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Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ?
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Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your gameI love SlyFlourishs Lazy GM approach tip with the secrets (prepare *n*, say 10, secrets but don't define where or how the PCs will find them). Helps me think about what the session / chapter can entail and make sure the PCs get the info required to continue the story without locking me or them into specific ways to do stuff.
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Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your gameI hope it's ok that I don't put links. I think the ones that are from blogs should be easily found * Lazy GM - creates a habit of loosely planning the plot, so you can have a bag of things to use, without having to railroad, and changing the plan because of players' actions doesn't hurt * don't plan plots, plan obstacles - when you get into the habit of thinking what could be an obstacle in a situation, you don't have the game to go this or that way. You only switch between applicable obstacles * onion plots - "who needs what, what for, but they can't because of what". That way coming up with a follow up is easier * run combat like a dolphin - mainly, remember to describe things. Yes, I have to actively remember about doing that * stars and wishes - to me this is the most constructive form of after session summary. If I ask "what you didn't like?" (roses and thorns), to me it is not clear how to improve. When it's about "what you wish/wished for?" it's much easier to decide whether there was a problem with expectation management or maybe a cool idea that I passed up * yes and+no but - mainly, even if we are playing a more trad game, I don't ask for a roll if I (the plot, of course
) need the thing to happen. I ask for it to answer an additional question "will the character do this well enough to uncover additional details?". Unless we are in a simulationist wounds&initiative combat, the roll to me is a plot device, not plain success/failure And thing I came up on my own but might be only because how my mind works: *Do split the party* What I often do is present the obstacle, ask around what the characters are doing after learning that. Then I choose the sequence that I feel has the most meat on it - story to be told and go one by one. Even if an idea surprises me, I've found that by the time another player rolls their dice I already know what to do with the previous one. And when scenes have fewer participants, it's easier to manage spotlight and have lower stakes per scene
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Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your gameThis isn't from sly/Ginny/colville etc, and maybe a weird one, but for my table: "don't be afraid of a little silence". I would fear it, fill it with whatever I could, and that hurt the pacing, the quality of descriptions, and intraparty RP. A great improvement was achieved by talking less
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Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your gameWow, you guys are actually giving really good and useful advice. I was about to comment “When one of my players asks whether they can do something completely unreasonable I look at them, roll a D20 openly on the table and without checking the result, say ‘no’” But now I just feel bad
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Wow, you guys are actually giving really good and useful advice. I was about to comment “When one of my players asks whether they can do something completely unreasonable I look at them, roll a D20 openly on the table and without checking the result, say ‘no’” But now I just feel bad> I was about to comment “When one of my players asks whether they can do something completely unreasonable I look at them, roll a D20 openly on the table and without checking the result, say ‘no’” Actually, saying no is one of weakness, so the PC wanting to do something completly unreasonable led to some pretty great player driven session or even campaign arc. I just ask them _how do you plan to do-it_ and suddenly the non reasonable plan becomes a suite of small reasonable tasks so I want the peace in the world, it's easy just give _the love drug_ to world leader and they will all start to love each others, so first step is to put my hand in enough drug, the second is to get access to the water factory that will provide water at the next diplomatic summit, do you think the militaro industrial complex will be happy with this terrorist action ? OK that one is a bit extreme but you get the point, suddently the PC are the one writing the campaign and it's pretty cool.
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Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your gameThe players won't care about how pretty you make your maps. Make them functional and ugly, and you'll save up so much time for other prep.
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The players won't care about how pretty you make your maps. Make them functional and ugly, and you'll save up so much time for other prep.I found a map-making site that is, let's be honest, shit. The maps it makes can only ever be "good enough", and never great. This means I don't waste time trying to make them great, and can actually finish the dang things. Plus, if the players decide not to go to the noble manor, then it's no big loss. This idea goes for a lot of the game, actually. If you spend less time on the story, then it's no big loss if the plot takes a tangent. And they probably weren't going to be as invested in a forced narrative as they would be for something more organic.
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I found a map-making site that is, let's be honest, shit. The maps it makes can only ever be "good enough", and never great. This means I don't waste time trying to make them great, and can actually finish the dang things. Plus, if the players decide not to go to the noble manor, then it's no big loss. This idea goes for a lot of the game, actually. If you spend less time on the story, then it's no big loss if the plot takes a tangent. And they probably weren't going to be as invested in a forced narrative as they would be for something more organic.When I first started DMing as a kid, my dad told me the best thing I could do to prepare was just know the whole world. He then told me about an adventure he was running where the players, for literally no reason, started digging in the middle of a tunnel. There was a whole dungeon set up for them ready to explore, and they went 50' into the tunnel and started digging their own tunnel.
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Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your gameA few favourites from the Alexandrian: - Don't prep plots. Prep scenarios. If you give the players a goal and a world, they will make the plot themselves, and it'll be more interesting. And it's not like you wouldn't need those things for a railroad plot anyway. - Don't plan contingencies. Instead of explaining everything the party could do to get past the guard, just describe the guard. It's a lot more flexible, and it takes less time to prepare. - With the 3 clues rule, make sure to have different rule types. If all your clues are pieces of evidence, then a party who prefers to talk to people is clueless. - If you feel the need to ask "are you sure you want to do that", there might be a miscommunication to figure out. Maybe you didn't explain the situation clearly, or a player misheard you, or the player has an item to help things work out. - When creating a system within your setting (eg, nobility), add two exceptions to the neat and tidy rules. "Each region is ruled by a count, except for those over there which are ruled by comtes." This adds history to your world while making it less daunting to add more exceptions if you need them later.
