(Image from: Google Images: "Game Master")
In this post I will be covering the most intensive; and possibly the most fun, role in any good R.P.G and that is of course the Game Master...(If you do not know what this is, check out my earlier post on January 13th. It'll set you up with the basics...)
Before we begin, let me just say that G.Ming is not for everyone...Some people don't respond well to having control over the fates of an entire world, let a lone over the fate of some of their best friends (characters) lives, but I assure you, those that can handle the pressure; and maybe even enjoy it a little, will do well.
In all seriousness though, G.Ming is hard work and takes time, patience, a good sense of humor. In the end though, what matters is that the game is constructed for the enjoyment of you and your friends. So, whatever you create, whatever world you take your friends to, and no matter what trouble you all get in, know that in the end it'll all make for a great story later....
So, let us get started then, shall we?
The job of a G.M covers a variety of roles, however I think I've found in my games that these are the ones you encounter the most:
1)System/Rules Arbitrator
2) Game Designer
3) Narrator/Story Teller
4)Writer
5)Actor
Not every G.M is great at all of these things, (For example, I am not the best narrator, or rules arbitrator, but I like the acting and creation roles of G.Ming...) but they all pop up during gaming. In the end though, it's YOUR game and you can gloss over the things you're less inclined in...
System/Rules Arbitration deals with anything that covers the System of your R.P.G. Everything from game rolls, skill checks, combat rules, and general number crunching.
For this part of G.Ming I can recommend a few things:
Read Your Core Book: Reading the book from cover to cover is the only way you can truly grasp the system...You don't HAVE to remember everything, (it sure helps!) but reading the book at least one time over can really help with getting comfortable with the over all system. Also, taking notes while reading the first time helps with finding rules later, as well as, writing down good ideas as they come to you.
Practice: Like anything, practicing the system helps dramatically. (Pardon the pun.) Personally, I find the best way to understand a system is to start at character creation, so, create a character for yourself! You'll learn quick how the system works with the character sheets; which is half of how the game works anyway, and it'll help when you work through character creation with your friends.
Take Notes: Write while you read. Like I said before, there is a lot of rules that make up a system in R.P.Gs, so sometimes writing them down helps when you need to look up a rule in a jam. (This doesn't mean you should write every rule you come across, but if it helps....) Also, sticky notes or book marks can help for quick references, especially when you're dealing with combat rules or convoluted events.
Rule Mediator: When a dispute comes up about gaming rules; particularly amongst more experienced role-players, you'll find that people argue about how a rule is decreed or what skill check should be used in a certain situation. At the end of the day, it is your job to see that the rule is set upon and is followed correctly, BUT this does not mean you always have to be a "by the book" kind of person. If a rule comes up and you don't know about it, make a note, skim over it if you can, and continue the game. If it can't be skimmed over, play through the situation with what you know, and then make a note to look up the rule later.
Remember, that it is always a good thing to keep the game moving forward and at the end of the day it is all about having a good time. So, don't let a single rule keep your characters waiting for the outcome of that epic combat on the rocking pirate ship in the middle of a stormy sea only to get bogged down in rules over how to tie a knot in a rope for the security lines. Have the character tie the knot and continue the game. The story is more important than the rules.
The next aspect of G.Ming (and definitely my favorite part of the role) has to be Game Designing. This is the process in which you get to create your world. Everything from the cities your players will be traveling to, to the people they encounter, to the perils that they face are all aspects of this role.
I will be going into a lot of tutorials on different methods of Game Design from creating maps, to building fully developed plots and N.P.Cs. (Non-player characters...More on that later...) But for now, (as this is an overview of the position) I can recommend a few things.
Grid Paper and Erasable Writing Tools: I LOVE grid paper for many reasons, primarily because each square can represent many things, usually a numerical movement block. Some games; like Wizards of the Coasts "Dungeons and Dragon's 4.0" for example, use a "foot"(ft) grid system in their games to represent space. This means one square can easily be modified to represent 1ft or 100ft, and this system usually works in most R.P.G systems in terms of movement.
