Let's talk about an important facet of any table-top RPG, the rules. Obviously the rules of a game are rather important. Not only do the rules define what game you are playing and the differences between games, without the rules, it would just be a free-form story-telling session around a table and would get old fast. I would like to hone in on something specific, however. I want to discuss the DM knowing the rules and the consequences thereof.
I can't tell you how little respect I have a for a DM that has to ask the players for clarification on some of the most basic rules in the game. Yes, I realize that this is a personal problem, but it is, for lack of a better expression, unprofessional. Half of the DM's job is to be a referee and utilize the rules fairly. That's pretty hard to do if you don't know them. Now, that is not to say that there won't be times that forgetfulness will set in or you are unfamiliar with obscure rules.
The main reason this is so important is to keep the pace that you want. If you know the rules, whipping through even the most complicated situations in-game will be that much faster and you can keep the players engrossed. Taking just a few minutes to familiarize yourself with at least the concept of rules can make a big difference in how fast a scene in-game will take place out of game. Nothing kills a table-top session like flipping through books to find what you need.
Another, less used, tactic is to make rules up on the spot. This can be very dangerous because there is usually a rule that already exists for what you are trying to accomplish. If that is the case, you may be throwing the balance of the game off with your single rules change. Also, the only way for the on-the-spot-rules-change to work is if you keep the change FOR THE REST OF THE GAME. It absolutely has to be consistent, otherwise it could end up feeling like you are swaying the rules in your favor.
I have one last point to make on the spontaneous rules. Some games lend themselves to on-the-spot rules more than others. For example, it would be easy to make a rules change or make a rule up for a White-Wolf game like Vampire where the rules are looser and may need some touching up depending on what type of game you are playing. In contrast, Dungeons & Dragons would be much harder to do so because most rules depend on other rules to work. The main point here is to be mindful of the consequences that come with the changes you make.
Remember, rules were made to be broken, but without them there is no reason to be playing the game.
Tuesday, April 28, 2009
Thursday, April 23, 2009
Pacing...
I was going to write a post about knowing the rules of the game. But, I think a more core and basic aspect of table-top gaming needs to be addressed. Pacing. The pace of the game can make or break it and take the game from an envelopment of reality to a cheap bunch of words that have no flow or purpose. Pacing is the difference between an epic story and a board game with a referee.
Okay, you get it, pacing is important. So how do you control it? Well, step one is not to let other, more experienced, players intimidate you. Confidence is very important when DMing. It is also something that I can't teach you here, you will have to find it out in the world somewhere for yourself. I will say, the next topic, knowing the rules, can help a lot, but, that is a later discussion.
Step two is also something I can't teach you. Feeling the mood. This can take a bit of empathy which some have and others don't. If you feel the mood around the table is rather sullen, step it up a notch. It the players seem frustrated by everything that has hit them take it down a step. The key, however, is once you sense the mood, adjust the game to fit it and LISTEN to what the players are saying. The game is about them and for them, give them a bit of what they want.
Step three is don't be afraid to add or remove things from the game to control the mood. It's your world. You were the only one that knew the orc was waiting down the road to ambush the players. If you think the players need a breather, no orc. He's gone. Simple as that.
None of this is intended to be overwhelming, just be mindful of what is going on around the table and make adjustments as needed.
Okay, you get it, pacing is important. So how do you control it? Well, step one is not to let other, more experienced, players intimidate you. Confidence is very important when DMing. It is also something that I can't teach you here, you will have to find it out in the world somewhere for yourself. I will say, the next topic, knowing the rules, can help a lot, but, that is a later discussion.
Step two is also something I can't teach you. Feeling the mood. This can take a bit of empathy which some have and others don't. If you feel the mood around the table is rather sullen, step it up a notch. It the players seem frustrated by everything that has hit them take it down a step. The key, however, is once you sense the mood, adjust the game to fit it and LISTEN to what the players are saying. The game is about them and for them, give them a bit of what they want.
Step three is don't be afraid to add or remove things from the game to control the mood. It's your world. You were the only one that knew the orc was waiting down the road to ambush the players. If you think the players need a breather, no orc. He's gone. Simple as that.
