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What do you want to see in a "GM" guide or chapter?

Started by Silverlion, June 25, 2008, 04:52:06 PM

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Silverlion

Well, in general I'm wrapping up the rules writing on my FRPG, I'm getting there, but have hit a snag with what to put in the GM's chapter.


 Most things I think of are common sense, some of it is simple everyday wisdom and I don't want to talk down to people or treat them like they don't know what they're doing in gaming. At the same time I want to cover the bases for those people who really want to get better at GMing.

So what advice would YOU need?

What advice would you think others need?

What would you put in a Gming chapter?
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

dindenver

SL,
  Now I can exact my revenge. And by that I mean, maybe I can help you as much as you helped me on DNA.
  OK, there is a couple of things:
1) Put an outline/procedure/whatever that tells the GM (and players who read that section) what happens when
2) Put advice on how to deal with things that are different in your game. IF your game doesn't have levels, include advice on how to set appropriate challenges, etc.
3) Include guidelines on how narration is dealt with in your game. As more and more Nar games become popular (fudge, ditv, etc), it becomes more important to really set the expectation for the players. If the game is, "the player says what their character tries to do, we roll the dice, then the GM says what actually happens, spell that out clearly...
4) Really, you can't talk down to the the players. What you write is the ONLY advice on how to GM YOUR game. to give an example, check out some of the posts here:
http://forums.gleemax.com/forumdisplay.php?f=24
  When it came time to write the GM section of my FRPG, I spent about a month there reading every post I understood and thinking about what the right answer was form my game. Then I took the most common issues and made it part of my game.
5) Head off known issues. Like, what does Average difficulty task mean? Does your game work better or worse with table talk, or is it more optimized for each player speaking "in character"? You were a novice GM once, what mistakes did you make? How would those mistakes impact your game as written? Is monty halling an issues with your game? Or does your mechanics compensate some how? What about power gaming? Does your game support, "Say yes or roll the dice"? Does your game support "If it gets too quiet at the table, Ninjas!"?
6) Always include advice about Railroading
7) Definitely include advice about playing the bad guys. Somethings just escape the mind of a GM. Like the fact that you cannot make a NPC and hope that he will escape before he dies, or not all NPCs will fight to the death, right?
  Well, I hope that helps!
Dave M
Come visit
http://dindenver.blogspot.com/
 And tell me what you think
Free Demo of Legends of Lanasia RPG

Consonant Dude

Quote from: Silverlion;219358So what advice would YOU need?

What advice would you think others need?

What would you put in a Gming chapter?

You're a creator, a designer. So you probably hate labels. But is there a way to "mini-capsule-review" your RPG for us?

Because I am of the mind that RPGs like Pendragon, D&D4e and Prince Valiant would require very different GM chapters due to mechanical and thematic differences.

Also, the general tone of the RPG, as well as any blanks that need to be filled will probably tell you a lot.
FKFKFFJKFH

My Roleplaying Blog.

VBWyrde

#3
Quote from: dindenver;219381SL,
  Now I can exact my revenge. And by that I mean, maybe I can help you as much as you helped me on DNA.
  OK, there is a couple of things:
1) Put an outline/procedure/whatever that tells the GM (and players who read that section) what happens when
2) Put advice on how to deal with things that are different in your game. IF your game doesn't have levels, include advice on how to set appropriate challenges, etc.
3) Include guidelines on how narration is dealt with in your game. As more and more Nar games become popular (fudge, ditv, etc), it becomes more important to really set the expectation for the players. If the game is, "the player says what their character tries to do, we roll the dice, then the GM says what actually happens, spell that out clearly...
4) Really, you can't talk down to the the players. What you write is the ONLY advice on how to GM YOUR game. to give an example, check out some of the posts here:
http://forums.gleemax.com/forumdisplay.php?f=24
  When it came time to write the GM section of my FRPG, I spent about a month there reading every post I understood and thinking about what the right answer was form my game. Then I took the most common issues and made it part of my game.
5) Head off known issues. Like, what does Average difficulty task mean? Does your game work better or worse with table talk, or is it more optimized for each player speaking "in character"? You were a novice GM once, what mistakes did you make? How would those mistakes impact your game as written? Is monty halling an issues with your game? Or does your mechanics compensate some how? What about power gaming? Does your game support, "Say yes or roll the dice"? Does your game support "If it gets too quiet at the table, Ninjas!"?
6) Always include advice about Railroading
7) Definitely include advice about playing the bad guys. Somethings just escape the mind of a GM. Like the fact that you cannot make a NPC and hope that he will escape before he dies, or not all NPCs will fight to the death, right?
  Well, I hope that helps!

That's a good list.  For the purposes of one chapter, though, I would pick a few of the main issues and have a short brief on the ones that are most important, unless by chapter you mean pretty big.   To fill out just the list that dindenver offers would be a big chapter I think.  :D  

Another thing that comes to mind might be to provide the GM with the feeling of flexibility and a sense of freedom about whatever they are responsible for in the game on the creative end.   As a GM I want to know more about how to create my campaigns with your world and rules system, more than even the particulars of the rules.   How about some world building advice as well?   Most important, I'd say, is this:  show me why your game is going to be fun for me to GM.   If it sounds fun I'll go for it.   I hope this idea is a good one.   I think I'll try it on mine too.   :)
* Aspire to Inspire *
Elthos RPG

Rob Lang

#4
I don't really want lots of examples of how to GM. I need to be able to find and understand the nuances of your game. This is what I'd like to see. Chances are, the GM picking up the book will be experienced if coming from online world. If not there are lots of excellent things online for them to read.

