Gamemaster: Difference between revisions

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(→‎Other Terms: FATAL's update retconned it, or something.)
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If you know what your players want you're one step closer to running a good game. Some just want to kick some goblin arse, others want to get involved in the political intrigue at court, others don't really know what they want. Try to lead them on adventures that involve all the characters and give them all challenges that depend on what they do best. If you have a rogue in the party make sure to have some sneaking or trap-finding to be done, if you have a barbarian be sure there will be opportunity to kick some ass and so on. Talk to your players.
If you know what your players want you're one step closer to running a good game. Some just want to kick some goblin arse, others want to get involved in the political intrigue at court, others don't really know what they want. Try to lead them on adventures that involve all the characters and give them all challenges that depend on what they do best. If you have a rogue in the party make sure to have some sneaking or trap-finding to be done, if you have a barbarian be sure there will be opportunity to kick some ass and so on. Talk to your players.


In the end there is really only one rule, Rule 0, which states: Have fun. Meaning everyone at the table. Make sure everything is moving forward, try to avoid stalling and monotony. If the players are really stuck just throw something at them, even ninjas. Keep things happening and everyone interested.
In the end there is really only one rule, Rule 0, which states: Have fun. Meaning everyone at the table. Make sure everything is moving forward, try to avoid stalling and monotony. If the players are really stuck just throw something at them, even ninjas. Keep things happening and everyone interested. As a sub-clause to Rule 0, there is Rule 0a, which is break the rules for the sake of a good time. No-one fucking likes rules lawyers, and no-one likes that their intricate plan is pissed on by someone saying 'Oh actually in this one sourcebook it says you can't do that' DURING the execution of the plan. Break the rules (and make your own up) when it's fun and to let your players do what they want to do. It's just retarded to put the sanctity of the rules over good time.  


If people aren't excited or interested it's often better to pull out another game, switch GMs, watch a movie or just eat pizza and chat instead.
If people aren't excited or interested it's often better to pull out another game, switch GMs, watch a movie or just eat pizza and chat instead.


[[Category:Roleplaying]]
[[Category:Roleplaying]]

Revision as of 00:05, 14 February 2012

Hope to god he knows the rules.

The Gamemaster or GM source of all your fun and sorrow in role-playing games. Often a dick. The GM is responsible for describing the game world, playing the role of its inhabitants (NPCs and monsters) and adjudicating the results of your actions.

Other Terms

Various games refer to the Game Master with different names:

How do I shot GM?

The best advice on how to be a good GM ever, if you're into wishy-washy bullshit. The goal of a GM is actually to win.

A lot of people come asking for advice on how to run a role-playing game, but the simple truth of the matter is that a game master is not born; rather, made. Only experience, reading and knowing the group of people you play with will help you become really good. Different GMs have different approaches, some improvise everything, others painstakingly prepare every map, encounter and NPC the players come across. This way of doing things rarely pays off, as players usually hold to long-standing player customs of shitting all over your meticulously-planned work, as they decide to take one wrong turn or ignore one person that was supposed to put them on the right track you laid down for them, and wander off in the complete opposite direction. Some GMs counter this by railroading their players, which is generally seen as an incredibly shitty way of doing things—when being railroaded the players typically become little more than unwilling spectators of the GM's personal fantasy movie, which usually (read: always) sucks.

If you know what your players want you're one step closer to running a good game. Some just want to kick some goblin arse, others want to get involved in the political intrigue at court, others don't really know what they want. Try to lead them on adventures that involve all the characters and give them all challenges that depend on what they do best. If you have a rogue in the party make sure to have some sneaking or trap-finding to be done, if you have a barbarian be sure there will be opportunity to kick some ass and so on. Talk to your players.

In the end there is really only one rule, Rule 0, which states: Have fun. Meaning everyone at the table. Make sure everything is moving forward, try to avoid stalling and monotony. If the players are really stuck just throw something at them, even ninjas. Keep things happening and everyone interested. As a sub-clause to Rule 0, there is Rule 0a, which is break the rules for the sake of a good time. No-one fucking likes rules lawyers, and no-one likes that their intricate plan is pissed on by someone saying 'Oh actually in this one sourcebook it says you can't do that' DURING the execution of the plan. Break the rules (and make your own up) when it's fun and to let your players do what they want to do. It's just retarded to put the sanctity of the rules over good time.

If people aren't excited or interested it's often better to pull out another game, switch GMs, watch a movie or just eat pizza and chat instead.