None of this is intended to be overwhelming, just be mindful of what is going on around the table and make adjustments as needed.
Saturday, March 28, 2009
DM Goals...
So, what is a Dungeon Master/Story-Teller/Game Master? Well, it is something different for everyone. There are, however, some basic goals of the DM/ST/GM that seem to be universal. These goals are to referee the game at hand, to create an interesting plot, and to run an enjoyable game.
Firstly, as a referee, the DM should be able to be fair and consistent. One thing to always remember is that the game is supposed to be fun for everyone at the table including the you, the DM. Some DM's forget this and make the game a "them versus me" activity. Usually this ends with no one having fun and the DM not being fair in his rulings. Always be fair with how you arbitrate the rules. When doing so, make sure that, if it is a ruling that you made before, you make it the same this time. Nothing is more frustrating as a player than when someone else around the table has a different rule decision than you about the same rule.
Secondly, the DM needs to create an interesting plot. I use the word plot because the DM SHOULD NOT write a story. The story is a by-product of the players playing the plot. The story is what comes out of the game this being played. Therefore, everyone around the table has a say in what story they want told. Also, it doesn't feel like the DM has an agenda and if you don't meet that agenda as a player, you are going to ruin the game. I see this all the time (and have done once or twice) where the DM has spent hours writing a story and then the players think of something that he didn't and everything falls to pieces. If you write a plot, a general outline of events and/or places that you want the players to enjoy, the story will be created as the people around the table play the game. It is a pretty amazing thing because it also lets you enjoy that game as well as the DM. Also, this makes you very flexible and makes you seem witty and prepared. It can be hard at first to let go of that much control, but in actuality you have more control over what happens.
Thirdly, the DM needs to run an enjoyable game. I touched on this earlier, but, this is very important. This game is not about you, it is about the players. If they are not having fun, there isn't a point to this game. They will become frustrated and not want to play. I would say that this is the most important thing you can do. Above all else, make the game fun to play to the point that no rule shall ever get in the way.
With these universal goals in mind, you will be well on your way to being a great DM. There are other skills that go along with these, but you will pick them up as you go and will be able to tailor them to the game's needs. Have fun and listen to your players.
Firstly, as a referee, the DM should be able to be fair and consistent. One thing to always remember is that the game is supposed to be fun for everyone at the table including the you, the DM. Some DM's forget this and make the game a "them versus me" activity. Usually this ends with no one having fun and the DM not being fair in his rulings. Always be fair with how you arbitrate the rules. When doing so, make sure that, if it is a ruling that you made before, you make it the same this time. Nothing is more frustrating as a player than when someone else around the table has a different rule decision than you about the same rule.
Secondly, the DM needs to create an interesting plot. I use the word plot because the DM SHOULD NOT write a story. The story is a by-product of the players playing the plot. The story is what comes out of the game this being played. Therefore, everyone around the table has a say in what story they want told. Also, it doesn't feel like the DM has an agenda and if you don't meet that agenda as a player, you are going to ruin the game. I see this all the time (and have done once or twice) where the DM has spent hours writing a story and then the players think of something that he didn't and everything falls to pieces. If you write a plot, a general outline of events and/or places that you want the players to enjoy, the story will be created as the people around the table play the game. It is a pretty amazing thing because it also lets you enjoy that game as well as the DM. Also, this makes you very flexible and makes you seem witty and prepared. It can be hard at first to let go of that much control, but in actuality you have more control over what happens.
Thirdly, the DM needs to run an enjoyable game. I touched on this earlier, but, this is very important. This game is not about you, it is about the players. If they are not having fun, there isn't a point to this game. They will become frustrated and not want to play. I would say that this is the most important thing you can do. Above all else, make the game fun to play to the point that no rule shall ever get in the way.
With these universal goals in mind, you will be well on your way to being a great DM. There are other skills that go along with these, but you will pick them up as you go and will be able to tailor them to the game's needs. Have fun and listen to your players.
Sunday, March 8, 2009
Beginnings...
This blog has been setup to help others become better Dungeon Masters (DMs). I use DM only because it seems to be the most common term for the role. Other games use Game Master, Story-teller, and so on.
Let the tips begin.
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