1. A 'truth' description of the world. What is really happening. whether X or Y is actually a villain. You might want the players to believe he's a villain to start with but weave that into a plot later.

2. More examples of the mechanics at use. It's fine to have a few in the general player section but I think there should be more for the GM.

3. Quick reference pages they can copy (download/photocopy etc) to have in front of them when they play.

4. A good first adventure (perhaps 2), with scenes or events focussing on particular parts of the system. Give example PCs too so they can get started quickly. Add help boxes for the GM to aid the players - 'They start in a dungeon, one of the characters will have the ability to pick locks, there are rusty bits of metal that can be fashioned. To pick locks roll X or Y and get under 12.'

5. Common gotchas. No doubt during playtesting, you've found things that are a bit sticky about the setting or system. There's no point labouring the issue in the main rules section, so deal with it here.

6. Lots of colourful detail for the GM to use on the spur of the moment. NPCs, locations, random events and so on. They don't need to be woven into the adventure you include but be useful at any time.

7. List of online/media resources that they can look at for ideas. For example, for a Cyberpunk game you might suggest watching The Matrix.

8. An index. Please god, an index.

That's all I can think of for the moment.

Having said all of that, I haven't done any of those things in the Settings I've done for Icar but I will on the next version. ;)

Silverlion

Quote from: Consonant Dude;219478You're a creator, a designer. So you probably hate labels. But is there a way to "mini-capsule-review" your RPG for us?



High Valor is meant to turn the folklore of the dark ages into a believable fantasy background for creating epic game play. Inspired heavily by Norse and Celtic myths, as well as commonly found folklore across the Dark Age (europe) landscape.






Example themes and character goals:
Anyone can become a hero.
Heroes may be asked to hunt down and slaying evil, dangerous monsters.
Heroes  may be avenging kin who have been slain or wronged. Fulfilling inherited blood-feuds.
They may owe allegiance to a great lord (or lady) and do his or her  bidding.
High Valor heroes may raid enemy lands, or raid enemy lands while facing greater trials of faith and will.
They may hire out as mercenaries.
They may join or beget expeditions of exploration and trade,  or seek to conquer new lands.
They may be arranging plans to marry one's sons & daughters well. (Either following heritage demands of dowry, oaths, or following their individualistic drive to do right by their children.)
Demonstrating their verbal prowess through oration at official functions through storytelling, through singing or through games (riddles, word play, boasting)
Hunting great mythic or legendary beasts (Magical Stags, Manticores, Dragons, Trolls).
Pilgrimages to places renowned for the passing or acts of various Saints
Carrying treasure to one's lord or distributing it to one's followers.
Spreading one's fame and bringing glory to one's name, ones lord, or ones people.
Achieve respect and patronage of famed noblemen, learned sages, or ranking priests.
Improving one's status (thrall-->churl-->thane-->earl-->king).
Gaining followers and clients as ones status dictates.
Gain allies by making friends with valorous men and women
Showing up ones rivals.
Showing ones faith, valor or will through actions.
Fashioning a safe homestead, complete with a great hall free of the dark things which haunt Aeia.
Bring renown to one's lineage, tribe, clan, or band.
Make a showing against fell evils.
Die well.



Mechanically speaking each player has a pool of ten sided dice for three central conflict  types: Will, Faith, and Valor. Depending on the conflicts nature they roll that pool. (With some twists, like saying a prayer before battle lets you grab a Faith die to resolve the Valor conflict..)


Characters have player defined traits that are things they want to matter. Traits can be physically descriptive (Big as a House), aspects of the characters personality (Charming), magic items (The Sword of Thane Hroffing), relationships (Devoted to Ghuri)--in short, anything the hero can draw upon in play to push the hero when the chips are down.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

RockViper

I have never found any use for a GM guide chapter, but I am not new to RPGs. The most useful thing would be several examples of play especially if your system is complex.
"Sometimes it's better to light a flamethrower than curse the darkness."

Terry Pratchett (Men at Arms)

Silverlion

Quote from: dindenver;219381S
7) Definitely include advice about playing the bad guys. Somethings just escape the mind of a GM. Like the fact that you cannot make a NPC and hope that he will escape before he dies, or not all NPCs will fight to the death, right?
  Well, I hope that helps!


Yeah this one is important, and in fact its specifically focuses on when to cheat for your villains and when to not cheat. (Yes I said "cheat") I'm working on specific advice for growing the threat of a foe, and letting heroes earn their victories--but in the end, GET important and last victories without frustration. Knowing when to NOT frustrate the players is a good thing, and I'm hoping if I can't teach it, I can at least encourage watching for it carefully.


Thanks for the input everyone!
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019