The three questions blend
together so I will sort of answer them all at once.
1. I like to take the
stereotypical, allowing the players to go on assumptions and then twisting it,
sometimes subtly and sometimes more extreme.
This is a great technique I use in my fiction and it works fantastic for
gaming. Maybe the orc that is tromping
through the forest is not a 1HD easy target.
Maybe it's a 5HD orc/troll with regenerative powers wearing the Charm of
Gruumsh that grants any weapon it uses to paralyze. This is a deadly example, but a good one that
plays on players' assumption. Everyone
has the monster manual, but GMs have to remember those stats are just a
suggestion.
What to watch out for:
Making everything unusual so in doing so you've made the unusual the
usual. It's okay to have a horde of
goblins for the players to slaughter.
That's fun too. A GM needs to set
up the situation so that the twist will work.
2. I am very good a
winging it. I think this is probably one
of the most important skills a good GM can have. I think the best adventures are ad-lib and
some nice surprises for the GM as well as the players. Of course to be effective the GM needs a
solid knowledge of the system. Ad-libbing
is cool, but also I think needs to be done in moderation. A foundation and consistency needs to be
established. Some people who have the
entire world, cultures, history and geography memorized then it's no big thing.
What to watch out for:
Like I mentioned the biggest problem with too much improvisation is inconsistency. Too much and it's difficult to keep track of
motivations and people and things and places because you made them up on the
spot. Keep good notes or at least have a
good outline/structure that you use to keep things from going too wonky.
3. I think what makes me
a good GM is I engage the players in interesting story-lines. There is often several running through a
single game at any one time and some are the main story arc for the characters
and some are those side quests or path splitters. I like to weave a lot of layers and build a
complex relationship to the world they're interacting with.
What to watch out for: Over complicating
things. Players love to develop their story-lines and will often complicate it enough themselves, GMs need to
allow them that privilege. If things
slow down a bit the GM can always interject some new interesting twist, but if
your players are anything like mine they create enough drama to last several
sessions in one sitting.
Well said, Tim. Some of the best advice I've read in these posts as it's widely applicable to different games and different styles of games.
ReplyDeleteI like the "what to watch for" rider you put on this. Maybe the next "three-stepper" could be something about pitfalls in running a game?
ReplyDelete--Cake
Sounds like a great idea Cake. Wish I would have come up with it. :P Good topic for blogs, glad you got it rolling.
ReplyDeleteYes, I like the "what to watch out for" dimension as well. Because even effective techniques can be overused or over-done. Great advice here!
ReplyDeleteGreat post! I most heartily agree with #3! That goes hand in hand with making sure you take into consideration the classes the players are using, and being sure to throw in challenges geared toward those classes at least a couple of times each session.
ReplyDelete