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How to become a better Referee

Started by Benoist, March 24, 2009, 12:01:13 PM

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Benoist

Quote from: The Shaman;292079Certainly all referees, game masters, or whatever are not created equal, but I've met very few who were indifferent to their role behind the screen.

Maybe that needs to be a different thread: how do we help game masters to be better "ultimate arbiters?"

After The Shaman's suggestion, I thought we could have a discussion about the DM's role as referee and decision maker. How do you become a decent referee at the game table?

I don't mean to be exhaustive by any means. I don't have the monopoly of ideas on this. Some suggestions:

The DM should know the rules. That's a given. You can't adjudicate and make decisions without first knowing how your decision might affect the game system as a whole. You need to know the game system to be able to make informed decisions.

The DM, to be a Referee, should act as such. This means the DM has to be fair. Decision-making isn't about the DM "keeping the players under control". Decisions should never be made under a "DM versus Players" paradigm. That directly leads to disaster at the game table. What making rulings is about is to keep the game going, to keep the players entertained, to not give unfair advantages to anyone around the table, to provide further opportunities to the players to have fun with the game.
It's about keeping the "fun" alive, so to speak. Which brings me to my next suggestion:

Listen to the Players' feedback. Very important. I think a good DM-referee should welcome feedback in any case and listen carefully to what's being said. The players should be aware that feedback is always welcome, but should also know that such feedback should not break the flow of the game. At my own game table, there's a basic rule that feedback, objections to rulings and such should take place before or after the game. Never during the session itself, or just as a brief remark. No long-winded arguments during the game.

Don't be afraid to call the shots in the end. Okay. So you've got an issue, propose something, and someone raises an objection. You've listened to all sides on the issue. At some point, you should make a decision. Players should be aware that you're the one doing the decision-making in the end, and just drop it once it's done. If they aren't able to do this, then maybe they ought to take a step back, breathe a little and come back when they aren't so worked up about a rule.

Okay. That's it for now. What would you suggest?

jeff37923

"No" is not a word to be afraid of. When you disallow something (be it character class, magic item, race, spell, or whatever) you are establishing a boundary within which the game can be played according to a certain mood or genre you wish to invoke. Saying "No" does not automatically mean that the GM is an asshole. Often, saying "No" just means that you do not want your game to become like a game of tennis without a net.
"Meh."

enelson

Establish game boundaries for the players so they know what and what is not possible in your game universe.

For example, we are playing a Star Wars game after Ep III but before Ep IV. The tone of the game is not cinematic and heroic Star Wars but more gritty and Firefly'esque. Knowing that we are playing a more gritty Sci Fi game than the science fantasy that is Star Wars, helps the players realize what is within the realm of possibility for their characters.
 

RPGPundit

Its true that GM decisions should not be motivated under "Keeping the players under control", but it can definitely be motivated by "keeping A (1) player under control"!

A lot of what a GM has to do is make sure that no single primma-donna player wrecks it for the rest of the people involved, either by manipulating the rules, demanding or trying to rob more game-time for himself, or not letting other players participate in decision making or action or roleplay.

Your job is to try to make sure ALL of the players, as a group, are having fun.  Or rather, because really you can't make anyone have fun who doesn't want to; to make sure that no one is ruining anyone else's fun.

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Drohem

Front-Load Player Information
This encompasses several ideas, however the gist of it is to give the players as much information about your game, House Rules, expectations, etc., up front before you ever start creating characters.  

I'm flexible as far as House Rules go, as long as their outlined beforehand.  Nothing peeves me off more than some ruling or House Rule popping up in the middle of the game that wasn't there previously, or was changed up mid-stream.  I don't like shifting rules while the game is in operation.  

So, front-load your players with information.  Give them a handout of your House Rules.  Give them a handout of your expectations as a GM and expectations for the players.  Discuss House Rules with them before the game starts.  Talk about the campaign, in broad strokes, so the players have some idea of which direction the end game might take.  This will allow the players to buy into the campaign concept, and give them fuel for character backgrounds and motivations.  Talk to them about what kind of characters would best fit with the campaign story line.

Really, this just means being organized and providing a codified document of your system House Rules and expectations and goals for the game.

Aos

Always wear something sexy. I also suggest keeping a potato stuffed into your pants; it produces shock and awe in your players, and provides you with an emergency snack.
You are posting in a troll thread.

Metal Earth

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Spinachcat

Err on the side of the players.
RPGs are not competitions, nor are they exercises in player wish fulfillment.  If the flow and fun of the game would be enhanced by a minor ruling on the side of the players, go for it.  I am not talking about free magic items, but if they roleplayed out their search for a secret door and the secret door is the only way to the next dungeon level, let them find the damn door...maybe by having wandering monsters waltz thru that secret door!

If two opposing rulings are equally fair, roll the dice.
Sometimes a rule mixes with a situation in an odd way where a referee's ruling could go two ways, both seemingly equally fair.  Don't bicker or dither.  Announce the two options and roll 1D6.  1-3 it's Option and 4-6 it's Option B.   Then quickly move on.

Sometimes you are going to be wrong.  It's cool, keep playing.
The best GM make mistakes.  If you can fix it behind the screen, that rocks.  If not, rewind the action if possible or negate the penalty caused by your mistake.   But whatever you do, do it quickly and keep the game going.

And the most important rule...
If Aos offers you mashed potatoes, just say no.

Aos

You are posting in a troll thread.

Metal Earth

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droog

The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

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Aos

You are posting in a troll thread.

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flyingmice

Better? By who's definition? "Better" for most people generally equates to "More Like Me|How I'd Do It!" Thus "Better" according to Benoist does not equate to "Better" according to Pundit.

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Abyssal Maw

I love all these suggestions so far.

I suggest observing other GMs for techniques. Learn what they do right and what they do wrong. Steal the good stuff and try to be cognizant of what the mistakes and pitfalls are.

Another thing is to be mindful of pacing. That is- have a set start time and end time, and keep an eye out for the energy level. If you get close to the set end time and everyone is still energetic, get consensus and keep going. If you see dice-stacking or it starts to get a bit weary for players, either bring people back into focus however you can or find an ending for the session.

Take player suggestions to heart. If one guy wants to play a dwarf and you didn't have any dwarven kingdom in the campaign or whatever, (and it's like.. you could but you never got around to it..) work with that player to set one up.
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Abyssal Maw

Quote from: flyingmice;292318Better? By who's definition? "Better" for most people generally equates to "More Like Me|How I'd Do It!" Thus "Better" according to Benoist does not equate to "Better" according to Pundit.

-clash

I think we're just sharing GM tips here, try not to get hung up on the wording..
Download Secret Santicore! (10MB). I painted the cover :)

jeff37923

Quote from: Spinachcat;292295And the most important rule...
If Aos offers you mashed potatoes, just say no.

Especially if the mashed potatoes already have gravy on them.
"Meh."

droog

Quote from: Abyssal Maw;292319If you get close to the set end time and everyone is still energetic, get consensus and keep going. If you see dice-stacking or it starts to get a bit weary for players, either bring people back into focus however you can or find an ending for the session.
Or roll another joint.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]