Great GM v1

  After gaming for over 30 years with a large portion from behind the screen I am on a mission to hone my skills. I have just started my second read through of Guy Sclanders book titled The Practical Guide to becoming a Great GM and it is simple amazing. I am not sure I have enough words for what a great job he does. Many of the points and topics he brings up have been in my game for a long time, while others I am kicking myself for never using. I am using what I know and what I am reading to set my road map and strategy for gaming moving forward.  
 

Chapter One

 

Personal Focus

  • Setting a theme of the game
  • Provide conflict
  • Making my game unique
  • Keeping pacing up to prevent boredom
  • Don't push the players but help move them forward
  • Provide a system of ease vs detail
  • The System Conflict of blending rules and narrative
  • Deep world / city

  •   Ten things I wish I knew before I started GMing

    Ten things I wish I knew before I started GMing


    1. You don’t need to know all the rules – rely on your judgement after understanding the core rules.
    2. It’s a collective story – you are not solely responsible for telling it.
    3. You don’t have to stick to the numbers as written – just because the books list a value doesn’t mean you can’t change it.
    4. Never be afraid to run away or surrender – monsters and NPCs should try to stay alive, not fight to the death.
    5. Everyone should have a goal – all monsters and NPCs need a goal: living, growing, making money, etc.
    6. The game is meant to be fun – you should have fun doing this.
    7. You don’t need extra stuff to play – you need a rulebook and that’s it. No other books or dice accessories, etc., are needed. They are nice to have, though, and may enhance a game, if used correctly.
    8. Not everyone is going to like the way you run your game – find a group to match your style.
    9. You will make mistakes – you will make bad calls. Learn from them through reflection by asking players for feedback.
    10. Explore multiple RPGs – explore many systems and mine them for rules and mechanics that you can use in other games.
     
    The Practical Guide to becoming a Great GM p12
      My reflections on the top 10 ...
    1. So you don't need to however, the more rules you know the better your judgement will be and the less you need to reach for a book. This also allows you to mentor new players easier.
    2. While the Storyteller games and the Modiphius 2d20 games have helped greatly with this however this remains a focus. I embrace the fact that it is a collaborative effort between the table to create the story through events and choices.
    3. I have always felt comfortable changing numbers which comes from meshing systems together.
    4. I would say I have used this hit or miss and will be focusing on this as well.
    5. This will be a primary focus as this could have helped me immensely in the past.
    6. Yupp, this has been true forever.
    7. Need! Needs got nothing to do with it. Add all the dice, decks and snazzy stuff.
    8. I usually have a one-on-one with players in advance to see if we are a right fit for each other.
    9. This is a given in all things starting with life.
    10. Ya, exploring multiple RPGs may be an obsession or flaw for me. This list is exhaustive.
     
     
     

    Chapter Two

     

    Why do I like playing TTRPGs?

  • To tell amazing stories
  • To create amazing memories
  • To escape from everyday world

  •  

    What grates on me in TTRPGs I have played in?

  • Shallow worlds
  • Clunky rules system
  • Slow pacing (playing out buying of basic gear, coin counting, ammo counting)

  •  

    Chapter Three - Understanding Yourself

     

    GM Style

     

    Narrator GM

      Guy's quiz says my style is a Narrator GM which I can embrace. I would call this a Storyteller as I think White Wolf now Paradox did a great job coining their term for GM many years ago when Vampire the Masquerade launched.
     

    Chapter Four - Self Help

         
     

    Chapter Five - Your World

     

    Systems

  • Blood & Doom by Dicetale Games
  • Dungeons & Dragons by Wizards of the Coast
  • Vampire the Requiem by Paradox
  • Storypath by Onyx Path Publishing
  • Exalted by Paradox
  • 2d20 by Modiphius
  • Vaesen by Free League (Year-Zero System)
  • Alien by Free League (Year-Zero System)
  • Coriolis by Free League (Year-Zero System)

  •  

    World or Settings

  • World of Praemal
  • City of Ptolus
  • Dune Universe

  •    

    What kind of campaign do the players want?

     

    Chapter Six - Expectations Revisited

     

    Expectations

     

    Tone

     

    Show the Tone

  • Location
  • NPC
  • Object

  •  

    Chapter Seven - World Building

     

    Reality

     

    World Knowledge

     

    Starting Size

     

    Why Play There ?

     

    Map

  • Limits
  • Reality Laws
  • Tone
  • PC Journey

  •  

    Civilizations

  • Species Name
  • Flair/Magic
  • Communications
  • Transportation

  •  

    Explore

  • Location
  • Dishes
  • Laws
  • War
  • Gods

  •  

    Adventure

  • What is the promise?
  • Adventure
  • Your goal
  • Your tone
  • Your TTRPG

  •  
     

    Campaigns

     

    Four Types of Campaign

     
  • Epic Campaign
  • Open Campaign
  • Player Campaign
  • Accidental Campaign

  •  
    Epic Campaigns

    Epic Campaigns

      Strengths
  • Structured Narrative
  • Has a goal
  • Strong conclusion

  • Weaknesses
  • Can be railroad-like
  • Meta-game expectations
  • Constant adjustments and corrections needed


  •  
     
    Open Campaigns

    Open Campaigns

      Strengths
  • Versatile Narrative
  • Lots of variable enemies
  • You can adjust and react

  • Weaknesses
  • What is the purpose for continuing


  •  
     
    Player Campaigns

    Player Campaign

      Strengths
  • Emotional and personal
  • Player driven
  • Players invested in story

  • Weaknesses
  • Players leave, game over
  • Player changes character


  •  
     
    Accidental Campaigns

    Accidental Campaign

      Strengths
  • No pressure, no expectation
  • You choose the focus

  • Weaknesses
  • No structure, no goal
  • No investment


  •  
       
     

    Monster of the Week

     

    Four Types of Monsters

  • Heavy Hitters
  • Racers
  • Chasers
  • Shadows

  •  
    Heavy Hitters

    Heavy Hitters

  • Introduce the Heavy Hitter to the PCs
  • PCs learn about the Heavy Hitter
  • PCs learn of goals of the Heavy Hitter
  • PCs battle Minions of the Heavy Hitter
  • PCs battle the Heavy Hitter

  •  
     
    Racers

    Racers

  • PCs learn of the Race
  • PCs slowed by the Racer/NPCs
  • PCs learn about the Racer
  • PCs must reach the Goal
  • PCs prevent/beat the Racer

  •  
     
    Chasers

    Chasers

  • PCs gain valuable thing
  • PCs escape from the Chaser
  • PCs learn why the Chasers wants it
  • PCs must reach the Goal
  • PCs defeat the Chaser goal

  •  
     
    Shadow

    Shadows

  • PCs have no idea of the Shadow
  • PCs discover the bigger plot
  • PCs learn of the Shadow
  • PCs track down the Shadow
  • PCs defeat the Shadow

  •  

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