
Here is a list of elemental mistakes that a GM can make. The order is not very important, although point 1 is more important than point 10. Have fun reading.
10. You have a favourite NPC.
Check here for more details. Basically, the more your NPC plays, the less your players play. You want your players to have fun too… I don’t think there is much more to explain. 95% times, leading a character, besides being a GM is wrong.
9. You have a story prepared, that you really don’t want to change.
This is never a good sign, even if the story you want to tell is really great. The first thing you (should) learn as a GM is that players act unexpectedly. Therefore, they will always change the story, at least its details. Keep in mind that, after all, it is about the characters, not a supernatural force manipulating their fate.
8. You kill a character at least once every two sessions.
Yes, players rarely like to die. See this post and read comments for more details. Killing a PC, although it can be fun, players don’t like being killed. Especially if they do not deserve it. Of course, there are some systems/settings in which players die very often. But I don’t believe that they enjoy dieing, even in those engines.
7. You believe that failures make your players stronger.
In other words, if they keep losing all the fights, they might eventually find a way to defeat those enemies. It doesn’t work. Your players may think it was a good idea when they had lost once and than, in another epic battle defeated those damn villain. Such strategies are sometimes good for the whole story. If the players lost twice, it is still quite okay. If they keep losing 3 or more times, one day they just won’t come to play with you. Sad, but true. I know that, once you have made a cool villain, you don’t want him to die. But live is brutal, eventually he has to.
6. You completely don’t care about crunch.
Well, this is quite a complicated issue. Although I always thought that the mechanics are just an addition to storytelling, they really are important. Or, in other words, you can’t ignore them completely. No matter, if they are your house rules, d20, whatever. Why are the mechanics so important? Because they add the element of chance to the game. Nothing is 100% sure to happen. Moreover, rules are for the players, so they know what skills to develop, when they characters get stronger etc. You can’t play only with storytelling, fluff, because it leaves nothing to the chance, and everything depends on GM’s decision.
5. You completely don’t care about fluff.
That’s also wrong. If all the crunch is a brain of RPG, descriptions are its heart. They create an atmosphere, ambiance of the game, things which are the most important part of RPG. Without descriptions, setting and so on, RPG would be like mathematics, not entertainment.
4. You don’t prepare your adventures at all.
Although some may not agree, I believe that the more time you spend on preparing an adventure, the better it will be. You need time to polish up all the details, NPCs, scenes. If you rely only on your improvisations skills, even if you are really good, there are times when you just shouldn’t improvise. You can’t invent as many details in the moment of speaking, as you can while doing prep.
However, it is also wrong if…
3. You don’t improvise at all.
This one is connected with point 9. Players need to feel, that they have some freedom when playing. That they can go everywhere and do everything. If they do, they’d love your sessions. You can prepare a lot, but if you don’t improvise, players may walk into a room, you didn’t prepare. Or kill a guy they were supposed to talk with. Don’t save a princess, but burn a castle. In order to make great adventures, you need to combine both things: preparation and improvisation.
2. You think you can’t get better as a GM.
This one really sucks. Nobody is perfect, no GM is perfect. Really. You have to keep in mind, that you can always get better, your campaigns may be better, your descriptions can be better, you can use rules even more efficiently. When I prepare a new campaign, I always think like: Yes, this one is going to be sooo much better than the last one. I always try to make my adventures better. You should do it too. Read RpgThoughts, read other RPG blogs or boards. Ask your players for feedback. If you’ve mastered one system, try another one, maybe you’ll have even more fun playing it. Always struggle to be better…
1. You don’t care if your players are having fun.
This one is the elemental rule of GMing. You have to care about your players. Ensure they are having a good time. This doesn’t mean you should bring beers and chips on every session. But in all the things connected with RPG - you are the boss. If something goes well - it is your success. If something goes wrong - it’s your fault. Whether your players are having fun or not it is up to you. And you want them to have fun, otherwise they are not going to play with you.
I just wanted to say, that I hope noone feel offended by the title. I just wanted it to sound oh-so-exciting
Are you suffering any of this GMing illnesses?
10 signs you suck as a GM
Posted by Maikl in Wednesday, May 28th 2008 under: GMing Advice
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Regarding #4, I would agree and add the point that my best improv comes from a lot of preparation. For example, when my group runs the game completely off the rails and into the woods, I have my world map, a host of possible adventure threads including short one shots, long lists of NPC names for all the cultures in my campaign, and a list of movie, tv, and theatre characters that can provide personality to an improvised NPC.
Warning: This will be highly critical. There will be some nitpicking, also. I hope you can tolerate both.
I don’t (currently) prepare adventures at all. In fact, I built the game I currently play in such a way that preparing adventures of any kind is actually impossible, because the starting situation of each game is random and roughly half of player characters are created right after the aforemention randomisation.
I also disagree with 9. If there is a prepared and unchanging story and everyone knows that such exists, play can work just fine if everyone also tries to work around it. I wouldn’t want to play like that, but can see it happening with a group that, say, is very combat-oriented but wants a bit of story structure around the fights. See, for example, Rune.
Frequent player deaths are a bad thing. Frequent player character death may not be. Example: Paranoia.
With 7 I don’t so much disagree, as I see an underlying attitude that the GM decides when players win and and when they lose. Personally I don’t generally do this: I set up opposition and play it hard. Let player decisions and sometimes fortune decide the winner.
I do disagree with number 6, in that freeform roleplaying works just fine (even if I am not very good at it yet). Unpredictability comes from there being several people playing and all of them actually giving weight to the decisions of each other. Freeform internet-based roleplay is a hugely popular hobby, far larger than tabletop roleplay, from what I have heard.
On 5: Are you saying that mathematics are not fun? I’d disagree.
On 1: I’d extend it to also cover the GM. If the GM does not have fun, there will be lackluster sessions and eventually GM burnout. I’ve been there.
I appreciate critic, everyone has the right to express his/hers opinion.
Now, I guess the type of random game you are currently playing may be fun. However, how much story, details can you implement in such game?
In my opinion, RPGs are about the ability to make your own choices and see the results. Taking it away really doesn’t appeal to me.
Yeah, I edited point 8.
I am not going to argue with you on point 7, as, in fact, you didn’t say anything that conflicts with what I had written.
Point 6… well, I guess it could work. But still, we are discussing tabletop roleplay.
Mathematics are not fun:) They become fun in RPG, because there is always something that number represent (i.e. damage, health etc.)
Yes, point 1 should be extended, and will be.
On the random game: Only the set-up of each session is random. The gameplay within a session is normal; players make choices, characters and world are affected by them.
Essentially, the random situation creation establishes where some of the characters currently are. Think about Conan novels; each starts in an arbitrary location and situation, which is more-or-less explained as the story progresses. That’s the kind of structure I am after.
On six: There exist groups that say, with pride, “we didn’t roll dice once in the entire session”. They basically use the character sheets as rough guidelines and the mechanics may not be used all that often (or only used to go over boring but important stuff). This is real, tabletop play that happens.
Aside: I critique because you have good points. So keep up the good work.