|
Post by Stu Venable on Nov 11, 2017 20:32:30 GMT -8
Starting with the next episode (Season 20 Ep 14) we're going to start featuring specific topics for GMs.
The first one will be "Fleshing out NPCs -- making them memorable, likable, unlikable and deep.
We have a couple other topics as well for the next few weeks, but we'd like your input:
What topics about GMing would you like us to tackle?
Please put your replies in this thread, so we can keep track of them.
|
|
|
Post by RudeAlert on Nov 11, 2017 21:32:05 GMT -8
Starting with the next episode (Season 20 Ep 14) we're going to start featuring specific topics for GMs. The first one will be "Fleshing out NPCs -- making them memorable, likable, unlikable and deep. We have a couple other topics as well for the next few weeks, but we'd like your input: What topics about GMing would you like us to tackle? Please put your replies in this thread, so we can keep track of them. At first I read "unlikable" as "unkillable" and that just didn't seem like a good idea. So, ironically, given this idea of GM-specific topics, it's recently occurred to me (though not for the first time so I guess it "reoccurred" to me?) that while there is a tremendous focus in the RPG hobby on how to be a better GM, GMing tips, GMing faux-pas, and all sorts of information geared towards running better games and being better at running games, there really isn't all that much on how to be a better player. RPG books have entire sections on how to run games, and some even include sections on dealing with problem players, but very little page count (if any) is ever devoted on how to not suck as a player. Now I understand why that is; most of the work is generally done by the GM, and GMs tend to be the ones who buy and read the books, so info geared specifically towards players might seem like a waste of limited word-count since few players would be likely to ever read it. Yet, the big issue that occurred to me about this, is that most of the problems I've ever encountered in RPGs, either as a player or GM, were from shitty players not shitty GMs (mind you, I have experienced those too of course). So, to bring this to something that is more on-topic, how about covering topics on helping GMs deal with shitty players, and maybe even how to hopefully reform some of those shitty players into becoming good players that are more conducive to a positive gaming experience for everyone in the group.
|
|
SirGuido
Supporter
Drizztmas Santa
Ask me about the Drizztmas Exchange!
Posts: 2,127
Preferred Game Systems: L5R, Traveller, Fate Accelerated, Masks
Currently Playing: Nothing.
Currently Running: Nothing.
Favorite Species of Monkey: Anything in a Cage.
|
Post by SirGuido on Nov 11, 2017 21:47:13 GMT -8
Ways to make combat more interesting, and not just "I hit I do 10 damage" and "He hit you, he did 9 damage".
|
|
|
Post by ayslyn on Nov 11, 2017 23:28:45 GMT -8
Entertainingly, I just sent you an email with a GM topic...
|
|
|
Post by akavidar on Nov 12, 2017 15:22:09 GMT -8
Plot twists that you have used and worked.
|
|
arnej
Initiate Douchebag
Posts: 9
Preferred Game Systems: GURPS, Hero, Blades in the Dark, DnD 5e
Currently Playing: GURPS, Hero, DnD 5e
Currently Running: Blades in the Dark
Favorite Species of Monkey: Pygmy Marmoset
|
Post by arnej on Nov 20, 2017 11:43:52 GMT -8
Entertainingly, I just sent you an email with a GM topic... So your topic was about dealing with lots of travel across a European-sized continent, if I heard it right. If they are going to be doing this multiple times, a thought I had was to create several routes across, but make them different. For example: The northern route is colder, and you might have to deal with the barbarians/frost giants. You'll need heavy weather gear. The central route is the straightest, but there are the Saelorn Mountains in the way, and they are known to be incredibly difficult. There is a pass, but the toll is exhorbitant. The southern route is hot, and way out of your way, but there are interesting bazaars in the southern lands that have amazing magical treasures. So the PCs get some feel for the different routes, and have an idea what to expect, and some agency in what they want to do. If they're in a hurry, well, it'll cost them. If they are trying to save money, then it is dangerous, or takes longer. Etc. Flavor the routes to suit your world, but at least the PCs can have some expectations what the trip is like and you can play to that.
|
|
|
Post by uselesstriviaman on Nov 22, 2017 9:22:29 GMT -8
GM Tip Request 1: How to run a successful convention game.
GM Tip Request 2: Why Session Zero is a good thing for your campaign.
|
|
|
Post by OFTHEHILLPEOPLE on Nov 22, 2017 9:53:41 GMT -8
Suggestions:
How to use "broadstroke" action descriptions when players make a rolls.
How to prompt player action without saying "What do you do?".
What "minimal prep" means in different rule sets.
Common tools of Improv beyond "Yes, and..." that also translate to gaming.
How to make the stakes clear in a scene/roll/quest without blatantly saying "If you don't do X, Y will happen."
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 25, 2017 5:15:54 GMT -8
Ways you can prepare to improvise.
What methods have you used to be ready for improvisation in the past? Do you keep a list of NPC names handy? Do you have a set of generic stats you can reskin on the fly? Do you keep a couple spare encounters in your back pocket?
Which methods have you tried and found most effective (both in use and in time spent to create)?
|
|