As a GM, I learned
a long time ago that writing twenty plus pages of notes for every
type of game of that I run before I ever sat down to compose a
scenario is not only helpful it’s kind of a thrill just for me
alone. I have the vanity that someday each project will be published
and readers around the globe will see how deep and clever a mythpoet
I really am. Now when I sit down at the table, it took me a little
longer to learn that using my voice to only fill in gaps around the
players’ story is pretty essential. This is for anything from a
party of tomb-robbing medieval “adventures” dealing with the
swamps of doom or a task force of FBI agents dealing with a group of
Chinese-funded hackers that happen to be vampires. Whatever the deal
is, let the promo for the adventure set the premise and then let the
Players set the tone and depths. I should just be ready for them.
Now I am not
advocating that a GM always tend towards a sandbox approach to
things. Pacing tends to be the most important tool in my toolbox when
it comes times for the event. With a new group, or an impromptu one
such as at a convention, the GM should be building the paradigm at
the start and by the end of the session, they should mostly
interpreting player-driven situations and explaining their rule
usage. Established gaming gangs often spend the beginning of a
session exploring their Characters and then around the ¾ mark of
time, I have to provide a quick dilemma to be overcome or not to set
the basis for the next sit down. Most GMs with established campaigns,
time frames for adventures may not be specified so reading the
Players and their own energy levels is gauge of when the ¾ mark is,
so don’t be a clock watcher unless necessary.
Races and Racism
Get over it. When
it comes to fantasy role-playing, as in dealing with the fantastical
not just variants of Tolkien tropes but entering the unreal into any
sort of setting, there is the expectation of the Players being able
to come across the alien. By alien, I mean that which is foreign or
different from their own point of view. Hopefully this brings
goosebumps to the joy center of their imagination first. And then
whether they fall into a discourse of anthropological style study of
the world created by the GM or they decide to hit it with their war
hammer is the point of the game. The point of the game not the
problem with it.
If a GM cannot
separate their elves from Appalachian hillbillies or Mongolian
plateau residents in their head, they need to spend some researching
those cultures. This sort of activity has always help me design human
cultures, which is what they are, for whatever world I am playing
with then get me onto designing something possibly creative about the
species that I am calling elves. Even if these elves are 99%
human-like, so are chimpanzees in our real world and they are very
exotic to anybody encountering them. There should be something
different about them, if the GM is doing this for fun.
Now the Player
having expectations of what fantasy folk should be like should be
expected. They aren’t sitting down at a table to be a part of band
of dwarven warriors lead by a gnome magician to reclaim a lost wonder
works forge from a tangle of trolls and a fire giant overlord because
they haven’t read Terry Brooks books. Now if the players are all
about, “my dwarf has a Scottish accent.” I as a GM like shake
things ups. For fun I might give everything Korean names, and flat
out use Confucianism and Buddhism as the dominant forms of
spiritualism among the dwarves and gnome separate yet similar
communities after the game starts. Since I do my own research, I just
happen to have a pocket-sized notebook of notes from working with a
K-Pop fan for years, I don’t need an “oriental adventures”
source book and come up with pointlessly complicated Classes and some
nonexistent standin culture instead focusing on the universal of
dynamics of the quest. The archetypes of the Warrior, Wizard, or
Rogue all work just fine regardless of rules system that one is
playing with. If the player can’t get over it, oh well. I one time
had a batch of dudes have a real problem with playing a campaign
essentially set in northern Africa circa 570 AD. I heard their
“Nordic-Celtic” campaign died on the vine after an introduction
game when D&D 4th Edition came out-- they play
collectible card games now at the coffee shop we used to hang out at.
Good for them. Most of the players will become immersed or play the
fish-out-of-water trope.
Getting the Chance
to Talk
As role-playing is
a social interaction, Gming can be a reclusive pursuit getting the
party together. It does make things move along nicely without forcing
the point though.
The outsider role
works for players great in role-playing, even when as a GM I am not
mixing things up. It gives me a chance to do expository based off of
my grocery bag full of details I have in my head without doing the
railroad-y thing. Scenery not stealing the scene is a great tool
towards helping a narrative come together. Heck, I am the scenario
author. Even DM GMs should have some narrative as part of their game
session, it helps put their personal mark to their scenario despite
of how free-form or patterned it is. Once again being prepared is
important.
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