Showing posts with label GMing. Show all posts
Showing posts with label GMing. Show all posts

Monday, July 25, 2016

5 Tips for the GM Who is Out of Ideas

Fellow GMs, we've all been there: you just got out of work or school, your gaming group is showing up in three hours, and you just realized you have nothing prepared.  Not only do you have nothing prepared, but you don't even know what to prepare - you are completely out of ideas.  Don't call everyone and cancel!  You can still save this.  There are a lot of things you can do to save this gaming session.  Every GM and every gaming group is different, so depending on your particular style some of these options may work better than others for you.

1. Read Random Sections of the Source Books
If you are the type of GM who is always finding little bits of inspiration and jotting them down in a journal or note-taking app, this might be the solution for you.  As GMs, we tend to store the information we use most often from the source books in our heads.  That's great - it lets us run games efficiently without stopping to look things up all the time.  But brains just aren't as good at retaining information as books are.  That's why books exist, after all.  By reading random sections of the source book, not only might you find that you are using some rules incorrectly, you also might discover rules or suggestions for things you don't normally use in your games.  This can create a nice change of pace for you and your gaming group.

The Pathfinder Core Rulebook or the D&D Dungeon Master's Guide (any edition) are generally chock-full of rules about random things an adventuring party might run into.  During one prep session I read the rules for fire and hot environments in the 3.5 DMG and I was inspired to create a house-fire encounter that played like a mini-dungeon, with areas of smoke that blocked sight and caused choking, areas of intense heat that did extra damage to the players, collapsing sections of the house that could act like traps, and a trapped homeowner who asked not only to be rescued, but to have the adventurers retrieve a valuable keepsake from an even more dangerous part of the burning building.

Monster books like the Pathfinder Bestiary or a D&D Monster Manual or Monstrous Compendium are also great sources of inspiration.  The descriptive text for a well-designed monster is full of hooks that hint to a GM how the monster might come into conflict with an adventuring party, making for a more organic encounter than just having a random monster show up out of the blue.  This is especially true of older editions of D&D, which tended to have smaller monster pictures and more paragraphs of text describing their ecology.  You might also discover something interesting about a monster you would have otherwise dismissed.  While flipping through Pathfinder Bestiary 2 looking for some undead monstrosities to populate a low-level haunted house dungeon, I chanced across the akata, a tentacled blue lion-like aberration.  I learned that akatas hibernate in silvery cocoons that degrade into fragments of strange metal in the presence of other lifeforms, their bites infect their prey with larvae, and those they kill rise again as twisted fast-zombies that lash out with their tongues.  Suddenly I had a much more interesting and cosmically creepy haunted house than just a building full of skeletons and ghouls.

2. Steal Your Plot from a TV Show
If you aren't so great at putting together exciting plots and encounters from little points of inspiration, try lifting whole plots and re-purposing them.  This obviously works best if your campaign is pretty freeform and you don't have to worry about messing up a planned story arc.  Get on Netflix of Hulu or Amazon Prime (or I guess the TV if you are into that) and watch and episode of a show.  It could be a show you are in the middle of watching or a show you've never seen before.  As you watch it, imagine your party taking the place of the main characters.  How would they react to the situations and problems the show's plot presents?

It doesn't have to be a fantasy show - in fact it probably shouldn't be.  While your group will definitely figure out what's going on if you run them through an episode of Game of Thrones, they will have a harder time recognizing a fantasy version of MASH or CSI: Miami or Agents of Shield.  If you can, tailor the show you pick to the type of campaign you are running.  If your players are high-level characters managing a kingdom, try The West Wing.  If they are used to investigating creepy goings on in random villages, watch Criminal Minds or Scooby Doo.

It can take a surprising amount of imagination to steal the whole plot of a TV show for a fantasy RPG.  Take the central conflict of the show, re-skin it for your fantasy world, and present it to your players as the next adventure hook.  The killer in that episode of Law and Order might become a devil-worshiping cultist.  The siblings squabbling over some petty thing in [insert Sitcom name here] might become childish noblemen fighting for the ducal seat.  Heck, maybe you'll pit your players against a mage guild leader who is based on Gus from Breaking Bad.  By the time it comes to the table, it might be completely unrecognizable.

For added fun (and to alleviate the guilt of stealing), tell your players what the adventure was based on after they complete it.

3. Create a New Big Bad Guy
If you don't mind throwing a wrench into the gears that are your ongoing campaign, stun your gaming group with the sudden introduction of a(nother) powerful force plotting their destruction.  Start the session by luring your players into a trap, and then spring it with a really tough encounter.  A tough encounter that your players will probably lose.  This new Big Bad should know just how to get to your adventuring party and counter all of their most common tactics.  The party should be left reeling from the blow they are dealt and barely able to escape from this worrying new threat.  With any luck, the tough battle will take up a good part of the session and the party will spend the rest of the session licking their wounds and trying to recover.