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When I first started DMing as a kid, my dad told me the best thing I could do to prepare was just know the whole world. He then told me about an adventure he was running where the players, for literally no reason, started digging in the middle of a tunnel. There was a whole dungeon set up for them ready to explore, and they went 50' into the tunnel and started digging their own tunnel.I think better advice in that situation is to find players who want to play the game you're running. It might be fun to make a tunnel-exploration campaign, but I'm running that dungeon over there. We'll do the tunnel thing another time. Also, to rephrase your dad's advice, know enough of the world to be able to add shit where you need to. I don't even know if the world is round, but I don't need to. If the players are in a church, I'll make sure to know the popular religions in case I need to roleplay as a priest.
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Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your gameIf you need to "cheat" (e.g. fudging a roll because you made your monster *way* too powerful) then **never** tell the players, it will only ruin their sense of immersion. Try to do voices, players love them even if they're shit and it helps distinguish the NPCs. The voices don't have to be remotely good and you don't need to be good at accents, just try things like "gruff voice" for the grizzled mercenary or "weirdly enthusiastic" for the mad old wizard.
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Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your gameI recommend players make their characters together. Fate's rules for it are pretty good, and can be ported to many systems: https://fate-srd.com/fate-core/phase-trio . The whole "You all meet in a tavern for the first time" mode is a valid way to play, but I've had friends do that and then struggle with how contrived it feels to fight to the death for people they just met, or go on a whole dangerous sidequest for someone else's hobby. I also recommend reading other systems. Not everyone needs to know dozens of games, but if you always play d20 games spending some time in a different branch of the RPG family tree can really be eye-opening. Or if you've only really played really light games, looking at how something crunchier does detail can be insightful.
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I think better advice in that situation is to find players who want to play the game you're running. It might be fun to make a tunnel-exploration campaign, but I'm running that dungeon over there. We'll do the tunnel thing another time. Also, to rephrase your dad's advice, know enough of the world to be able to add shit where you need to. I don't even know if the world is round, but I don't need to. If the players are in a church, I'll make sure to know the popular religions in case I need to roleplay as a priest.> I don’t even know if the world is round, but I don’t need to. The players will find a way to make you need to.
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Wow, you guys are actually giving really good and useful advice. I was about to comment “When one of my players asks whether they can do something completely unreasonable I look at them, roll a D20 openly on the table and without checking the result, say ‘no’” But now I just feel badOf the responses so far, this one brought me the most joy.
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Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your gameUse every opportunity to turn planning into information gathering. I try to use every opportunity to stop the planning "phase" of the game and go to the information gathering before continuing the planning. This can be pretty much any unknown that the characters bring up, like some if -statement in their plan, some fact they are unsure about etc. The information gathering might be anything from a simple skill check to a full adventure and after that we go right back to the planning. This has removed a lot of planning hours that wouldn't have had anything to do with the situation they are going into.
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> I don’t even know if the world is round, but I don’t need to. The players will find a way to make you need to.No, the world is enormous and you only need to worry about a small part of it. There is literally nothing over there, and no reason you'd want to go there. The game is over here. Leaving this area is the same as leaving the game, which you are free to do.
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Wow, you guys are actually giving really good and useful advice. I was about to comment “When one of my players asks whether they can do something completely unreasonable I look at them, roll a D20 openly on the table and without checking the result, say ‘no’” But now I just feel bad> I was about to comment “When one of my players asks whether they can do something > completely unreasonable I look at them, roll a D20 openly on the table and without > checking the result, say ‘no’” Oh, GM Fiat... I always preferred the GM Camaro, but you do you...
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The players won't care about how pretty you make your maps. Make them functional and ugly, and you'll save up so much time for other prep.• I refer to this as the 'Video Game Rule'. In the last thirty years the visual aspects of the hobby have become more important because we’re think we are ‘competing’ with video games. Once we realize we are making a different kind of experience it allows the *story* (that is the narrative elements) to outshine the *graphics*, if you will.-
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Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your gameLet them look cool. Too much time is spent working around the players’ abilities to make a fight challenging. Some fights should look hard but have a player ability break them. Let them use the powers they earned. This slightly ties to the idea that the game is not the players against the DM, it is the players against the world, while the DM narrates.
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Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your gameFor depth in world-building I use a rule I call "Y-cubed". (I got it from somewhere else but can't recall the source anymore.) For every detail you make, you ask the question "Why" three times. So a village the characters have reached stop all work every 77 days for a festival. Why? It celebrates an ascended local hero who saved the village from a magical blight. Why 77 days? It took 77 days for effort for the blight to be defeated. ... And so on. This is a rapid way to both build depth in your setting quickly, as well as inspire possible mysteries and intrigue for investigation later. A slight modification works also for giving NPCs depth.