Top 10 GM Tips (Part 1)

I've come along way from being the thirteen-year-old who thought the GMs role was to kill the players. Over the years, I've developed some guidelines that I follow, which have helped maximize everyone's enjoyment. Below are my top 10 (I have more, which I'll save for another post).

1. Momentum! Momentum! Momentum! Proper pacing is essential. While you don't want to rush players when they are having fun, don't be afraid to narrate your players to the next event. This is why cut-scenes exist in movies. Another common pitfall is a player who wants to go on a side-quest that only involves them. These may be important for character development, but you need to manage it, or your other players will get bored. If players split up, think about Lord of the Rings. They didn't complete the entire story arc for Merry and Pippin first. They alternated between them, Frodo/Sam and Aragorn/Gimli/Legolas 

2. Minimize looking up rules. It breaks immersion and drains momentum. Make a decision and look it up between sessions for next time. When in doubt, rule in the player's favor. They will be more receptive to moving on with the game if they benefit. 

3. NPCs that are not a part of the adventure plot or a character story arc should be left on the cutting room floor. It's embarrassing when a player has to remind you that the NPC exists. Before including an NPC, I ask myself what role do they have in the story? Are they necessary? It helps to write out their role ahead of time. If they are integral to the plot, you won't forget them. All of that said, don't forget the characters are the stars. You'd be disappointed if, after Obi-Wan tells Luke to "Use the Force," Wedge flies in and blows up the Death Star. 

4. Make sure players create characters that fit the style and mood of the adventure. When play-testing CLOWNS OF FUNLAND, we gave players pictures of actors/actresses to chose from, including Samuel L. Jackson. Of course, someone snatched him up. When the terrifying clowns appeared, instead of running, the player who had SLJ said, "I ain't afraid of no muther****ing clowns!". It was incredibly funny, but immediately took away the threat the clowns presented. Instead of running, everyone went on the offensive. 

5. The equipment available can dictate how a player handles a situation. In other words, nobody runs from a fight if they have a mini-gun. That's fine if it's a shoot'em up, hack and slash adventure. Suppose you're trying to run a horror adventure, just like the SLJ example above, excessive firepower and unlimited ammunition can take things in another direction. 

6. Be mindful of your players. It helps to ask your players what they want to get out of an adventure and from playing a character. Some of the worse games I've played are when the GM was solely focused on their story and not my character.  If someone creates a cat burglar, they are going to want to burgle!

7. Reward great ideas! If a character comes up with an awesome idea and fail the die roll, it can be very deflating (i.e. drains momentum). Ingenuity should be rewarded by giving them a bonus or an automatic success. This is why D&D 5E included inspiration points!

8. Have a plan for if/when a character dies in the game. Death should be a reality, but it can be very disruptive, especially if it seems random. This is why I created the Cheat Death mechanic - to give a character a 2nd chance. Instead of killing a character, you can always give them an alternative injury, like breaking their arm. If death is unavoidable, have a plan for how they can get back in the game by creating another character or taking over an NPC.

9. Pick an NPC as your in-game voice. This NPC's role is to offer advice and subtly nudge the characters back on the track if they wander. Without Frodo, the Council of Elrond might have ended with rolling initiative.

10. Take five if you need it. Players will be players, and sometimes they throw you a curveball. If this happens, don't be afraid to call a snack/bio break and take the time to think about how you will handle the situation. If there is no solution, then admit to the players that their course of action will mess up the story. Try to anticipate any potential curveballs ahead of time. For example, your players might decide the most common sense thing to do after encountering a ghost in a haunted house is to leave. Anticipate and have solutions prepared. For example, if they try to leave all the doors are mysteriously locked, or the house is now surrounded by an impenetrable fog.

Got some tips of your own or have a question. Post a comment below or send me an email using the contact us form.

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