Creating this new threat will take some finesse and a good understanding of your party's capabilities and limits.  You don't want to underwhelm them with a quick and easy fight, and you don't want to kill them all off.  Killing your party because you are out of ideas is pretty high up there on the list of Things GMs Should Never Do.  But you should probably err on the side of making the big bad and their minions a little too powerful - you can always fudge things behind the screen to make sure things don't go completely tits-up.  Don't be afraid to let one of the characters die, but don't take it too far.

It is a trope of fantasy RPG plots that the party will occasionally butt heads with the main Big Bad and the Big Bad will barely lose and have some sort of trick up their sleeves to escape to fight another day.  In this scenario, you want to be sure your party knows that they are the ones who need to escape to fight another day.  Give your PCs an escape route and subtly mention it throughout the fight.  Maybe there is a swift-moving river they can jump into, or a portcullis they can slam as they flee.  Or, perhaps, give your new Big Bad motivation to defeat but not kill your party - maybe he wants them alive to witness the destruction of everything they have accomplished.

If possible, tie this into what has happened in the campaign so far.  Find some long-forgotten party that has been wronged by your adventurers (however indirectly) in the past and has had time to plot their revenge.  It could be the thieves' guild they tangled with when they were level three, or the brother of the evil priest they slew in their first dungeon.  If it is grounded in the story so far, it won't feel quite so out of the blue.

Try to set the confrontation somewhere significant to the characters, like their base of operations, a town they saved, or their favorite tavern.  Turning a familiar location with positive associations into a place of conflict and defeat will up the emotional ante and add some great roleplaying hooks into the mix.  As an added bonus, if the bad guy shows up in their home base, defeats them, and forces them out, you've got your next couple sessions covered as your party will inevitably want to re-take their base.

And don't be too worried about derailing your campaign.  Adding this new plot thread might just add a fresh breath of life to it.

4. Give Them a Roleplaying Prompt and Sit Back
This requires a specific kind of roleplaying group - one that knows their characters very well and actually role-plays more than rolling dice.  In fact, even if your group is more of the hack-and-slash type you might want to roll the (metaphorical) dice yourself and try this out with them.  Give your party a non-combat related roleplaying prompt disguised as a story hook.  Something that lets your players take control of the situation as they talk about their characters.  You might not even have to roll any dice!  And the best part - your players will probably love it!  As the story slows down to focus on the characters and their interactions, it will be the players shaping the flow of the session.  As a player, that is really cool.

This roleplaying prompt could be a social situation, a dilemma with no obvious right answer, or an invitation for storytelling.  In a social situation prompt, the party is introduced into a, well, a social situation and allowed to run free.  Maybe a nearby village is having a festival and they invite the adventurers as guests of honor.  Maybe a nobleman wants to gain prestige by associating with the adventurers, so he invites them to his feast-hall.  Maybe the party is trapped in an inn by a blizzard and they have to pass the time hanging out with the colorful locals trapped with them.  The characters can relax and interact with each other and with NPCs to their heart's content.  If you need to, you can fill time with detailed descriptions of sumptuous foods, rustic festival games, and colorful characters.  Create a painting for your players to inhabit.

For a dilemma, the party is presented with a choice or problem with no simple solution.  Maybe it is as simple as whether or not to trust a mysterious stranger.  Maybe they are dragged into resolving a dispute where neither side is clearly right or wrong.  For example, what would your party do in this situation: in a town suffering from a food shortage due to orc raids, a merchant who sold food at five times the market rate is tied up in the square accused of indirect murder, but he claims the added expense was warranted because of the extra security needed to defend against orcs.

An invitation to storytelling prompts the players to recount something about their characters, either about their backstory or about their adventures so far.  This can be easier early in a campaign, when maybe not everyone knows each other's backstories.  Perhaps the party shares a campfire with a  travelling tinker who asks for their stories in exchange for his cooking and mending services.  Maybe an aspiring bard is interviewing them about their adventures so she can immortalize them in verse.  Or a wealthy jarl is offering a great prize to whomever can tell him the greatest story.  The storytelling prompt should make sense in the game world, but appeal to the players' egos in the hopes of provoking some good roleplaying and character building.

Ideally, in any of these situations, the GM will be free to let the players fill the bulk of the time with their own creative energies, stepping in only to guide and enable.  A well-deserved rest for a hard-working GM.  But use this method with caution - if no one wants to tell their story, the session may fall flat.  But hey, if all else fails...

