is a matter of personal taste, but I’ve always enjoyed 1st-level campaigns precisely for this reason. Over the course of a few levels I will inevitably make choices that are anything but optimal for my character’s combat abilities, skill rolls, or any other aspect. I tend to choose things because they are either cool, or they are useful at that particular moment in time. My characters acquire abilities like a tree acquires rings. Somewhere in that process, a story emerges. More

Doubly Eliminating Expectations

I have played Magic: The Gathering almost as long as I have been playing RPGs. There have been a few long pauses as time, money, or interest have flagged, but it is always something I come back to. I’ve had some good experiences lately that got me thinking about gaming in general, and I want to share some thoughts about that.

I play at tournaments on occasion, although I rarely rank highly. Most of the time I am content to play casually, chatting with friends over a few hands. Yet tournament rules often influence our play. My friends and I often play Standard, which is the most common tournament type in Magic. In a nutshell, Standard includes the sets from the past two years, so it stays pretty fresh.

Another way tournaments influence our playstyle is that we typically play 2-out-of-3 to determine who “really” won. Like in tournaments, this setup allows us to use our sideboards–a set of 15 extra cards that a player can swap out between matches in order to more finely tune his or her deck against an opponent’s strategies.

Recently a friend and I began attending what is best described as a “casual tournament”; there is no entry fee, the prizes are minimal, and most people are there simply to have fun. If you win the entire tournament, you get a pack of cards.

Thing is, they don’t play 2-out-of-3 there. And they don’t play Swiss rounds, where you keep playing even if you lose and the overall winners are decided by their win-loss ratio. They play one game, and it’s a double-elimination bracket. Lose once,  you get bumped down to the loser’s bracket. Lose again, and you’re done for the night.

Oh, and we can’t use our sideboards. There’s only one match per round, so you can’t fiddle around with your cards to try and better your chances next time. You can’t go fetch the answer you typically leave out of your main deck. You’ve got one chance!

It’s changed the way I build my decks. It reminds me of when I first started playing and didn’t have the greatest grasp on deck-building (though I still don’t). I’ve got this card that works really well against hordes of creatures, but isn’t so good if my opponent is playing a more focused, brutal onslaught… should I put it in? I won’t have a shot at sliding it in later to plug up my defenses against swarm decks. That card I have that totally hoses red players but does next-to-nothing against any other color… is it worth it?

We all get into routines. Now and then we get entrenched in our particular playstyles. Sometimes it’s good to have an experience that shakes you up and shows you that what is typical is not always what is best. If you have the opportunity, try something different. Whether it’s a different system, a new genre, or a crazy shift in paradigm (like if I were to play a comedic game instead of the serious ones I usually do), there are tons of ways to gain a new perspective. A few months back I played Yahtzee for the first time in what felt like a million years, and while I rarely play any type of “family” game anymore, there were half a dozen things I discovered I greatly enjoyed.

Get outside of your particular sphere when it comes to gaming, and who knows? You just might learn a thing or two!

Turn! Turn! Turn! To Everything There is a Season

Recent events have me thinking about time; time keeping in games, the effects on pacing and the meaning for players. As I turn a year older soon and I prepare to return to my long running fantasy campaign I’ve been revising the campaign calendar and thinking about how to make the passage of time relevant to players.

Just to provide some context let me share how I’ve dealt with this in the past. When I began playing RPGs there was very little consideration for time, beyond knowing what season it was, and sometimes not even that. Traveling to the dungeon took X amount of days, a sea travels so many weeks, so on and so forth. If players asked about days of the week I believe I simply used real world days for ease of reference.

Soon after I began developing my home brewed campaign, I began to thinker with calendars. This was back before I had a computer, so I did most of my planning by hand, I might have been inspired by an article in Dragon Magazine, no idea which issue, dealing with just this subject. Eventually I began to use spread sheets and a calendar creation tool in the Irony Games website (apparently now defunct!) to create a calendar for my game.

More

%d bloggers like this: