Alternate rule idea for D&D. When you fail all your death saves your character decides to give up adventuring and find a more simple life.
— Todd Kenreck (@ToddKenreck) September 4, 2018
Alternate rule idea for D&D. When you fail all your death saves your character decides to give up adventuring and find a more simple life.
— Todd Kenreck (@ToddKenreck) September 4, 2018
My last one before passing the torch to new blood, but an important one! MATT: Hello, my name is Matthew Mercer. I am a
voice actor and the dungeon master for CriticalRole here at Geek & Sundry. And today’s episode of
GM tips touches on the spooky topic ofgame master burnout.
[intro music]
Game mastering burnout is a fear and real issue
for many folks who run ongoing games. Asincredibly fun and rewarding as it is, you need
quite the time commitment to continuously write,organize, and run an RPG campaign on a regular
schedule. I know many who have lost interest orjust simply lost inspiration. And I’ve been there
myself a number of times and there’s nothing wrongwith that. It’s part of being a person. Life
circumstances change, other things have to takepriority, or you’ve just grown tired of the
responsibility. So let us discuss some ways tohelp alleviate any oncoming burnout or how to
comfortably deal with it if it should hit.First off, don’t force yourself to do it if your
heart isn’t in it. Writer’s block kicking in?Found a tangle in your narrative thread? Step away
from your notes for a while and take a walk or goplay some board games with friends. Watch a movie
at your local theater. Enjoy some fun space to notconcentrate on your GM-ing duties and return when
the inspiration strikes. If you’re supposed to berunning your game really soon and you have no idea
how you’re going to finish prep in time, considerletting your players know and postpone your game
session until you are ready. No one wants you tokill yourself over it, trust me.
On that note, if it’s getting bad, let your
players know. Be honest about your worry andexhaustion and discuss among yourselves how to
best lend to your comfort. Consider if the regularschedule is just too difficult to balance among
your other life commitments and perhaps roll backto a more sparse gaming routine. Playing weekly?
Try playing bi-monthly for a while, or once amonth. This will give you more time and less
stress to be prepared for the next session.Players, please be respectful and understanding of
your GM’s fatigue. They are busting their assevery week to bring you joy. So just be as
supportive as you can.You can consider taking a break from the campaign
for a little while, allowing yourself to recharge.Talk with the group about this and if all is cool,
find a way in your current story arc to bring itto a temporary halt. Either the adventurers
complete their current task and you can close thechapter cleanly. Or perhaps they fall into an
elaborate trap that locks them away for a time.Consider a story beat you can end on that allows
you and the party to step away for a few weeks,months, or longer and not feel like you’ve left
mid breath. This way players won’t return to yourtable down the road super confused trying to
remember “Wait, but what was going on? Shit.Right. Wait. No, I thought there was a guy with
that cursed thing. Didn’t someone kill my dog? No,no, that was John Wick. Sorry.”
Players, any of you itching to try your hand at
GMing a game for a while? How about gifting yourhard working GM with some time off and offering to
run a short term campaign for the party and lettingthem play in it. Not only is that a wonderful way
to help them relax a while and offer them theopportunity to play in a game. But you yourself
may discover how much you enjoy runningyour own game.
Well, thank you so much for watching this episode
of GM tips. I hope it was helpful for you. This isactually kinda cool. Before we filmed this the
crew let me know that they actually went into theprop closet and found actual magical items which
is fucking crazy. This is apparently a War Magewand. It’s +3 against spell attack rolls. I think
it’s great. We have what looks to be a Vorpalsword. Which is a little shorter than I expected
but apparently pretty functional. You should lookit up. It’s pretty powerful. Legendary weapon. And
oh [beep], this one can be fun. I think this is aGirdle of Giant Strength. Which I’m wondering what
giant it is.[small bang and music]
SATINE: I should probably read some labels before
I start putting things on. Girdle of GenderChanging. Well then. Hello. I am Satine Phoenix
and I’ll be taking over for the next run of GMTips. Stick around and prepare for my perspective
on game mastering ideas. See you on the internet.[music]
— Matthew Mercer (@matthewmercer) March 16, 2017
Just some fun player tips to stir up thought on different, creative character types! https://t.co/ftbNzizn6s
— Matthew Mercer (@matthewmercer) March 9, 2017
New GM Tips, and a curious topic at that. 😉 https://t.co/pmP1OlqYJr
— Matthew Mercer (@matthewmercer) December 8, 2016
here on Geek & Sundry, and today’s episode of GM
Tips involves seeing what’s behind the GM screen
and some tips and tricks on how to prepare
yourself and your station for being a game master.
