| Back when I started
gaming, almost twenty years ago, there was practically no
material on how to have a good game - so I had to learn
the hard way. All of the tips, tricks, and advice in this
article come from years of GMing badly, and gradually
getting better. Watching other GMs that you like and
practicing a lot are some of the best ways to improve
your game.
Good judgement comes
from experience.
Experience comes from bad judgement.
Please dont use this article as an excuse to
dump on your fellow gamers by saying Look, it says
here that youre a bad gamer! Likewise,
dont feel that if you dont do all of these
things that youre not a good gamer, and realize
that this is not a complete list of good gaming
qualities. Just use this article to improve your own
gaming techniques.
Good Gaming
There are lots of ingredients that go into a good game.
Good people, good people skills, and good ideas work
together to create a good gaming experience. Arguably the
most important person in a game is the Game Master. In
the gaming circles Ive been in, at least, players
will pursue a good GM to run their games, but Ive
rarely seen a GM pursue a good player - there are
normally too many players per GM as it is.
A good GM can achieve his goal of a good game by
thinking quickly during a game and by preparing for the
game ahead of time.
During the Game
A good GM must fulfill six important roles: director,
writer, referee, host, actor, and tactician.
GM as Director
In theatre, the director is the person that controls the
flow of the story. When I was in the theatre, I worked
with directors with a number of different styles. Some
were dictators, micromanaging every detail of the entire
play into their vision of how it should be. Some were
coaches, urging the participants to do their best. Some
were hands-off, and just selected talented people to work
with, and told them to go find their own direction.
As director, a good GM must make some of the same
choices. Does he keep the game on track by gentle
prodding, or an iron fist? Does he prepare beforehand, or
completely wing it? Does he just give input when the
players feel stuck or lost, or does he practically hand
them a script to follow?
Lights! Camera!
As director, a good GM has to set the mood for the game.
A room dimly lit by a dozen or so candles, a spy movie
soundtrack playing in the background, or a few fake
jungle vines on the table and chairs will all give
feelings that are appropriate to different genres. But
mood props, while enhancing the atmosphere, should not be
the only measure taken.
Mood of any kind is truly set by our actions and
words. Genre speaking patterns (Prithee my
lord versus Ya, whaddya want versus
Please input response), accents, physical
gestures, and phraseology (Some knights on horses
come up to you, versus You hear the galloping
hooves and you see and smell the dust they kick up as the
horsemen approach - there appear to be four horses, each
with a rider, but you cant make out the details
from this distance,) all set the mood for a game.
Action!
As director, a good GM also has to keep the action
rolling. Pausing a game to wait on a slow-counting player
to finish adding up the damage from a 12d6 roll is a
waste of time. Waiting for a player to declare a combat
action while the player keeps asking whats going on
even though its already been explained three times
is a bad move. Allow the villains to make poor decisions
as well if it will speed the game up.
Indecision: a disease
commonly found in sheep.
To solve some of these slow-downs in the game, a GM
can delegate - have players with a head for numbers do
all the die totaling for the slow players. Or, if the GM
wants to figure it up early, he can pre-roll lots of
common die rolls, and mark them off as theyre used.
Ive even heard of percentile charts and index cards
as methods to reduce counting time.
If the problem is one of players not paying attention
during combat, talk to them about it. If they still
dont get it together, you can award fewer
experience points for roleplaying, make them lose in-game
time for their character to assess the situation whenever
they ask whats going on, assign a penalty to the
characters actions for daydreaming, or simply skip
over their turn.
Focus
As director, a good GM also needs to keep the players in
character. Games are meant to be fun, but if the
games mood is serious, it is not the time for the
players to exchange puns, or to talk about their car
problems, or to do homework. If it were another game
being played, like basketball or charades, the focus
would be on the action, not on the sidelines.
