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The Grand-Duchy of Brandonshire - On Vox: Some thoughts on GMing
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On Vox: Some thoughts on GMing

So for a bit under a year now (I can't remember exactly when I started but about a year ago I was gearing up to start) I've been GMing a game of 4th Edition D&D.  It's my first time "on the other side of the screen" for any game and I must say I'm enjoying it quite a bit.  It's been a learning experience but I'm feeling a little more comfortable with it every session we do.  4th Edition has been great for a beginning GM, it makes a lot of things fairly easy for the GM, I'm not sure I'd have been able to jump in the way I did if we were still playing an earlier edition of D&D.
Anyway, I thought I'd write here about a few things I've learned and a few things I need to work on.  Fellow GM's and players out there please comment or give feedback if you want to!

A few things I've learned so far:

  • If there's a question about a rule and it can't be looked up in less than a few minutes, then it's usually best to make a ruling to keep the action moving and look it up later for the future.
  • Always remember the first rule of improvisation: say "Yes, and..." Try your best not to shoot down your players ideas!
  • Be sure to read/think through all your monsters and room features carefully.
  • Related to the above, try to run a few scenarios for a scene through in your head before sitting down at the table to anticipate questions or situations that might come up.  Highlight things if you need to!
  • Make notes while playing, notes about things the players seemed to enjoy or didn't, names of NPC's places etc.
  • Pre-rolling initiative for your monsters can really speed things up.
  • Generally try to keep things moving, though don't rush the players.
There are also a number of things I need to work on and improve (including those things above):
  • If I make a ruling and plan to look up a rule for later, I really need to be sure to stop and make a note of it so you can actually do that.
  • There are a few rules and things that I really need to look up and read over and over till they sink in to speed things up at the table.
  • I need to work on not talking so much about the meta-aspects of the game. It's ok to occasionally note that the players did something unexpected, but it's probably best not to discuss the things they could have done or what might have happened as much as I have.  It destroys some of the magic of the story, and I need to just let things happen as they do and work with it.  On a related note...
  • I need to work on making the story a bit more organic and based more on the players actions.  I've gotten better about this, but I still sometimes feel like I'm railroading things a little bit here and there just because I'm not quite sure how to deal with things the players are doing.
  • I need to work on not rushing things.  There have been times when the players have a little bit of downtime and while I of course want to keep things moving; in retrospect there have been a few times I've probably rushed through things more than I should have.
  • I need to work on how I run skill challenges, so they feel a little more organic and less mechanical.  I also need to work on really trying to include everyone in them.
  • I'd like to work on encouraging the players to really describe what they're doing in combat and in skill situations rather than just saying "I use x power."  They've actually been pretty good about this sort of thing, but I'd love to see more of it.  The first step in this is of course leading by example, so this is something for me to really remember to do.  At the same time I also need to remember that everyone enjoys different aspects of the game, so if some players really just don't want to do that sort of thing, that's ok too, as long as everyone is having fun!
  • I'd also like to work on my improvisation/acting skills to really bring some of the NPC's to life.  I've had a few times where I've felt pretty good about this (the old man with a Main accent for one), but on the whole I feel like my characterization of the NPC's has been pretty flat and I've fallen back on the same phrases an quirks a bit too much.  Really taking some time to think about who these people are and what they're interested in should help with this.
And finally, there are a few things I'd like to try and/or am looking forward to experimenting with more:
  • Music!  I've only just started to really think about using music to set the mood, and have tried playing a little bit of music while the game is going on but I'd really like to do more of this.  I've got some interesting ideas for using music, but I'm still trying to work out some technical aspects of both playing and controlling the music.
  • Player generated world and story elements.  This is largely inspired by a section of the 4th Edition DMG 2 in which an example of a "shared world" is given with the DM letting players come up with a lot more of the details of the world than I think is normal.  I'm trying to leave a lot of details open so that when/if we have to deal with them I can leave a lot of the details up to the players.  I don't feel like I've done this enough so far but I'm working on it (and got some great ideas from the character backgrounds the players recently wrote) and I think the next sections of the adventure we're running should have some more opportunities for this.  For example, two of the characters are from the city we're in now, so I plan to let those players come up with a lot of the details of what the city is like and how it works.  From city government to some of the factions within the city to even some of the layout, I want this to be "their" city.  Some of it I'll of course also be coming up with on my own, but I want this to feel like a place they're familiar with and really want to get an idea of what they're interested in and how I can work their ideas into mine.
I'm sure there are a lot of things here I'm not thinking of, so there may be a follow up post or two on this but these are my thoughts right now.  What do you think?  What lessons have you learned?  Have you used music in your games? How much player input have you taken as a GM?  Do you have any ideas or tips for how to increase this sort of interaction?

