Like many gamers, when I first entered the hobby, I thought that it was
desirable and even necessary to have rules to account for the outcome of
every possible Character action or environmental condition. Thick
rulebooks were the norm, although roleplay games were typically thin on
descriptive and inspirational background material.
While Gamemastering a gaming group over a 10 year period, my
outlook was altered by two factors: first, that many of the rules
established by the games I played didn’t provide what I thought was an
‘adequate simulation’ of the actions I was trying to recreate in my
adventures, and second, that so many rules inevitably led to numerous
game stoppages requiring rulebook consultations and occasional player
debates. Additionally, I rarely had the time to prepare a detailed
adventure in advance for the weekly session — I was forced to
‘wing-it’. Drawing on my experiences as a GM I’ve put together the
following tips for stress-free and fun-filled Gamemastering.
- Make having fun your goal. More than anything else, keep in mind
that the primary objective of playing any game is for everyone to have a
good time — the GM and all the players. The satisfaction of having
spent your time well, in the company of people whose companionship
you’ve enjoyed, and together experienced an adventure, is what it’s all
about. - Give everyone a chance to participate. Both the GM and players
need to cut others some slack — especially if they’re new to
roleplaying. Offer roleplaying suggestions where appropriate but don’t
roleplay other people’s Characters for them. While you should not
discourage the louder, enthusiastic players, they should not be the only
ones who get to influence the outcome of the game; make an effort to
involve shy or quiet players by asking each player in turn (after
describing the current game events that pertain to their Character),
“What are YOU doing now?” - Play with people you like. You should not feel obligated to play
with people you dislike or who dislike you. If you think you’ve given
another player a fair chance to ‘fit in’ with your group and they
continue to be abrasive or disruptive, tell them, in a ‘friendly way’,
what they’re doing that’s upsetting and give them the option to change
their behavior or leave the group. - There are two types of games: Character Hostile and Character
Neutral. Tell the players which style you’re using (or give them the
option of choosing) before gameplay begins.Character Hostile games were common in the early days of
roleplaying and most often take the form of ‘dungeon crawls’. A
Gamemaster creates an environment full of nasty creatures hoarding lots
of treasure, while the players, knowing full well that the GM is out to
kill their Characters (and in some cases, the Characters are out to kill
each other), enter and try to emerge wealthy and in one piece.Character Neutral games are best for realistic scenarios and
prolonged campaigns. The Gamemaster, rather than taking the side of the
Creatures and Gamemaster Characters and competing against the player’s
Characters, instead presents situations and conflicts that contribute to
making the most interesting story possible. Situations which allow
Character development and the accumulation of a ‘personal history’
should be pursued. - Use the simplest rules you can find that make sense to you. I
personally prefer a system where either a d10 or d100 is used for
practically all rolls; occasionally I include d6’s for a smaller numeric
range of inflicted Damage. All Skills are expressed as a percentage; all
Stats (rolled against when no Skill is available or applicable) are
factored up to a percentage. Details of specific ‘current conditions’
can be included as modifiers to your action resolution rolls by applying
+/- 5% toward the target number (Action Value) prior to rolling. Simple.
Fast. Effective.The rules you choose will often reflect the seriousness of the
stories you wish to roleplay. Humorous games, where Character death
rarely occurs (though great pain and embarrassment is frequent), are
well suited to a minimalist system — even diceless. Serious games,
where Character death is a real and ever-present danger, may require
more specific rules, to convince the players that the GM is unbiased
when they reveal that a Character has taken a bullet to the leg and must
now suffer wound trauma. Use the level of detail that is right for your
game. Be consistent and fair. - Only roll dice when necessary. There are two situations where it
is desirable for a GM or player to roll dice: a) When an action
resolution result is required that can’t reasonably be provided by a
direct GM response, and b) When you want to scare a player into
thinking that you’ve got something up your sleeve and thus keep them on
their toes — this is an artificial means that the GM can use to instill
tension into a situation when the players’ roleplaying skills are not
capable of adequately providing it for their Character. At any other time you can simply provide a description of the
outcome of a Character’s action attempt. - Don’t hold back a Character. If a Character’s desired action seems
at all plausible (given the genre you’re playing) let them attempt it
and use the outcome (successful or not) to stimulate the plot of the
adventure. Some GMs will limit their players by stating that their
Character can’t even attempt a specific act. This will only result in
timid players and a less exciting game. Try not to deny Characters the
opportunity to attempt things — let the players set their Characters’
own limitations based on their experiences of past failures. - Play to the Characters. Try to get to know each Character’s
distinctions and then over the course of the adventure provide at least
one event or encounter specifically geared to their interests, skills
expertise, personal traits, or weaknesses. If another Character takes
the bait instead, go with it. However, if you’ve constructed the
situation correctly, it should be clear that the party must address the
situation through the targeted Character. - Go with the flow. This is crucial to stress-free Gamemastering and
difficult for some to apply. If you’ve established an outline or script
for your plot in advance and the Characters take a sudden turn which
causes them to omit a location or event, let it go. Remember, the
Characters don’t know what cool thing they’ve missed — they’re
responding to events as they’ve encountered them. Concern yourself with
what ‘logical’ encounter or event the Characters would experience on
their new course, rather than worrying about what they could have seen. - Let the Adventure write itself. If you’re GMing without a
predetermined and detailed plot, pay attention to what the Characters
say and do and use their successful actions (and failures) as windows of
opportunity to introduce Gamemaster Characters and events (e.g., a
crisis or opportunity requiring a quick response) into the developing
story. When you confront the Characters with an event or encounter try
to consider two or three possible outcomes to the situation and how they
might impact on the plot. Just ask yourself: “What 3 possible things
could happen next?” Then, when the Characters act in response, you can
smoothly present whatever events that flow logically from the situation.
If the Characters act in a way that you did not consider, again, go with
the flow and see where it leads. You will often be thrilled by the
results.
Kevin Davies is the president and creative director of Peregrine,
http://www.peregrine-net.com. Peregrine produces the humorous roleplay
games MURPHY’S WORLD and BOB, LORD OF EVIL, plus ADVENTURE AREAS
miniatures gameplay surface, GRIT miniatures rules, and ADVENTURE AUDIO
background music. We are always looking for new writers and playtesters.