Role-playing games should, when appropriate, be
treated the same way. Some appropriate times for
seriousness might be when the heroic knights approach the
evil wizards castle, when the doomsday device
begins to grind gears and give off sparks, or when the
elevator begins to flood with river water. There are
plenty of times for levity, as well, however. When the GM
gets so excited that he stutters the master
villains death threat, when the team brick beats up
a shriner just to get a fez, or when a heros wimpy
alter ego kills a villain with a lucky punch and so gains
a bigger rep than the hero, are all great times for a
good laugh. And there are plenty of times that a single
character might logically lighten a dark mood with a
well-timed quip or prank. When it is time, however, for
immersion into the roles, a phone call for the GM or
someone opening a crinkly bag of chips can be most
distracting.
There are plenty of ways for a GM to ensure that
players stay in character. A barrage of thrown dice, a
25¢ penalty box, deducted experience points, etc. all
work well enough, but the surest way to keep the game on
track is to GM for players who are already inclined to do
it. This is obviously not easy, but once a GM finds good
players, he needs to hang on to them.
As for getting the players into their characters at
the beginning of a game, Ive seen Get in
Character drills that worked well. At the start of
each session, the GM asks a player a question about his
character whos the first person you ever
killed, who was your favorite teacher and why, when were
you the most content, etc. and after answering,
that player asks another player a different question.
This helps set the mood for gaming, and also teaches all
present something about the characters that they might
not have known.
Organization
As director, a good GM is also organized. Whether
in his head or on paper, a good GM knows whats
going on in his world - who, where, when, why, and how.
Keeping an NPC cardfile helps to keep track of this
relevant info.
It might be hard to remember the name of the guide who
escorted the heroes across the city two years ago, or to
remember how many yahrens are in a centon, or what day of
the week it was when the heroes left town. But by keeping
index cards (or computerized records) on the major and
minor events and people in the game world, the GM can
always have those nearly-forgotten memories on hand.
The Fourth Wall
In theatre and film, the fourth wall is the wall between
the performers and the audience. Breaking the
fourth wall is any action that reminds the audience
that whatever theyre seeing is not real. Ferris
Bueller looking at the camera and explaining to the
audience how to fake a generic illness, Tigger speaking
with the narrator, and Bugs Bunny stepping outside of the
film frame are examples of breaking the fourth wall.
Games can break the fourth wall, as well. As director,
the GM can choose to do this.
A character (not the characters player) could
get a phone call at the game. Okay, its phase
12 - hang on, the phones for you, Jake.
Hello?
Caped Wonder, I know what you did, and Ill
go to the press if you dont confess.
A character could get mail (either regular or e-mail).
A postcard addressed to a character can really surprise a
player.
Example: My superhero team had an assignment
in another state. As it happened, I had to drive through
that state a few days later. I sent a postcard from a
character to the rest of the group.
Director Summary
As director, a good GM gets and keeps his players
attention. The players focus on the game, and the game
focuses on the plot. Players stay in character, and the
game moves along briskly.
GM as Writer
...and then the
elephant said, Not with my trunk, you
dont!
A good GM also acts as writer, whether he has written
the stories himself or not. The situation is similar to a
playwright who has created a script, yet has to endure
the directors differing interpretation, the casting
directors questionable role assignments, and the
actors mediocre performances. The end result of all
this is often quite different from what the writer had in
mind originally, but given good people, the resulting
play can be greater than its original manuscript.
As iron sharpens iron,
so one man sharpens another. (Proverbs 27:17)
Interdependence
Writing a game scenario is different than writing a book
or a play. The characters involved get to change the
script as they go. Its similar to improvisational
theatre, in which the actors are (sometimes) given a
topic, and they develop their own characters and plot as
they go.
A GM can start with a great story, but what happens
when the players dont do what the GM expects? The
GM has the choice of giving the players complete freedom
to do what they want and go where they want, or of
railroading the players onto a predetermined path. Or, of
course, something in between.
A good GM finds the compromise that best suits his
players and himself. This is not always easy to do.
Some GMs are great at improvising as they go.
Ive played with some GMs who can craft a wonderful
story, and always seem to have the answer to what happens
next, with only ten minutes to prepare (We need to
you GM tonight. Oh, okay.).