5. Play a Board Game
If you really can't get enough material together for a good roleplaying session, there's no reason to waste a perfectly good gathering of game-hungry friends.  Chances are if you are a GM, you probably have some excellent board games waiting to be played on your shelf as well.  To keep in the spirit of the gaming session, you might try to play a game with similar themes to your campaign.  If you haven't already, you might try:

  • Tales of the Arabian Nights, an excellent board game that involves a lot of choose-your-own-adventure style gameplay and character-building elements.  
  • Once Upon A Time, a collaborative fairytale storytelling card game.  
  • Betrayal at House on the Hill, a horror game that will likely never play the same way twice.  
  • Lords of Waterdeep, a game set in the city of Waterdeep in the Forgotten Realms campaign setting.
  • Munchkin, the competitive card game that famously parodies D&D. I would be shocked if you haven't already played it several hundred times.  

Of course, there are tons of other great tabletop games out there, not all of which share thematic elements with tabletop roleplaying games.  Failing that, you could even just hang out with your gaming group and talk like friends; that can be pretty fun too.  Just roll dice every once in a while to keep up appearances.

-your empty-headed d20 despot

Monday, January 25, 2016

How to Avoid Common Mistakes as a New GM

Crossing over to the other side of the Game Master's screen is exciting, but it can also be intimidating.  Your gaming group is now counting on you to describe the whole world around them, provide them with a story, and adjudicate the rules.  You are basically acting as a human gaming system for a group of gamers.  When the spotlight is on you, the pressure to perform is intense, and it is easy to make mistakes.  

Most of the time these mistakes are small.  They won't break the game or send your group running for the hills.  But everyone wants their first time to go well, and the more mistakes you can avoid the better it will be for everybody.  

1. Read, Read, Read
It happens to every GM.  At some point, you forget a monster rule that totally messes up a fight, or you misunderstand part of the adventure module you are running and cause problems for yourself down the line, or at the very least you forget a rule and have to stop the game and go flipping through a bunch of books trying to find it.  

This may seem obvious, but the hands-down best way you can prepare for your first stint as a GM is to read all the material cover-to-cover beforehand.  Read the main rulebooks for the system you are using.  If you are running a pre-made adventure, read the module all the way through.  Before a fight, read the monster stat blocks to make sure you understand everything it can do.  Even if you've read the rulebooks before, back when you were a player, read them again.  You pick up on different things when you are reading them to learn how to play than when you are reading them to learn how to GM.  You might even find that your regular GM has been misinterpreting a crucial rule!

Not only is this great preparation work, but it is also a good way to come up with new ideas.  You might come across a set of rules that doesn't get used much in your group and decide to build an encounter around it.  When I was reading through the 3rd Edition Dungeon Master's Guide while preparing for my first time as a GM, I got really inspired by the section on fire and heat hazards and decided to add a house fire into the scenario.  The result was an exciting non-combat encounter that gave a new player an opportunity to feel like a hero.  

Monday, November 2, 2015

Traps 103 with Dr. Henry Jones, Jr.

Paramount Pictures
Welcome back, class! I know it's been a while since our last two sessions, so I hope you took good notes.

Today I'll be talking about how a GM can make detecting and disarming traps more interesting in-game.  I won't be using so many examples from the Indiana Jones movies this time around, because I can only think of one time Indy makes a Disable Device check.  When he is approaching the Breath of God trap in Last Crusade, he ducks, grabs a rope, and hooks it onto a spinning wheel, causing the trap to grind to a halt.

Paramount Pictures
Last time around, I closed by talking about making complex death traps that seem more like puzzles in how the players interact with them.  So why don't we expand that principle to all traps?

I've noticed that in my games, both as a player and as a GM, traps are not always well integrated into the play experience.  A typical trap encounter might go something like this:
Rogue: I open the chest!  Wait, first I should check for traps.
GM: Roll for it. 
Rogue: *rolling* 13... so that's a... 27 all together. 
GM: Alright, you're pretty sure that if you open the chest it will stick you with a poisoned needle. 
Rogue: *rolling* I got a... 31 to disarm. 
GM: Wow.  Okay, you stick your thieves' tools in there and disarm it.  
That's a pretty boring interaction.  Most of it is just calling out numbers, which is not something the in-game character would even be aware of.  This is a failing on my (the GM's) part.  When I include a trap encounter, I need to set it up through description.  To do that, we'll need to delve deeper:

Thursday, September 3, 2015

Expect the Unexpected

One of the first things you learn as a GM is that the players will absolutely wreck all of your plans at the first opportunity.  You can never make a plan that takes into account every possible action by your players.  This is part of the beauty of tabletop roleplaying games.  This freedom is simultaneously one of the best things about being a player and one of the most difficult things about being a GM.  As a GM, how are you supposed to deal with it?  How can you expect the unexpected?  Today, we're going to look at just that.

