My personal rules for GMing (that I still keep forgetting all the time)

Many people frequently tell new GMs that everyone totally sucks at first and that you can only get better at the job by doing it over and over and learning from your mistakes. While actual experience is indispensible, I wouldn’t go nearly as far. There are numerous pieces of advice that you can understand even if you don’t have any practical experience yet, though you might come to realize their full impact only at a later point. In another way, simply keeping to do something poorly doesn’t make you any better by itself. You need to understand what actually went wrong and what parts of your GMing performance you want to improve. And while it’s usually not a problem to observe other players to get the hang out of playing the game, it’s not uncommon for GMs to be the only GM they ever get to see in action.

Over the last couple of months and recent years, I’ve found a number of very helpful hints that helped me a lot in understanding why my own performance did not end up entirely satisfying to me (though from what I can tell, my players are having a blast every time). Now the only thing I need to do is actually following my own advice, but I think these are some tips that could be immensly helpful to any new GM, or GMs wanting to improve their current work.

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Exploring Dungeons isn’t exciting

I know, a bold statement.

But think about it? What are the really cool and exciting scenes you love from novels, movies, comics, or video games? And how many of them have the characters walking down corridors and opening every door, to deal with the things they find in each room one at a time? Sure, sometimes there are really cool scenes that take place inside of dungeons. But these usually are not about exploring the place, but generally about seeking something or someone very specific inside that place. It’s the sneaking past the guards to reach the target and then finally confronting it that makes the whole event exciting.

I readily admit that both as a player and a GM, I very much favor a highly narrative style. And a game of managing resources and collecting treasure can be fun. Risk and Settlers are my favorite board games and I spend insane amount of time when playing STALKER to search every piece of rusted pipe and then drag myself back to camp massively overburdened with 40 first aid kits and a dozen high quality assault rifles to sell. But reading GMing advice and keeping up with many of the popular RPG forums, I often get the impression that these two quite different aspects of RPGs get thrown together as if they were the same. Which they are not.

Having a dungeon with lots of unique rooms, that each have special features and often include interesting creatures is a good thing. If you are playing the game to have a dungeon crawl. My personal favorite style of fantasy is Sword & Sorcery and I wanted recreate the special traits of that genre in my current campaign, which I’ve started this January. And while my players all seem to have had great fun so far, I am personally rather disappointed with what I’ve come up with so far. Because, as I think now, I was still approaching the adventures starting with the dungeons. I had my Monster of the Week and laid a track to its lair for the PCs to follow, now all I needed was to add some padding to stretch the game between finding the entrance to the lair and encountering the monster. Actually, a lot of padding, because you just need to have a cool dungeon.

But looking back, the dungeon wasn’t cool and in the end it really was just pure padding. The only result it had was draining some hit points from the PCs, and that really only because they had no priest or any healing potions. I havn’t written the summary of our last session, because there really isn’t much interesting to say. And as I’ve said in another article two weeks ago, if a part of the adventure is not worth retelling later, it didn’t had to be in the adventure in the first place. Instead, I should have spend much more preparation on the encounter with the boss at the end of the dungeon, who really just ended hitting the PCs with his claws as soon as they opened the door until he was dead.

In closing: A dungeon is not an adventure.

A dungeon is the stage for an adventure, but even the coolest dungeon can not substitute for a story. (Which in a dungeon crawl wouldn’t be an issue.) Right now, this is just one piece of insight I want to share here and I don’t have a lot of advice what to do about it yet. But it took me over 10 years to figure this out, so maybe this can be a nudge for other GMs to rethink what they’ve been doing so far as well.

Jump into the deep end! – Starting Sword & Sorcery adventures

About a year ago I discovered a new appreciation for Sword & Sorcery fantasy, and when I started my new campaign this winter, I new that I wanted to take it into this direction. I did start with a fairly simple and straightforward idea, but soon I got all kinds of cool additional ideas where the adventure could lead to in the long run, how it could be part of a much bigger picture, and how some elements are actually connected to things the characters had been dealing with much earlier in very unexpected ways. It’s a really cool concept for what could be an incredible story. For a novel trilogy or a four season TV show. But for a pen and paper campaign it now seem very poorly suited.