[intro music plays]
MATT: As a game master, your realm is a blend
of preparation and unexpected chaos and adapting
somewhere between the two of those and, as such,
your area directly behind your GM screen is your
saving grace. It’s a wonderful plane of notes,
information, and various tools to help you in
crafting your story, which will inevitably be
flying directly out of your ass. Let’s take a
look at some of my prepared GM area, then I’ll
give some recommendations and the kind of things
you might want to consider having available behind
yours. Come on, let’s have a look.
Welcome to my domain. Here is my basic set up,
beginning with this. This is the official dungeon
master screen for Fifth Edition D&D. Like a
lot of systems, especially the more popular ones,
make this available with pre-set rules and tables
and breakdowns to remind you as a GM and have
quick access to these various aspects as they come
into your game. Now, even with these official
rules that are given to you, maybe not all of them
are useful to your specific campaign or there
might be aspects of the rule system that come up
more often than others that you want to make sure
are front and center, so you can actually print
these out and tape them individually to the screen
over things that are maybe aren’t as useful. Like
here I have lists about improvising damage, trap
save DCs, and attack bonuses against PCs. I have
damage severity by level, potion of healing
breakdowns so I know what different levels of
healing potions heal what amount. Reminders of
things I forget often, like concentration checks,
highlighted in bright yellow to remind me to
actually remember that (bleep). Actually,
right over here on the far side you can see I have
a collection of my players’ passive perception.
Very useful. That’s the GM screen right there.
You also need some dice. That might come in handy.
Some systems don’t need it, but for the most part
you need some dice. That’s helpful. Of course,
your preparation notes. Over here I have my
campaign notes, which contains a basic player
sheet, a cheat sheet of all the rules and things
that I can come to for quick reference so I don’t
have to have the books nearby, which by the way,
it helps to have the books nearby, just in case. I
have the breakdown in my binder, my little setup
here of the current session as well as maybe a few
previous sessions in case I have to reference them
in the past. I have sheets for custom NPCs and
various monsters they may encounter or have
encountered. I have breakdowns of
various locations in my world with notes on NPCs
and factions and different things that I can refer
to if it comes up during the campaign. That way
I’m not going through my old computer or having to
leave the table to go find it. Just keeping basic
notes at your disposal in your binder is extremely
helpful. I have lists of names for NPCs in case
you have to create something on the spot you can
go ahead and refer to this page. Say one of the
names on the list and then just cross it off and
make a note of where they actually encountered
that NPC for later. This binder becomes a
very helpful tool to make sure that you’re on top
of your game during your actual session.
Next to that you want a notepad. Empty sheets for
scratch notes. You’re going to be taking notes the
whole time, whether it be just marking which
players had cool moments that you want to award
bonus experience or items to down the road, or
those NPCs you just made up. You can go ahead and
write down that basic information that way you can
go back to it later without forgetting that even
happened in the campaign. Scratch pad, really
useful. Also, over to the side here I have
miniatures for monsters they may encounter. That
way they’re readily at my disposal if I go ahead
and throw down a battle map. I have
a nice little timer here. You can do a digital
timer as well. I prefer things a little more
presenter-y like this, but this helps you throw
down a little bit of tension in a time-based
encounter and the players will freak out as soon
as this or a digital timer hits the table and lets
them know you only have five minutes to complete
this challenge. It’s a pretty fun little tool.
Over here I have wet-erase markers. These are very
useful for one, writing notes on your GM screen or
any plastic sheets you have on your screen. These
are also great for battle maps, if all of a sudden
something you prepared goes haywire or the player
pushes in a direction you weren’t expecting, you
can go ahead and sketch down some elements of that
map with some of these wet erase markers.
Very helpful. I have various markers for statuses
and conditions in the game, where a creature or
monster gets poisoned or stunned, I can go ahead
and throw that on to there as well. They have
official ones you can purchase for certain gaming sets.
These are actually just soda tabs that I found multi-colored.
That way it’s cheaper. Also, if you have a party member
who happens to transform a lot, like a druid or
someone with polymorph, it helps to have a
collection of various miniatures that show what
creature they may be able to transform into, once
again preventing you from having to run off to
wherever your collection is in the other room. You
can have these at the ready to pull out at a
moment’s notice. Very helpful.
I have my iPad or whatever you want to use for
music. Soundtrack is a very good way to keep
everyone in your immersive atmosphere. Build up
some of your favorite movie fantasy soundtracks or
even just video game soundtracks that you have at
your disposal. If you’re doing this on Twitch or
anywhere public or live, make sure that you have
permission to use it first, but at your home game
you can play whatever the heck you want. Having
that right behind the screen and readily available
to press or change is a huge boon to
building the atmosphere of the game. I also
have some templates to help me guide the size and
area of certain spells and effects in the game. I
made these, but you can find templates like this
online that you can just download and print out
and laminate, and it costs you practically nothing
and you have equally awesome and functional
templates at your disposal.
There are many, many other cool options you
can prepare and have at the ready and many online
GMing forums like EN World and official RPG
websites that provide an endless source of these
types of recommendations. You can pick and choose
and customize your own GM setup however befits
your own form of storytelling. I just hope this
little glance helped give you any ideas on how to
better prepare your own GM set up. Thank you
so much for watching. My name is Matthew Mercer.
You can go ahead and check out other episodes of
GM Tips here at geekandsundry.com.
I’ll see you next time.
[music]
Critical Role, and welcome to this fun video
series about tips and tricks for game masters and
dungeon masters alike. Today, I’m doing an FAQ,
because I get a lot of questions often over and
over again, and while I’d like to answer as often
as possible, it might be easier to put this up as
a video and answer some of them for the
foreseeable future.
[theme music]
Number one, is your Critical Role story a
homebrew? Yes! I created it from the ground up,
for better for worse, and I’m still developing it
as we continue playing the game. I did borrow the
Dawn War pantheon for it as it was a memorable and
relatable pantheon, but there are some
carried-over gods from Pathfinder because it’s
where we began the campaign in Pathfinder, then
converted over to 5th Edition partway through.
It’s all homebrew and if time allows me in the
future, maybe I’ll put something out for you guys
if you want to play around in Exandria, so fingers crossed.
Number two, I see you looking in your app a lot
for reference during the game. What app do you
use? I use Fight Club 5 on iOS. It’s a free
software. It requires a little bit of jiggering to
get it to work. You have to download some files
from certain websites and then upload it through
Dropbox onto the actual app, so it’s a little
involved with the get-go and you have to do some
research on Google to find out how to actually do
it, but it’s an extremely helpful resource for
quick reference to spells. You can bookmark
spells, creatures, abilities, see classes and
racial feats. It’s great. So that’s been very
helpful to me.
How do you make your maps? I start with
one-inch-grid easel paper. You can get these giant
pads of one-inch-grid easel paper on amazon.com.
Those are great, because you can just go ahead and
tear them off. They’re semi-transparent, and then
I go ahead and get some Crayola markers and some
colored pencils and I build from there. I usually
sketch out on a small scale first just to get the
feel for how the battlefield will look and flow,
and then I draw the larger version and fill it out
and use that for the actual game. But there’s a
lot of great software online that you can create
maps with. You can do things like Photoshop,
Campaign Cartographer, and if you play online for
Roll20, there are a lot of great software in those
communities that you can ask about that that help
you build your own maps to look really awesome and
professional too, so look into that.