I usually draw more detailed maps/areas where my characters are going to be exploring/investigating on grid paper as it provides these wonderful squares for movement. In addition, creating buildings (displayed as rectangles/ other shapes on a grid sheet of paper) can be used to make grand scale aerial views of a large city or district, so I find this type of paper invaluable. (I'll be sure to give you all some examples in two weeks time.)
The erasable writing tools like pencils and paper make the creating process easier, simply because it gives the freedom to change things on the fly. (However, they always seem to disappear on my game days when I lend them out to players...)
Other Sheets of Paper: Lined sheets of paper, blank sheets of paper, and any other types of paper are useful for an assortment of different jobs and tasks. I am an okay artist but I find I'd rather not waste good grid paper or lined paper for sketching out items, people, and scenes from my games, so I use blank paper to display key characters/items/scenes in detail. I usually use lined paper to write down my story-lines, plot graphs, G.M notes, and everything in between. The lines help keep my ideas organized and I find I have ample space to write everything I need on a few sheets of paper.
The Book: No matter what kind of R.P.G you are I can advise you to always have the book handy. Most R.P.G core texts have a G.Ming section in it to help you along your way to creating a solid story for your games and help you with everything from creating your first story, to maintaining interest/organizing your gaming group for sessions. This is an invaluable tool and I suggest when you are creating your first story/game, skim through some of it to get ideas and direction. The rest is really up to you and your imagination.
Dice: Sometimes you need a random number or maybe you're clever and made a random encounters chart for events in your game. (Something I will teach you folks to do later, for every system I know.) You'll need dice in order to get these numbers so definitely keep them close.
Imaginative People: Bouncing ideas off of friends, family, and other like-minded individuals make creating an interesting and unique game almost every time. You've all heard of the old saying: "Two heads are better than one"? Well, it works in the case of game design too. More than once I've asked someone I knew was creative for some feedback on a storyline point or character encounter and I've always gotten a better idea from working with other people than I would on my own.
That being said, the BEST way to get ideas for your story and your plot is actually from the people playing in your games. The players are always getting first hand experience from your G.Ming style and so who better to ask for comments on the next big segment of your adventure? It will surprise you how much getting feedback helps from your players for creating new and exciting events and story lines.
For example: When I was running my game last Saturday night, (which is my regularly scheduled game night) I asked my players for feedback, on our "Comments, Questions, Queries, Critique" section of my games and I found I got some great receptions to most parts of my game butand got some very handy critique for a section that I dragged on about for far too long. This section they felt could have been glossed over and the story could have moved on more, and you know what? They were right. So, if you are ever in a jam, or need a direction for your story ASK YOUR PLAYERS! They know what they want to see better than you do (most days) and always help to improve your game.
Use Your Imagination: What I mean by this section is you must have some kind of imagination to help create your game setting/game for your characters to play in. This doesn't have to be a purely original or new plot/story/setting, however some of the games' overall flavour comes from you at the end of the day. So build up your imagination, draw ideas and settings from real life places, 'google' some interesting pictures, read a fantasy novel, or your favorite books, or perhaps draw inspiration from a video game or movie. Whatever most inspires you to write a game, use it!
For those of you who have actually ran a few games, draw from your experiences there, or even re-use some characters as N.P.C's. Maybe even have some recurring characters from older games in a new game, or have some "cross over"characters from completely different settings/games appear as characters in your current game. You'd be surprised how much fun you can have with these "Dr.Who" like encounters and the giggles you and your party will have from some of these references.
For now, this is where I'll leave you folks off with Game Design. I'll make sure to blog more about the G.Ms role in R.P.G's next week in "Part 2" of the G.M series. I hope some of you found these tips helpful and I wish you happy travels in your adventures.
Keep 'em rollin',
Leighton