Sword & Sorcery differs from the classic Epic Fantasy stories like Lord of the Rings and Wheel of Time not only in the setting and themes, but also, and possibly even more importantly, in its structure and pacing. Lord of the Rings spends chapters only on establishing two of the main characters and we only learn about the actual purpose of the whole story halfway through the first book. It works, but I still don’t know anything about how Conan came to wander Hyboria or how Geralt of Rivia got his special powers. Might actually be told somewhere, but it’s entirely irrelevant to any individual story. Sword & Sorcery not only tends to be episodic, it also starts at the point where the actual story begins. And so should S&S inspired rpg adventures!

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Reactions, not Reflexes

One rule of thumb you very often get to see about planning and running a game and also writing stories, is that the characters should be “acting instead of just reacting”. But I think except for special cases in which the PCs are trying to establish a domain or something like that, this is not really a good way to describe the issue.

In virtually all cases, every story, both fiction and academic history, is about dealing with an extraordinary situation and returning things back to normal. What is considered “normal” depends entirely on the perspective of the people who are in the center of story. If you have a society in which group A keeps group B in slavery, and has done so for generations, the state of slavery would be the “normal” state of things for people who side with group A. But for those who are siding with group B, the situation would still be extraordinary. It just has been that way for 200 years. But when someone does start getting active in any way, to end the state of slavery, from his perspective it will be all about turning things back to what he considers normal. It does not matter if the extraordinary situation began 5 minutes ago or has been going on for centuries. Any character who feels he has to change things or stop an ongoing crisis does so because someone else, at some point, upset the normal state of things.

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Good artists borrow, great artists steal – Laying the foundations for the Ancient Lands

When I started working on the Ancient Lands, I wanted of course to create a world that contains many of the things I already love in other settings, but would wish to be more explored or developed a bit differently. Not all the things I love, because that doesn’t really lead to consistend and belivable world, but rather to a mess of randomly thrown together pieces. But still a selection of a good amount of things from my favorite settings that I have come to love a lot. Here, I want to provide an overview of the major geographic areas of the Ancient Lands and the works that inspired them. These don’t cover the whole world, or even the whole continent, but are the selection I made for those regions I want to develop in detail, while leaving the rest simply untouched. There’s something there, of course, but I don’t know what it would be either.

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What I learned from reading Fate Core – Part 2: Starting a campaign

One thing most GMs will realize probably quite quickly is that you can’t really start a great campaign with “You are all meeting in a tavern” (unless you’re going for a pure treasure-hunting dungeon crawl, I suppose). Even if you have an overarching story in mind, it’s often difficult to slowly build up to the really big issues that will define the campaign. At first you get to kill some rats in the basement and then slowly work your way up until you eventually get to explore a goblin lair where the actual hook for the major part of the campaign will be found. And as easy as it sounds, it’s quite difficult to make it work well and be exciting and enjoyable for the players.

Fate presents an interesting take on this: Every new campaign should start with at least two big issues (though don’t overdo it or it gets too cluttered and confusing). These can either be current issues or impending issues. Impending issues are the things I just mentioned. The definitive story with a clear villain and a specific goal for the PCs. But something that seems to be usually overlooked in RPGs are the current issues. Instead of dropping the players into a world where everything is mostly fine until they run into the plot hook, you can (and I think should) also start the campaign with some kind of major conflict or other problem already in place. It’s something that is very common in fiction and in many videogames as well. Take for example, once again, Star Wars, where there is already dissent against the new public order and rebellion brewing in secrecy before Luke and Han get involved in the actual plot at all. It’s the background environment in which the specific adventure of delivering the Death Star plans and saving the princess takes place. It’s the context for what they do and makes that simple delivery run matter, even before they end up joining the rebellion and taking up the goal of defeating the Empire. The game Skyrim is also a good example. You get the Dragon storyline as an Impending Issue that slowly builds up during the first three or four hours of the game, but there is already the Stormcloak uprising against the Empire as the Current Issue, which has been going on for quite some time before the players character gets drawn into the story.

Now I really wish I had been thinking about this a week ago, so I could have made use of this simple method to start my new Castles & Crusades game, but with only the first session played so far, it should be easy enough to do this retroactively.