Where do you find, or how do you make your
playlists for your game? I make them on iTunes and
I pull from many tracks. Mine currently are made
up from tracks from Platemail Games, which has a
lot of cool atmospheric and thematic tracks for
locations and terrain. I use Midnight Syndicate,
has a lot of great tracks. Incompetech from Kevin
MacLeod has a lot of great tracks, and all those
are royalty-free, meaning these are kind of the
only ones we were able to use when we started the
stream. Since then, I’ve gotten permission to use
the soundtrack from the PC game Pillars of
Eternity. I’ve gotten permission to use the Elder
Scrolls series soundtrack from Bethesda and those
have all been really cool. You guys won’t have to
worry about that if you’re doing home games. You
can use any music you want. You don’t have those
limitations. But I highly recommend any of those.
You can pull soundtracks from Conan the Barbarian.
You can pull in Final Fantasy tracks if you want
to. Anything you want to, but what I do is I break
them down into playlists and each playlist is a
certain mood or location, so I have a playlist for
small battles, one for big battles, one for boss
battles. I have a playlist for creepy. I have a
playlist for really creepy areas. I have a
playlist for a mysterious scenario, I have
playlists when it’s peaceful. I have playlists for
when you are in a town, playlists when you are in
a tavern. That way, it’s just really easy for me
to just click any one of these playlists for a
specific moment. It takes a little bit of setup
and it’s a lot of time put into it to make sure
you have that layout, but once you have it, as a
Dungeon Master or as a Game Master, it’s really
easy to go ahead and switch pretty quickly based
on how the scenario’s mood and dynamic has
changed.
Can I use or incorporate your characters or parts
of your world in my campaign? Sure! Yes, please go
for it. I find it flattering. I think it’s awesome
that you would want to have tie-ins or elements of
your game crossed over to ours. Just be aware that
players’ actions in our game can sometimes change
the world, so if you want to be playing alongside
our campaign, there’s always a chance that things
can get weird down the road, so be prepared. If
you want to keep it consistent at least, make
things weird on your end as well. I don’t know–
depends what the players do. But if time ever
allows, I would love to make a sourcebook, so
we’ll see if that’s ever a possibility if time
lets me. How can I improve my skills as a GM or a
Dungeon Master? First and foremost– it’s not
necessary but it’s so helpful– improv classes.
You don’t have to want to be a performer or an
actor to take improv. It’s helpful in so many
facets of your life. Just the idea of quick
thinking, of being able to “Yes, and” and work
with other people to make fast decisions and listen
very well and to be able to adjust on the fly.
It’s helpful in everything from business to social
dynamics to so many things, but it tremendously
helps for dungeon-mastering or game-mastering your
role playing game. Also, you can look online for
great blogs from other Dungeon Masters. If you can
find it, I’d recommend looking up Chris Perkins’
DM experience blog for episodes– you can find
them still, I think. There’s some good stuff on
there. You can also look at a lot of the really
great real-play shows that are online, like
Rock’n’Roleplay, and probably some Acquisitions
Inc. stuff that Chris Perkins himself did at PAX,
or you could watch Critical Role! But you can find
a lot of cool little tricks and interesting
techniques that different Dungeon Masters use to
make their games immersive, and everyone’s
different, everyone has their own method, everyone
has their really cool thing they do. So watching them
all, you can pick and choose and build your own
cool method.
Final question for this FAQ: How does this random
rule or feature work in D&D? Google. Google is
your friend. I know a lot of the rules in the
game, but there are also some that I’m even fuzzy
on. If you have any questions or any concerns or
anything you’re not sure about in the game and how
the rules work, before you tweet it at me, look it
up. Put it into Google. You’ll find a lot of great
people that have probably asked the same question
many times over and a lot of people that are
probably much more alert in the rule system than I am
who have answered it. So go ahead and just give a
search out there, find the communities that work
out there. Rpg.net is great about that and
Reddit’s really great, and get those answers
there. And if you’re still stumped, then go ahead
and throw it at me. Otherwise, I end up not having
time to answer all those tweets and I feel bad.
So, go to Google. It’ll help you out.
That’s all I’ve got for this FAQ. I might have
another one down the road in the future, depending
on how these questions continue and you guys have
really cool things you want to ask, so once again,
thank you for coming by. You can see more of these
videos on geekandsundry.com and I’ll see you
around soon.
Sundry’s Critical Role, and welcome to my fun
little video series on tips and tricks for game
masters and dungeon masters alike. Today, we’re
going to be discussing player rewards (sinister
chuckle). That’s right, players. We’re talking
about you, and what makes you happy.
[trumpet fanfare]
First and foremost, money’s always good! Giving
away money in the game as general currency is a
helpful way to reward players for finding cool
little hidden alcoves, for defeating powerful
enemies, for completing story arcs. Gold is that
kind of open currency in role playing games, or
credits and other forms of currency in sci-fi and
modern games. It’s always a good go to, but you
want to consider the current player level and what
their financial situation is, and then provide
rewards accordingly. If the players have come into
a heck ton of money through just sheer luck or if
they’ve earned it, then maybe start considering
other alternative rewards that aren’t directly
monetarily just building onto that giant treasure
hoard that they’ve been building.
Keep it interesting. Also keep in mind not all
enemies drop gold. There’s nothing weirder than
killing a bugbear and it coughs up 56 gold pieces.
You wonder: first off, where it hid it, and two,
how’d you find it?
Consider that some of these creatures or things
that wouldn’t carry money on them may have
spirited away from the corpses of things they’ve
killed and brought them to hidden alcoves or nests
or burrows where they live. You’ll find it
under all the sticks and refuse in that area. You
might find some pretty cool items or sacks of
money that was left behind by these unfortunate
souls that crossed this creature’s path in the
past. There’s also private collections that bad
guys may have in their abode, or crooked merchants
may keep a secret cache of hidden artifacts. There
are cool ways to find loot after a battle aside
from just finding it in their pockets immediately
on them. That’s what we’re used to in video games,
but it doesn’t have to be that way.
Another cool way to reward your players and a
consistent way to do it: equipment upgrades!
Whether that be cool futuristic sniper rifles, or
a magical flaming shortsword, most systems have a
really good way to track player advancement and
corresponding equipment power levels. Usually
these are in the game master’s guides or those
sections of the systems, but they’ll have some
good suggestions as to when and how often you
should dole out these type of equipment-based
rewards. Make sure you don’t want to dole it out
too often, because one, they lose their impact and
their cool factor when the players do find them
and all of a sudden it’s like, “Oh look, another
magical shield.” They just throw it over their
shoulder. They become less appreciative of these
cool rewards, and it kind of unbalances the game.
Which, if this does happen, especially if you’re
new to the GMing system and after a while you
realize, “Oh, the players are really well decked
out in powerful stuff and they’re killing everything I
throw at them that should be a fair challenge.”
You’re in control of that spigot. Make it tight,
slower trickle. Give out different things for a
while and let it balance itself out.
Totally doable.
Also don’t be afraid to customize and create
equipment and items if you can’t find something in
the books, or the Dungeon Master Guide, or any of
the treasure hoard supplements you out find out
there that fit what you want to give the players.
Feel free to create stuff. They can be tailored to
players, or tailored to in-game events, and if you
are worried about it not being balanced or being
too powerful or too weak, there’s a whole
wonderful thing called the internet. There are
wonderful tabletop RPG communities that are more
than willing to give you feedback on items before
you dole it out to a player. You can go on forums,
go on Reddit and be like, “Hey guys! Does this
seem cool?” and they might be like (angry), “No!
That’s too powerful!” or “No, that’s bullshit!” in
which case, you just go ahead and tweak it.
Criticism can be harsh on occasion but they’re all
there to help, they’re all there to help each
other make a better experience.
Don’t be afraid to ask the internet
for some balancing help.
There are also alternative rewards you can give
out, outside of both money and items. You can give
bonus experience points if someone does something
really cool in a game, or completes a really major
story arc. Just give them a little bump of XP to
get them to that next level a little faster.
There’s also jewels and rare art pieces or
contraband that can be found, that can be traded
or sold in other aspects of the world if you have
the right connections in that society. Which is
cool if you have the opportunity and the time, you
can create actual small props when you give these
out. You can find plastic jewels pretty cheap
online if you wanted to give someone a few actual
gems at the table. If someone wanted to find a
rare art piece, you can actually get like a really
cheap picture frame and pass it over. It’s cool to
create small props when you’re giving out some of
these rewards that might correspond to it as well.
It elevates the experience for the players at the table.
Some rewards could be alliances. If you end up
doing something really cool in a city or within a
society, you might through that experience gain
new allies. That can lead to access to new
merchants, and the ability to purchase things you
couldn’t previously have access to, having
discounts on those commerce, finding rare
equipment that now, as opposed to being found, can
be purchased and now readily at your access. Other
cool things, especially if they are dealing with
RPGs that have gods or magic power that is beyond
the mortal realm, you can be granted boons. These
boons can be like, if you do something really good
for a good deity and help defeat evil in a land
and cleanse it of some curse, the deity that looks
over that realm might come down and be like, “You.
“You are my chosen champion. For this good gift, I
grant you…” and they touch that player, and all
of a sudden they are given a permanent plus one to
their constitution. That’s a reward you can
totally do and it kind of fits into the theme, and
it’s a pretty awesome ability. It could be even
temporary boons, like for the next month or so you
have additional resistance against this type of
damage. They can be permanent or temporary
boons, but they also work as good story rewards.
Also, transportation! If you do a cool story, you
might get a new mount, or you might manage to
commandeer or be granted a great spaceship that
can travel twice as fast across the galaxy, or is
able to warp to previously inaccessible portions
of that galaxy. Even just faster transport to get
you from point A to point B a lot quicker. Those
make for great rewards and there’s overall the
progression reward. Which is the access to
previously inaccessible areas on your map. That
involves getting access to or paperwork that
allows you to bypass a barrier that previously you
could not. There was a landscape that was
previously at war with the kingdom that you’re
part of, and once you manage to stop that war, you
can now enter that kingdom without being attacked.
You have access to all the secrets and all the
knowledge and all the power that that kingdom has.
That’s a really great long term reward
to add to the story as well
that could tie into all the rest
of what I just discussed.
Looking over these, think of what different,
creative ways you can reward the players as your
story goes on to keep it both interesting, varied,
and for you at least, feel like you’re
appropriately rewarding different
cool actions and successes that
the party manages to achieve as they progress.
Thank you so much for watching! I hope this has
been somewhat helpful and entertaining for you as
a dungeon master, game master, or otherwise. You
can check out more of these videos on
geekandsundry.com and I will see you around, one
way or another.
and dungeon masters alike. Today we’re going to be
discussing a very interesting topic: player and
game master table setting and etiquette.
[trumpet fanfare]
I have questions often about this, inter-player
and game master or dungeon master relationships,
and dynamics there, and I think this would be a
cool discussion to have. First and foremost,
many RPG campaigns and systems are very different.
Your experience at one table with one GM is going
to be wholly different from another, even in the
same system. I think before you start or join a
game, everyone should be up front and discuss
about the play style. Have the GM talk with the
players. Is he expecting to create it more RP
heavy, more role playing heavy? Do you want to
make it more combat heavy, more of a balance
between the two? Is it going to be created into
more of a Diablo style dungeon delve, kill stuff,
get loot, or is it going to be more about
political intrigue, and dealing with the
overarching political climate of a kingdom or a
space adventure? Is it a very high power campaign?
Is it a low power campaign? Is it a note taking
mystery campaign? These are all the things you
want discuss at the top of creating this game with
your players, so that everyone is on the same page
about expectations. There will be some players
that will be into it for some elements, and others
that will be disappointed if, five sessions in,
they didn’t get at all what they wanted out of
this experience. Being up front about it is a
really good way for you all to make sure you
understand each other and if you have any
discussions about those tweaks in the future, at
least you have a basis to build those discussions on.
Players, be respectful and appreciative of your
game master and dungeon master. They take a lot of
their free time to create this world and this
experience for you to enjoy, sometimes
thanklessly. When you’re at the game, when you’re
present at the table, best to your ability, listen
and be attentive, and acquiesce to your game
master’s judgement. I’m not saying don’t have fun,
don’t forget your snacks and stuff, but for the
most part when you’re in the moment, when you’re
in the game, try and pay attention, try not to
distract from the moment at hand and be attentive,
because they put all this time and energy into it,
it’s the least you can do. With that said, don’t
be afraid to debate a rule with your game master,
or clarify something they may have forgotten, but
just remember ultimately the GM does have final
say, and they may alter elements of the system or
of the rules to fit their story, their world, and
that’s how it is. Don’t get too argumentative on
those aspects. If it really bothers you, you
can take him aside after the game and talk about
it, and try to come to some sort of an
understanding. Communication is the key, in most
things in life, this definitely being one of
those.
Share the spotlight with your party. There will be
moments and stories where your character will
become the focus, and you will be hoisted into the
center of attention, and that’s fine and embrace
that. If it consistently becomes that, and you
begin pushing the rest of your party out of the
way, and you take charge and you want to be the
answer to every solution, it can get a little
boring. If everyone else is like, “no, you’re
cool. You’re the leader. You talk. You’re the face
man of the group,” that’s different, but you want
to make sure that you allow the other players to
shine as well. This is a classic rule for stage as
well. You don’t want to upstage anyone. You want
to let everyone have their moment in the light,
make sure that everyone has an opportunity to be
part of this story you’re all creating together.
If you ever feel like someone in your game is
doing that, once again, after the game, take them
aside and talk to them. In a very respectful, very
warm way, let them know, “we’re starting to feel
you’re starting to take the spotlight a little
away. Just be aware, we want to play too, if
that’s cool.” Sometimes people do it without
even realizing it. Even just having that
conversation fixes the problem. Not always, and
sometimes when that happens, you know, either the
GM has to step in and have a conversation, and if
it gets really bad, sometimes players have to
leave the game. It happens all the time. But all
of you are putting your time and attention towards
this, you want to make sure that everyone is at
least working together to make it as fun as
possible. If it seems that you’ve unintentionally
commandeered the game, be open to feedback. Don’t
take it personally, don’t have a bruise to your
ego because somebody gave you a note after the
game about being maybe a little too heavy on
taking the game in your own hands. Just listen to
it and say, “okay, I didn’t know, I’m sorry. I’ll
be more respectful of that in the future.”
GMs, DMs, also be respectful and appreciative.
Your players are the life’s blood of your world. They
are the ones that make this story that you wrote,
and bring it to life, and play it through, and
they hang onto your every word, and they’re
essentially letting you scoop them up and take
them into your imagination, and that’s a lot of
trust there. Plus they’re scheduling their real
life around you and trying to make sure that they
can be part of this experience, so be respectful
and appreciative of that aspect, that they’re
putting their own side in this as well. Show equal
attention between players, even if one player
tends to be a heavier role player than the others,
don’t feel like you the just only focus on them.
Some people can start off a little shy, or
especially if they’re new role players, they may
not know how to really engage directly, and so it
helps to coax them. Have an NPC directly refer to
them and give them patience and let them find a
voice for their roleplaying character. It may take
some time, but make sure that you’re at least
trying to split your attention between the
players, best to your ability.
Be open to being corrected and to gaining
feedback. You’re the game master. You rule the
world. You are the god of this whole experience,
but you’re not infallible. We all make mistakes. I
make mistakes constantly. And feedback only helps
you to improve your narrative, to help how you run
the game, and being corrected sometimes helps you
better understand the rule system that you’re
running. You have a lot in your brain, a lot that
you’re constantly having to focus on, and
remember, and keep notes on, and keep working
together, and working towards long and short
narratives. You have so much in your head, you’re
bound to forget some stuff. Don’t be offended
or frustrated if a player corrects you with a rule
or something like that. Be thankful, because that
just means that you probably have a better chance
of remembering it in the future.
Players, GMs, be respectful of each other. Work
hard and discuss if there’s any weirdness going on
at the table, and work it out to the best of your
ability. Because we’re all there to have fun,
we’re all there to have a great experience
together, and I think following a lot of these
little guidelines should help maintain that quite
nicely. Thank you so much for watching. I hope
this has been somewhat helpful for your GMing and
playing experience. You can see more of these
videos on geekandsundry.com and I’ll see you
around.