Originally posted on droct.vox.com

Comments
c00kie666 From: [info]c00kie666 Date: May 18th, 2010 06:53 pm (UTC) (Link)
something I found to be extremely helpful was to keep a digital copy of my character sheet along with a textpad file for notes... it made it way easier to keep track of plot points and inventory and XP/HP/GP. The computer this was on was also playing my friend's Rhapsody station on Pandora (power metal about high fantasy...). We've also listened to some classical music as well as ambient music. It's not hard to find the background music from RPG games like Baldurs Gate and what not... those work pretty well too... good for adding to the atmosphere/scene.

But yea, electronic note taking is great if you're the kind of person who misplaces a character sheet/notebook or if your group's sessions are spreadout over time (instead of a consistent weekly time).

I really like the whole "describing what you're doing instead of saying I use X power". I remember in one game I said something to the effect of "To finish him off I grab him by the ears and skull-fuck him!" which then required me to pass dexterity and strength tests haha

as far as improvising with NPCs, I'd suggest just writing up like 20 or 30 random NPCs and just throw them in whenever you need them. Like each one you create should be created with 3 or 4 different situations in mind.
From: (Anonymous) Date: May 26th, 2010 03:39 pm (UTC) (Link)

If you want to add music to your campaign, I suggest letting a player control it. That way it won't become yet another thing you need to pay attention to while running the game.

We always have music during our sessions. One of our players has an encyclopedic knowledge of anime—and a music collection to match—so we usually let him run the soundtrack. It works well for our campaign setting, which is full of technology and mechanical constructs (giant robots).

Our setting is pretty much entirely the GM's creation. It is a setting that he has used for previous campaigns, so he had a lot of back-story already written before the campaign began. We worked with him to integrate our characters' back-stories into his setting. I really like the idea of letting the players help define the world. I may bring it up with my GM.

We definitely can fall into the trap of reading the power name and effect instead of describing our characters' actions. I think that particular pitfall is more pronounced in 4E. We briefly experimented with Pathfinder, which corrected that issue, but was ultimately too much paperwork for our trained-on-videogames players.

I don't know how you feel about puzzles, but some of our more memorable encounters and dungeons have been the ones that could be circumvented through clever solutions or by solving a puzzle. We also have had a few meta-gamey dungeons that were pretty fun. One was created by an evil sorcerer who was so tired of adventurers coming and wrecking his abode that he created a dungeon as a kind of honey-pot to lure adventurers. Behaving like a standard adventurer in that dungeon guaranteed your demise. For example, checking for traps was all well and good, but often there would be an obvious trap that you were supposed to find and disarm, and only after disarming it would the real trap become active. That dungeon also had cursed (and empty) treasure chests, and monsters that look like treasure maps.

—Nathan

droct From: [info]droct Date: May 26th, 2010 03:59 pm (UTC) (Link)
Letting a player control the music might just be a good idea. The only reason I'd hesitate to do that is that I love the idea of being able to subtly change the music to evoke a feeling without necessarily having to tell someone to change it to music with that mood. but then maybe it's best to let the players figure out what sort of mood they seem to be encountering and let them adjust things as they go along.

However, there are two things I've been thinking about with music that might make that tough.

One is to let players pick a theme song for their character. Then set up a playlist on random (or semi-random) and if a players theme song comes on they get a bonus of some sort (maybe +2 to add to a roll or something) on their next turn.

The other is that I've been hoping as the players start really exploring the world to be able to invoke subtle differences in feeling for different places they visit, to sort of give the sense that this is a different culture, with different music. For example maybe one place they visit will have music from Chinese Martial-Arts epics, and another might have music with an Egyptian or Mediterranean feel.

But all of this requires more than a little work on my part so it might be best to leave it to be something to focus on later, and for now just put on some general mood music on random and/or let a player control it.

As for the "I use X power" thing, it's going to be something for us to work on but I think our group can definitely get into it, it might just take a while. One of the players (Ben) is an Inspiring Warlord and he does a really good job of bellowing out some inspiring phrase most of the time when he uses his powers. For example while using a power that grants a healing surge on one of the other players who had fallen unconscious he yelled something like "Shamash! What would your Goliath kin think of you on the floor like that! Arise and finish this fight!"

As for puzzles I really like them, and definitely want to put more into my game. I love the the idea you mention above of a dungeon built to trap adventurers who do things typical adventurers do! That's pretty amazing!
From: (Anonymous) Date: April 14th, 2011 04:57 pm (UTC) (Link)

Hoping to make a contribution

Hey - I am definitely delighted to discover this. cool job!
From: [info]hudisymu Date: November 2nd, 2011 03:28 am (UTC) (Link)
Keep posting stuff like this i really like it

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Stephen Duke of Brandonshire, Neo-Earl of Sandwich
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Name: Stephen Duke of Brandonshire, Neo-Earl of Sandwich
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