The Game Masters’ Roundtable of
Doom is a meeting of the minds of tabletop RPG bloggers and GMs. We endeavor to
transcend a particular system or game and discuss topics that are relevant to
GMs and players of all roleplaying games.
If you’d like to submit a topic for our future discussions, or
if you’re a blogger who’d like to participate in the Game Master’s Roundtable
of Doom, send an email to Lex Starwalker at gamemastersjourney@gmail.com.
This month's
topic comes to us courtesy of Marc Plourde:
There are many different skills that come together to make up a GM. The ability to think on the fly, knowledge of the rules, plotting, etc. What skill do you think is your weakest? What have you done to try and improve that skill? What advice do you have to offer others trying to improve that skill set?
There are many different skills that come together to make up a GM. The ability to think on the fly, knowledge of the rules, plotting, etc. What skill do you think is your weakest? What have you done to try and improve that skill? What advice do you have to offer others trying to improve that skill set?
Being able to reflect on one’s weaknesses as a Game
Master, as with any other part of your life, if no easy thing. We like to know, and do, what we are good
at. Things where we kinda suck are not
easy to dwell on.
The challenge with Marc’s question is, for me, that I
find a lot to criticize myself about. It
is just the way I am. I worry about
making each thing work in a game, I silently berate myself as I trip over
rules, I worry about making sure that each person around the table is involved
as much as possible, and, while I am not solely responsible for each person’s
fun, I am supposed to be, as it were, the captain of fun at the table.
However, despite these foibles and anxieties, none of my
moment to moment mistakes with rules, player involvement, or improvisation are
a key downfall.
I really have trouble connecting a big picture with the
here and now action. I find that some
very rewarding forms of storytelling, the kinds of things to which I aspire,
have this kind of linkage. It does not
have to pervade every little bit, but it should be helping to run things in the
background.
I have a terrible time doing it.
This is really a campaign failing. I want to give my players a meaningful
campaign, with distinct story arcs, and larger meaning in events and action.
That turns out to be hard. I really became aware of this kind of
storytelling explicitly, from television, and specifically Joss Whedon’s Buffy
the Vampire Slayer. Each season had a
defined arc, a villain, larger plot and metaplot elements, and supporting characters
that helped move them along to the exciting or tragic or apocalyptic
conclusion. Buffy as a show certainly
didn’t originate this, but it is the show where I became aware of this kind of
master planning, which is distinct from the purely episodic nature of an older
show like the original Star Trek. One
planet one week, some starbase the next, each episode almost always self-contained. Like a series of, at best, loosely connected
one-shot adventures that happened to include most of the same core characters.
Since before I became conscious of the modern showrunner style of television,
I have wanted to have all the little stories add up to a big story. I usually could come up with the big story,
the ultimate goal at which to point the players.
However, this big goal was generally too lofty and
remote, and I rarely could keep a campaign going to connect all the dots to get
there, let alone provide the recurring NPCs, atmosphere and foreshadowing that
might drive along one adventure after another to get to the mighty MacGuffin,
the Big Bad, the Final Conflict. My
imagination just seems to exceed the grasp of my plotting ability, not to
mention my ability to budget time and manage players through a coherent set of
stories.
What to do?
In some ways, you have to learn to manage your
expectations and also to murder your
darlings. Better yet, I have to
learn that.
So, here are some coping mechanisms. Dreaming big is fine, but two things are
important to keep in mind when launching your campaign ideas. First, you need to keep your mind open to all
the ideas. You can just catalog them in
your Mind Palace (if you happen to be Sherlock), or otherwise, keep notebooks,
journals, or, my favorite, random scraps of paper with your evolving ideas
noted down. In most cases, don’t spend a
lot of time developing them. Just keep
them as a kind of fermenting yeast out of which something great may or may not
come out. This is because of the second
thing. Secondly, you have to factor in
the players. You may have the greatest
ideas every (I know I do), but, since role playing is a cooperative and
collaborative activity, it does no good to set your ultimate goals if what your
players want out of the game experience is something different.
Believe it or not, sometimes what players want is old
traditional episodic television. This
week they are in a dungeon, next week they are in a town, the week after that,
they are on a mountain. Nothing much
connects all of this, except that the characters are all together, and they are
probably getting some loot and killing some bad guys. If that is your group (and sometimes for me
it is), then you can’t squash them into your sandbox setting, where they will
explore through many adventures, meet dozens of NPCs with secret motivations,
finally to win their place in the community and vanquish an ancient evil that
has been pulling strings behind the scenes SINCE THE FIRST ADVENTURE.
It may turn out that nobody cares.
Big dreams have to be shared dreams. Sometimes those big dreams come together
organically, by working together with players and adding some elements from
your imagination soup. That may not be
as seemingly coherent or satisfying as plotting out a series of story arcs,
with specific beats and some clever triggered events, but what you and your
players build together will be stronger than anything you can just come up with
on your own.
I have definitely found that the story elements that
games like 13th Age
bring to the table provide tools for that dialog between player and Game
Master. A character creation process
that helps show what is special about a character (13th Age’s One
Unique Thing comes to mind), what motivates the character, and what that
character’s story has been up until now, provides the fertile ground in which
to plant my big ideas. Add to that
drawing links between the characters (one approach I like is the “guest
starring” index cards used during team creation in Evil Hat’s Spirit of the
Century; but Dungeon World’s
Bonds also work, as does the fascinating process here, here
and here
employed by RPG and GM innovator Rob Donoghue), and you get some wide open
possibilities for your big story.
Now, everyone’s experience is going to be different. Some GMs may be able to showrun their
campaigns very satisfactorily. But this
is about my weakness.
And I am still working on it. I have a bunch of big stories towards which
my current game might move along, but for now, I am finding the connections
between our different adventures where I can, and always looking to incorporate
my ideas, the ideas of the players, and do a reveal here and there to make it
look like I planned things all along, even though I mostly made it up as I
went.
Thanks to Marc for this month’s topic!
Here are some other folks that participate in our Round
Table, and where I’ve been able to, the links to the responses to this specific
topic.
+James August Walls at http://ilive4crits.blogspot.com/2015/05/successfully-offing-your-favorite.html
+Scott Robinson at http://strangeenc.blogspot.com/2015/05/encoding-improvisation.html
+Lex Starwalker at http://www.starwalkerstudios.com/blog/2015/5/8/game-masters-roundtable-of-doom-5-the-weakest-link-in-my-gm-toolbox
+John Marvin at http://dreadunicorngames.com/2015/05/09/wait-something-important/
+John Clayton at http://blog.filesandrecords.com/
+Peter Smits at http://planeataryexpress.blogspot.com/2015/05/roundtable-5-gming-weakness.html
+Scott Robinson at http://strangeenc.blogspot.com/2015/05/encoding-improvisation.html
+Lex Starwalker at http://www.starwalkerstudios.com/blog/2015/5/8/game-masters-roundtable-of-doom-5-the-weakest-link-in-my-gm-toolbox
+John Marvin at http://dreadunicorngames.com/2015/05/09/wait-something-important/
+John Clayton at http://blog.filesandrecords.com/
+Peter Smits at http://planeataryexpress.blogspot.com/2015/05/roundtable-5-gming-weakness.html
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