Saturday, April 26, 2014

The Ins and Outs of Game Mastering

The Game Master (GM), or Dungeon Master (DM), as it's known in some RPG's, is the core of a group of tabletop RPG players. The Game Master creates the story, acts for the NPC, and keeps track of the rules. They are, in essence, the leader of the group. Of course, being the leader puts a lot of pressure on them, and there are many things you have to do right. Here are some basic ones.

1. Be punctual. A Game Master needs to be on time, or a little early, for every meeting. You cannot have a role-playing game without someone to run it.

2. Be consistent. Rules you apply to your monsters you should generally apply to the players as well. Any time you make a decision about an unclear rule, or edit it for balancing or convenience, write it down so you know to make the same change the next time it comes up. This rule can be bent occasionally, provided it is not unfair to the players.

3.Solve arguments. If an argument arises regarding a rule or other game play feature, look it up or make a ruling. If it's about something out of game, request they take it outside, or restrain themselves temporarily.

4. Be fair. Similar to being consistent, you need to keep in mind the players limitations and capabilities, and challenge them accordingly. You want to feel difficult, but not impossible.

5. Be firm. The GM's rulings are final, and you need to enforce them. If a player disagrees, remind them that you are the one doing a majority of the work, and prepared all of this for them.

6. Know the rules. Know the basic rules for skills and combat, as they will come up often, as well as any rules pertinent.

7. Know the source material. You need to have a good grasp of the location you are playing in, and the story you are using. If it's a pre-made adventure, read it a few times. If you are making your own, prepare the necessary details, and story elements beforehand.

8. Have the necessary materials. You usually need dice, pencils, and paper to play, along with the rulebooks. Be sure to have these, as well as your notes on what you will do for the session.

9. Allow the players to make their own decisions. Never force a player into action. If they start to do things you didn't expect, roll with it. The best GM's can improvise well.

These are basic and simple, but proven effective (courtesy moi, and pretty much every GM I know) rules. If you want to be successful, and for everyone to enjoy themselves, remember and follow them. After this, the rest will come in time.

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