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How to GM?

Started by Kirk Mitchell, June 05, 2004, 03:49:36 AM

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Kirk Mitchell

My RPG NightWorld (and someone please help me think up a better name!) which is currently in the middle of a re-write needs a section on GMing. What would the best way to write one be?

Kirk
Teddy Bears Are Cool: My art and design place on the internet tubes.

Kin: A Game About Family

Drew Stevens

Well.  What sort of game is Nightworld?  Are you trying to emphasize anything in particular?  Is there anything non-traditional about it that that may seem obvious to you, but are only existant elsewise through play?

Kirk Mitchell

NightWorld is about characters who are surviving a rift opening between the real world and the world where all of our dreams and nightmares are stored. The game focuses more on the characters than the situation. The game hinges around the characters sacrificing parts themselves for others, losing what makes them human and then regaining it. You can check it out at the Yahoo! group in my signature for more information (bearing in mind the fact that it is in the middle of a re-write that makes it a LOT more understandable).

In a bit of a rush so I've got to go now.

Kirk
Teddy Bears Are Cool: My art and design place on the internet tubes.

Kin: A Game About Family

Pagrin

Writing a section on GMing is likely to be both a difficult topic and an easy one at the same time. The only thing I can recomend is that you point out that different GMs will want to GM in different ways.
Having said that sit back and go over how you GM then write it down as it happens, perhaps in a short story format.
Pagrin :-)
When in doubt....Cheat!

Garbanzo

Dumirik:

Do you need a GM section?

How many "What is a role-playing game?" sections have you skipped by in your day?  For me, conservatively, this is in the tens of millions.  You only need an intro like this once in your life, and only then if you don't have anybody around to explain things to you in person.  I say this is even more true for GM advice.   We've all seen people GM, and that tells us how to do it.  Sure, GMing techniques can be improved.  But unless you've got some great ideas for this that are burning to get onto paper (which, from your question, it sounds like you don't), I say don't bother.

Save the effort, and make those pages work for your specific game.

-Matt

SlurpeeMoney

I agree with Matt, but only to a point. I mean, if you think your game is going to get the type of circulation that will see it in comic book stores, book stores or some other specifically non-gaming venue, then a "How to GM" section might make sense. But let's face it: small-time, the only people who are going to be reading your game are already gamers. They already know how to GM, or if they don't, they know people who can. Those pages may be better used for much more important bits of your game: like Kewl Ninja Powaz.

Kris
"Your Dragon Style is good. But my GM-style will defeat you!"

Andrew Morris

I disagree that a "How to GM" section is not needed. Just because you know what a GM does in one game doesn't mean you know what a GM does in another. Some games split up GM functions, some don't. Heck, some games don't even have GMs. So, I think you do need a section describing just exactly what a GM does for a particular game.
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M. J. Young

I'm with Andrew. The question is not how do you take the role of a game referee, but what is it that you have to do to facilitate play in this game.

Kirk, these are my thoughts.

First, get a clear image in your mind of how play is supposed to go. Write down an imagined game session, including what everyone says and does.

Next think about what it is that the referee had to do in that session, and how to describe it.

You might find that your text of a game session is more valuable in this regard than some set of suggestions, although the suggestion list might be useful for shortening how much space you have to devote to the example of play. The point, though, is to figure out what it is you expect the referee to do, and find a way to communicate that to him.

--M. J. Young

Gully Foyle

Quote from: M. J. YoungThe point, though, is to figure out what it is you expect the referee to do, and find a way to communicate that to him.

--M. J. Young

I agree. Not to get to a point where you are basically telling the GM how to run the game,  but just offering a few suggestions on a few styles/techniques that he/she might want to consider in order to get what you see as the most enjoyment and fulfillment out of your game.

This will only go so far, however. Everyone has their own style of gaming, and some people might run your game in a way you never imagined, and still get enjoyment out of it.

Be brief, and to the point. I think that an imaginary game session, laid out in a short story format, illustrating your points as it goes, with a section after discussing them, should be adequate.
"Only when these traits are inflexible, maladaptive, and persisting
and cause significant functional impairment or subjective distress do they constitute Narcissistic Personality Disorder." - Michael Tree

MarktheAnimator

Hello,
This is a very neglected part of RPGs.

Most people think that the most important element of a RPG is the setting.

I disagree.

I believe the most important element of any RPG is How to Tell a Story.

Everyone has played with a GM that sucks.  It is often difficult to find a good GM.

I believe the reason for this is that most people simply don't know how to tell a story.

The thing that will get people playing your game is to help create good GMs, who are exciting to play with.


When running RPGs there are three elements:
1.  How to Tell a Story.
2.  How to Design a Game.
3.  How to Run a Game.


How to Tell a Story.
To learn how to tell a story, it is best to get a few good books on it.
Here is a list:

1. "Story" by Robert McKee.
2. "The Writers Journey - Mythic Structure for Writers" by Christopher Vogler.
3. "How to Tell a Story" by Peter Rubie & Gary Provost.
4. "Scene & Structure" by Jack Bickham.
5. "Plot" by Ansen Dibell.
6. "Beginnings, Middles & Ends" by Nancy Kress.
..... In fact, get any book by Writer's Digest Books.

Understanding how to tell a story will vastly improve your games.

You need to learn how to break the game down into scenes that will advance the plot, etc.

How to Design Games.
After you know how to tell a story, the next thing you need to learn is how to design games so they are fun.
Basically, you need these elements:
1. Characters (both players and NPCs).
2. Villains (the main villain & other obstacles).
3. A Story Goal.
4. A list of Scenes (plot elements plus maps of locations).
5. A Climactic Scene for the final battle.


How to Run Games.
After learning the first two elements, you can then get down to how to run games.

Anyway, I'm also writing this section for my game, "Fantasy Imperium."
Hopefully, people will become better GMs in the future.
"Go not to the elves for cousel, for they will say both yes and no."
        - J.R.R.Tolkien

Fantasy Imperium
Historical Fantasy Role Playing in Medieval Europe.

http://www.shadowstargames.com

Mark O'Bannon :)