But not all GMs have the gift of quick thinking. Some
rely on fluid scripting. For example, a GM might set up a
crossroads for the characters, and want them to take the
left fork so that they will gain the ally they need
before they take the right fork to battle the enemy. But
then the players insist on taking the right fork, so the
GM ensures that the ally just happens to be traveling the
right fork on the way to battle the enemy anyway, and the
party is fortified even though they did not do what the
GM expected.
Example: In my Star Hero game, the heroes
got caught in a hyperspace whirlpool, and got transported
to a universe where magic works. There was a planet right
in front of them when they emerged into the new
dimension. As I had planned it, the planet was the
inadvertent cause of the vortex, because it was drawing
magical energy from hyperspace.
My players found it odd that a planet was right
there, and debated whether or not to explore it so they
could possibly find a way back to their own universe.
Eventually, they decided that even if they decided to go
somewhere else to explore, whichever planet they landed
on would end up being this Planet X which was in front of
them, so they decided to land after all.
I was relieved that they decided to land on it, since
logically, no other planet would have been causing the
whirlpool. I was a little insulted being thought of as a
railroader, and if they had gone elsewhere, I
wouldve had to probably postpone the session, since
I had nothing else planned. But it all worked out in the
end.
Writer Summary
As a writer, a good GM needs to tailor the game to the
players interests. By plotting a script that
everyone wants to be a part of, it becomes much easier to
keep the players following their part of the
script.
GM as Referee
GMs also have to act as referee/judge when running a
game. In other games that require a referee (such as
football), the referees must know the rules in and out,
and be ready to make a call instantly. GMing is a little
different, since the GM not only enforces the rules like
other referees; hes also free to change them to
suit the story.
Example: In one game, the GM had us write up
Champions characters, but we may as well not have
bothered. The game was run extremely freeform, and felt
more like a Marvel Super Heroes game. My speedster had a
9 SPD, but in combat, it didnt matter at all, since
everything was handled descriptively, instead of taking
it phase by phase.
This took some getting used to, but it was kind of
nice to play Champions while taking a break from the
rules for a while.
Example: In another game, I was
mind-controlled to hate a demon that got stronger
whenever he was attacked in hate. Since the mind control
attack barely hit me, the GM offered me a chance to
dodge. Surprised, I said, Okay, what do I do?
He told me to roll the dice and tell him if I made it.
I rolled 3d6 and got an average result, and told
him that I guessed I made it. He told me that the mental
beam just snagged me in the foot as I was getting out of
the way. And that I now had a medium dislike of the
demon. This was a nice rule-bending that added a partial
effect to mind control, which is normally all-or-nothing.
I ended up attacking a structure behind him so that
it collapsed and knocked him out.
As a referee, a good GM should exercise fair, quick,
consistent judgement, and should accommodate disagreeing
players.
As a referee, a good GM should exercise fair, quick,
consistent judgement, and should accommodate disagreeing
players.
Quickness
As referee, the decisions a GM makes should be quick.
When stuck for an important ruling, though, asking the
players for their opinions or decreeing a five-minute
recess can get the juices flowing.
Consistency
As referee, the decisions that a GM makes should be
consistent. All of the fair judgement methods suggested
below have their place, but its best to pick one
method and stick with it. Perhaps choose a different one
for a different style of game, but within the same
campaign, if the GM consistently follows the same rules,
the players will begin to feel more comfortable with the
GMs style of running a game. This will lead to
greater trust, which will lead to better relationships,
which will produce a better game.
Fair Rulings
As referee, a good GM should play fair. What playing fair
means, however, depends on the situation.
Ruling Types
Some GMs determine the results of the heroes
actions by always letting the dice decide. Some cheat on
the players side. Some cheat against the
players side. Some go with whatever sounds
dramatic, funny, or heroic at the time. Some let the plot
mandate the results of the heroes actions. Some
show favoritism toward a particular hero or villain. Each
method has its place.
Dice Rulings
There are times when playing fair might mean letting the
heroes and villains fail or succeed as the dice indicate.
Many GMs adopt this as their standard. Players under such
a GM tend to learn to weigh their intended actions very
carefully. Players who realize that the one-in-a-million
chances that always pay off in the movies dont
always pay off in the campaign world tend to respect the
GM and the GMs world for the realistic and
dangerous place it is. The good guys dont always
win, and style usually doesnt beat substance.
Cheating
There are times when playing fair might mean cheating for
or against the heroes. If the GM wants to modify or
maintain his campaign world in a particular way,
sometimes the fudge factor has to come in. For example,
if the villain threatens to shoot an NPC and actually
takes a potshot from extremely long range just to show he
means it, but the dice say that he actually hits, which
might ruin or at least seriously alter the campaign,
its fine to cheat to keep the game going as is.
Situational Rulings
There are times when playing fair might mean going with
whatever sounds good at the time. If the Musketeer wants
to swing from a chandelier across an atrium three floors
up, and misses his acrobatics roll by two, let him make
it safely anyway, but maybe not with complete accuracy
and panache. After all, hes a Musketeer! If Captain
Marble is almost there in time to catch a falling victim,
but fails his roll to push his movement by enough to get
there, let him succeed anyway, but charge him double the
endurance points it otherwise would have taken, or make
him take half the damage that the victim would have.
Story Rulings
There are times when playing fair might mean advancing
the GMs chosen plot even when it goes against the
dice and the heroes desires. If James Blonde
finally gets the chance to destroy the entire criminal
organization of SPECTRUM, or if Dr. Richard Thimble dives
to his death down a waterfall to escape justice, or if
the octogenarian mutant ninja girdles deal a death blow
to Spreader, the game is either over, or in for some very
serious changes. If the GM and/or players dont want
the game to change drastically, maybe an escape pod was
remotely seen deserting the exploding island, or The
Refugee manages to somehow survive his fall, or the
girdles get distracted by another menace just before
finishing off their archenemy.
Example: In a Star Hero game I ran, the
characters crossed into another universe, and the
scientist was able to learn magic. When they returned to
their own universe, the scientist-mage tried to cast a
spell to see if it would work. I still hadnt made
up my mind yet (I didnt think theyd get home
until next game...), so I said yes.
Afterwards, I decided I didnt want to have
magic spells flying around my sci-fi universe, so I
retracted by saying that the effects quickly wore off the
longer that they were in their original universe. The
scientific laws of this universe were overwriting the
weakening, displaced magical laws.
In hindsight, his spell attempt would have been a
great place to stop the session (Find out what
happens next episode...), and to make him sweat
until next game.
GMs Pet Rulings
There are times when playing fair might mean keeping a
particular hero or villain in or out of trouble. If
Boatman ever succeeded in putting all his archenemies
into Ark M Asylum, what would he do with all his free
time? To prevent such a state, a GM who looks ahead can
make sure that at least one villain stays free and is
able to break the others out. To a large extent, heroes
and villains in fiction exist only for each other.
Besides, if your spouses character dies because of
a bad die roll, you might have some explaining to do when
everyone else has gone home!
Ruling Types Summary
Each type of ruling has its ups and downs. A GM is free
to pick the one he likes most, and use it for as long as
he likes, until he decides to mix it up with another
ruling type.
Ruling Ramifications
Judge Whopper
offers advice on ruling types:
- Dice rulings generally work better in a
grim or realistic setting than in a
romantic or 4-color one. For GMs who want
to use dice rulings on occasion,
its often best to use this when the
heroes do something stupid or non-heroic.
- For occasional dice rulings, if the
heroes have the chance to sneak into a
terrorist-held building and save the
hostages in secret, but instead they
choose to bust through the door and
accuse the terrorists of not having the
guts to open fire, they deserve anything
bad that happens. But since every once in
a while long (stupid) shots pay off, the
GM could announce that the dice are the
final judge of whether Captain Long Johns
can disarm the five machine gunners
before the hostages are slaughtered.
- Cheating generally works better when the
GM and players agree on a story or a
setting. Whether the game is supposed to
be swashbuckling or grim, if it makes
sense to all involved, just go with it.
But GMs who cheat for one side really
should cheat for the other side just as
much. Fairness is in the eye of the
dice-holder.
