Ask The Readers

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!

Wanderers of the Outlands, a sci-fi setting!

Milky_Way_GalaxyAlmost two years ago I wrote my first post about a sci-fi setting I had in mind. I plan ahead for my campaign so I knew I wanted to run some sci-fi and began to put together some ideas about what to run. I posted a first draft here in the blog, talked with my players, the majority was excited about the prospect, listened to the comments the first time around, and have been tinkering with it ever since.

In the meantime I wrote about designing aliens (and some wonderful readers offered to help with the design, I never took you up on it because just what the aliens looked like had not really solidified in my mind, but if the offer is still good I’d love to work with any artist willing to help!) and wrote the end of the campaign for a ConCurrent game I ran, both at a Geeknic and online during the con (the links to part 1 and part 2).

So coming back full circle, here is the finished background to my sci-fi game. I already discussed it with my players, and they seem to be on board. Some elements remain undeveloped, but that is a purposeful decision because my players have agreed to develop specific elements of the campaign. I love that idea and look forward to their input.

So, without further ado, Wanderers of the Outlands! (I’ll be back after the background to discuss some specifics of the campaign…)

Star Wars Infinities – The Gathering Storm (Part 9 of 9)

SW InfinitiesWell here we are at the end of this weekly series! It’s been a great experience for me. For a long time I had wanted to try my hand at doing a series of related posts on a unifying topic and I’m very thankful to Michael who said “Go for it!” when I told him of the idea of revisiting my old Star Wars RPG Infinities (i.e. What if? or alternate story) type campaign.

Through the process of writing these posts I’ve revisited, edited and remixed my notes on that campaign and have reacquainted myself with my plans for the game. In a way it’s reignited my desire to revisit the game. Perhaps it will happen…

I had originally planned to do eight sessions but as I revisited my notes I realized there was one more bit of information I wanted to share with our readers. The characters! My players back then made some very interesting characters and I wrote some introductions for each of them.

When the game began our group had just changed the location of our game, some players had move to the USA and amazingly I had only 4 players as the campaign began. That quickly changed and the group eventually grew to 5 early one and eventually to 6 by the end of the campaign, about 8 or 9 months later.

On this post I’m going to share the character concept the players gave me and the introduction I wrote after my discussion with the players following character creation. The following stories are not simply my creation they were crafted with player input, so I am very thankful we could tell these stories together. A BIG thanks my player then, Luis Manuel Alvarado, Luis Lao, José Bellavista and Karlo Yeager. Two of them are not currently playing with us regularly, but I always hold hope these good friends will sit at my table once more.

Each section will begin with the character concept as presented by the player, in italics, and the introduction I wrote for each of them. So here we go!

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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.

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Ask The Readers! Input on a BareBones Fantasy sci-fi hack… (First draft)

Seems like we are on a sci-fi roll here in the blog in 2013! So keeping with the theme, I’ve decided to share with Stargazer’s World readers a sci-fi hack I’ve been working on for the last couple of weeks.

107498-thumb140.jpgEver since I read the BareBones Fantasy rules (which Michael reviewed here, and posted about here), I’ve been itching to use the rules for a sci-fi game. It’s no surprise, the creators of the game DwD Studios are longtime supporters of my favorite old school sci-fi game Star Frontiers, about which I have posted here. They are in fact working on the FrontierSpace game, and some of the work done for that game apparently was carried over to BareBones Fantasy.

So I got about trying to modify the rules for a sci-fi game. This is NOT an attempt at a super detailed science fiction game, but more of a general rule set for the genre. It will require some simplification and assumption of genre tropes. I tried to keep the spirit of the BareBones Fantasy rules and REALLY tried to keep it simple. I don’t know if I’m going in the right direction, so that’s why I’m writing this post. I would love to get some feedback on the rules so far, criticism, see what you think work or doesn’t work.

Mind you this is a work in progress. Not all areas are complete, and I intend to revisit, but I encourage you to pick it apart and leave your feedback in the comments. Page references are to the BareBones Fantasy rule-book  and notes in italics are design decisions I am unsure about. Thanks to Michael, aka Stargazer, for his input as I was conceptualizing this! OK let’s get to what you are here for…

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How about a trio of reviews? Books from Kobold Press!

KP Logo Vertical.mediumI haven’t done one of these in a while! Between work and classes I’ve been away from the blog and not been as effective at getting to review some books provided to the blog for that very end. This time around I’ll tackle three books by the wonderful folk at Kobold Press for the Pathfinder RPG. So without further ado…

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Ask The Readers: What are your Holiday gaming plans?

Over the last couple of years I have regularly meet with my gaming group on New Year’s Eve to play a one-shot game – usually something from the horror genre like Call of Cthulhu. This year I am thinking about running Into The Odd, Barebones Fantasy or Reality Blur’s tremulus depending on what my friends are more interested in.

Running roleplaying games on New Year’s Eve has become something like a tradition for me. There are actually a lot of advantages to running games on this day. It’s a day almost everyone has off, everyone is prepared to stay awake until midnight at least and playing games is a perfect way to spend hours and hours. ;)

Alas we usually don’t game that much on the Christmas days, probably because it’s more a family activity and my girlfriend’s and my family are not really gamers. We might play one or two board games but probably some non-geeky ones like “Scrabble” or “Mensch ärgere dich nicht”.

Into The Odd BareBones Fantasy tremulus

So what are your plans during the Holidays? Do you spend the end of the year in quiet contemplation or do you prefer to celebrate using your favorite hobby? Please share your thoughts below!

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