We'll start with an anecdote:
My sister recently prepped and ran the first session of an urban adventure for two players.  The party's mission was to recover a valuable statue from the house of a wealthy merchant on behalf of its rightful owner.  She made it a very open-ended adventure with lots of room for the party to make and enact their own plans.  She expected the party might attempt to pull of a stealthy night-time burglary, try to bribe one of the guards, or simply rough up and intimidate the merchant.  She mapped out the merchant's house and came up with a system for determining where the guard would be at any given time during his nightly rounds, and where the merchant would be in town or in his house at any time throughout the day.  She made a list of DCs for all the different ways they might sneak into the house.  While carrying the statue, the DCs are increased by 5, and failure by 10 or more means the statue gets dropped.  All in all, it was a pretty solid set-up for a heist.

The players, of course, had different plans.  In broad daylight, they bluffed their way into the house to discuss tapestries, then cast a spell that let them search a room without being inside it and immediately found the safe in which the statue was hidden.  They bluffed their way into the study and accidentally disabled the alarm.  The skald summoned a dire rat in the streets as a distraction while the inquisitor disguised himself with magic, and they walked right out of the house with the statue.
I'm pretty sure adventurers would rule the world if they didn't have that nasty habit of getting eaten by dragons.

What can we humble, god-like GMs do in the face of creative PCs and their outside-the-box plans?

Sunday, June 29, 2014

Traps 102 with Dr. Henry Jones, Jr.

Paramount Pictures
Last week, in Traps 101, I used Raiders of the Lost Ark to demonstrate a few basic things that traps can do in a dungeon.  I mean, besides maiming and killing.  This week, I'm also bringing in examples from Temple of Doom and Last Crusade, the only other Indiana Jones movies I recognize as canon (not that Crystal Skulls had any traps in it anyways).

Indiana Jones is an adventurer's adventurer, so it really makes sense that the temples and ruins he navigates are dungeons any GM would be happy to have created.  They have a cinematic quality to them (naturally) that boils the elements of a good dungeon down to a few tightly-implemented set-pieces.  For that reason, the Indiana Jones movies ring true as great D&D-style adventures despite the fact that there are no fantastical monsters and Indy himself doesn't wear armour or wield a sword.

"You're strangely dressed for a knight..."                 Paramount Pictures
So what else can we learn about traps from the adventures of Professor Henry Jones, Jr.?

Sunday, June 22, 2014

Traps 101 with Dr. Henry Jones, Jr.


Traps are an integral part of nearly every dungeon, but they are very easy to do wrong.  There are some GMs who seem to think that the goal of a trap is to kill your party in as devious and clever a way as possible.  If your goal as a GM is just to kill your players, kindly refrain from GMing.

From Grimtooth's Traps
Others decide to put traps on everything, turning the exploration of a dungeon into a never-ending paranoid sequence of skill checks.  Putting traps in a dungeon is like putting spice in a dish: the right spices in the right amounts can add flavour, but using too much or too overpowering of a spice can render it unpleasant or inedible.

So naturally, to illustrate how to do traps correctly, I am turning to the Indiana Jones film trilogy.  Not just because they are perfect movies, but because they use traps incredibly well.  In a well-put-together movie, every element should contribute to the whole.  If you just throw things in there for the heck of it, your movie will be an incoherent, tone-deaf mess.  But the three Indiana Jones films are well-constructed (the first and third admittedly more-so than the second), and each trap Indy encounters serves to move the plot along or tell us something more about the story or the characters.

When you are designing a dungeon, you are like the director of a movie that your players are about to watch/star in.  If you want it to be a good movie, keep the following tips in mind:

Tuesday, April 1, 2014

April Fools: GMing for your Significant Other

Edit: Hopefully it was obvious, but yes, this was an April Fool's joke.

I don't usually do two posts in one week these days, but the first of April happens to by d20 Despot's one year anniversary!  So to commemorate this auspicious occasion, I'm writing on an important topic that I see pop up pretty frequently on internet discussions of GMing: how to GM with your significant other in the group.

The general sense I get from these anecdotes and horror stories is that GMs tend to give preferential treatment to their boyfriends or girlfriends, and let them get away with anything, to the point where it harms the experience of the other players.  This is really bad practice and it can lead to the disintegration of your gaming group.

To demonstrate how to do this right, I'll run through my girlfriend's character sheet from our last campaign and pull out some examples.  And be on the lookout for some of my signature homebrewed magic items!

Wednesday, May 8, 2013

Fleshing Out The Campaign World

As a GM, you always have to keep in mind that your players won't necessarily do what you plan on them doing - especially in a city, which lacks the GM-friendly constraints of your average dungeon.  In such cases, you will have to improvise.  It can be tricky to come up with something at the spur of the moment, but having a fully-realized and fleshed-out game world really helps out with that sort of thing.  If you have established the history and culture of your city, not only will it feel very real for your players, but it will be so real for you that you will have very little trouble improvising within it.

For example: