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Wednesday, February 29, 2012

When NOT to play

More of an observation than philosophy but important still.  As the GM its wise to know when you should allow a game to continue or even convene that evening.  Where allowing it maybe cause more harm to your game or to your players. 

Its a tough situation to judge but very important.  Say when most of your players have to work early the next morning or as when we were kids,  when someone's dad was going to tear them a new one for gaming.  As in when a night is going downhill because of people's lives.

That's when you step back and shoot for another day.

Saturday, February 25, 2012

Thoughts on dishonesty

Sometimes as GMs we are dishonest in what we say or give to players.  When its an outcome you've decided (see previous posts on the topic) then fine but when you are doing it to coddle your players or yourself, its another story.

A GM that never challenges their players or gives into players to save their feelings or to keep them from leaving is failing as a GM. 

You've got to put it out there even if it upsets them.  Killing their character might be a great intro into an otherworldly or ghost campaign.  Lead to something cool or a cinematic revival.

Do yourself and your players a favor and be honest. 

Thursday, February 23, 2012

Why talking about games makes them better

Its in the title:  talking about your game sessions makes them better.  You confused?  Understand why I say that?  Well, lets talk about it!

Okay so now I've gotten that spasmatic stupidity out if my system lets get to the root of things.  When you jaw about your games especially with your group though really any gamer willing to give you feedback will do.

As you layout your game you are talking about your GM style as well and your ability to appeal to people.  I'm sure you've had folks give you the "wow, that's cool" and "oh, I would hate that!" Kinds of feedback.  Those are indicators of how well you are appealing to an audience wider than your group.so pay attention.  At the same time weigh everything accordingly.  Some feedback may not be worth it due to the person involved.  Either way take the good with the bad and see how your game stands up to scrutiny.

Tuesday, February 21, 2012

Old games make great backstory

This will seem obvious to some but use your old games for back story and to flesh out your world.  In the course of your sessions you are likely to generate hundreds if not more nonplayer characters.   Use them to your advantage and to fill out your world.  They are part of the background that makes the world seem real.

Not to mention history, locale, myths and more.  Soak it up and use it.  It eases the GM burden and also pays tribute to those valiant souls who braved your games and left their mark.

Saturday, February 18, 2012

Old school mentality

An interesting concept and part of a conversation I was recently in.  The conversation started out more of a old school versus new and how old school.gaming was better than newer games.  I disputed the fact. 

First better is completely relative - better for you is not necessarily better for me.  Secondly the core of almost every debate I have heard on this topic really revolves around complexity.  Games from the 60s and 70s were products of their time.  In general the density and complexity we see in more modern games is born from our adaptation to technology.

If you look at and poll games created over the last few decades you'll see a rise in complexity, both in how the rules work mechanically and the situations they address.  Some see this as limiting and yearn for simpler days.  Which is fine.  Not all the changes are good or comfortable. 

Games are a reflection of the general populace, at least the popular ones.  We've gotten more complex and capable of handling information.  Is it any wonder our games have followed?

Wednesday, February 15, 2012

Murmur

Ever sit in a busy restaurant?   Looked around?  Or just paid attention to the background hum of voices and noise?

You get scraps and bits of conversation and sound mixed with peoples' movements.  Its the murmur and its what lends authenticity to where you are.  Sit in a quiet restaurant and it seems emptier and odd.  Why bring it up?

Well so often the worlds we build for players lack this backdrop.  That missing element makes it feel fake and hollow.  Fitting it in is critical.  Now I'm not much of a "how" guy at least not for this blog.  Its about the philosophy and thought of gaming after all.  But I will say that the world is your oyster and you should plumb its depths accordingly.  Pull from it the info you need to provide that backdrop.

Your players should never hang on your every word or scribbled note.  Give them things that mean nothing.  Throw out info in chunks steady streams and make sure to starve them once in a while.  Make them filter info and make more true decisions.  It allows you to build good stories and for them to make mistakes.

Monday, February 13, 2012

Value of the Unexpected

Allow for the unexpected.  Prepare for it if you will.  Which may seem odd say because how can you prepare.for.something that's unexpected?

My answer is easy.  You just have to understand what that means.  Allowing for the unexpected means letting things you have not planned for and potentially are unprepared for influence your game.  Let something wild or unpredictable enter the equation.

It adds spice to life and to your games.  Prepare by understanding it can occur and have a process to mitigate or enhance the path it takes.

I love examples.  So let me give one.

I have at times put the fate of the fame night in a players hand.  Let them drive the bus as they say in today's parlance.  Sometimes in part sometimes in full.  Whether they pull me to the side or send notes, I let them call the shots.  It was eye opening and continues to be whenever I do it.

Another example is when I completely let the players drive game direction, modifying the story on the fly to meet whatever they want.  It makes for a twisted strange path and I've yet to have a group that did not prefer a moderating hand.

Monday, February 6, 2012

Plotting it just right

Its funny how you arrange your game sessions to match your players.  It really never hits me until I run games for strangers then it smacks me in the face.  I've been lucky to draw to me players with a desire to be bold, different and Complex with the characters they play.  This has led to me creating equally detail and multi-layered adventures to thank you.

Taking that down a notch always startles when it shouldn't.  Its like I forget that not everyone plays at that level.  Its okay though.  The game easily supports it.  Its me that needs the adjustment.

This all came to light when I was putting together a beta group to test s module I had written.  I was trying hard to stay within bounds of the module as where my players when we realized hours had elapsed and we hadn't progressed into the module a single bit.  Everyone was just having a good time showing off their characters oddities and interesting stories and we completely lost track of why we were there.

It was fun and we got on track but it struck me, nonetheless.

So lesson of the day, I guess to keep such things in mind.