- Story rulings work better when the entire
campaign is in serious jeopardy of a
major change. This type of thing happens
all the time on television shows,
especially those expected to be rerun out
of order. If people, places, and things
change with time, then that history has
to come with them.
For occasional story rulings, the feeling
of accomplishment which is generally
important to players of a role-playing
game, diminishes. By thwarting the
heroes major victories, the game
goes on longer, but frustration can add
up. As long as the GM and players agree
on where they want the game to go, these
dice ex machina explanations
can serve well.
- Situational rulings work better when the
desired outcome is very in-genre, even
though the dice disagree. There are
plenty of examples in fiction when a very
appropriate action doesnt work, but
these are the exceptions.
For occasional situational rulings,
generally, when Grandalf the wizard wants
to make sparkles in the air, they
dont fizzle. Using this type of
rule, however, does run the danger of
giving the players a sense of
complacency. In many genres, this can be
detrimental to the game. When playing
Toon Hero, encourage players to go for
the goofy, but when playing Dragnet Hero,
strive for the serious.
- GMs Pet rulings work
better when the situation foreshadows
events to come. When Lion-L had to pass a
test of manhood to assume the mantle of
leader, he had to defeat his greatest
enemy without the aid of the other
Thunder Carts. By lucking out in his
battle with Dumb-Rah, the Ever-Dimming,
he was able to gauge his enemys
true potential for danger, so that when
this evil one later fought Lion-Ls
entire team of heroes, they didnt
get any parts of their anatomy handed to
them in a sling.
|
Keeping the Peace
At times, players will disagree with the GM or with each
other. As referee, the GM needs to defuse the situation
before it explodes. When bad feelings arise, it is an
unfortunate reality that they can often linger long after
the circumstances that caused them have been resolved.
Starting a quarrel is
like breaking a dam; so drop the matter before a dispute
breaks out. (Proverbs 17:14)
The best way to handle a bad situation is to prevent
it. If all present are mature enough to know what is
expected of them, and agree on the game, theres no
need for arguments. This requires honest, open
communication. For it is those things which are left
unsaid that cause different perceptions to rub each other
the wrong way. When people already know what
their fellows want, and dont feel the need to
communicate it to others, because, after all, who could
possibly think any differently, that is exactly when
misunderstandings will escalate into some kind of hurt.
Dont presume. You
make a prez out of you and me.
When clashes do occur, the best way to confront it
depends on those involved. For those mature enough to
recognize that a game is a game and a relationship is a
relationship, direct but polite confrontation is often
the answer.
Example: In college, I was involved in
Student Government, and had a communal office on campus
where I used to game on weekends since no other officers
were ever there.
One time, a player brought a beer, and was going to
drive to pick up the pizza we had just ordered. I
wouldnt let him, because of liability to the school
(since he was in an official Student Government office),
even though he had been brought up drinking, and it was
only one beer.
This caused some bad feelings, and after I came
back from walking to get the pizza, I told him that I
didnt like things to be left unsaid, and I flat-out
asked him if we were square on everything.
By clearing the air so openly, we avoided what
could have gone on building up for months.
Paraphrasing the Bibles advice on the topic,
when one of the players disrupts the game, talk to him
privately about it. If that doesnt help, bring a
few of the other players with you to talk about it. If
still nothing improves, take it up with the whole gaming
group. If even that is not enough, kick him out of the
game.
When both characters and players clash, it may be time
for a parallel decision.
Example: In a large-party fantasy game, I
played a cleric of the god of justice. A particular thief
character kept ticking off the whole party, and the
player was likewise getting on everyones nerves. In
a party-wide confrontation with the character, no
progress seemed to be forthcoming. I unfortunately had to
leave the game for a half-hour to pick up my wife from
work, and during the drive, I had a little time to think.
When I returned, I threw my pocket change onto the
gaming table, and declared, There is dissention in
the ranks. In order to keep peace within the company, I
hereby retire. Here is my share of the companys
treasure. As a non-company member, I then
immediately challenged the other character to a duel,
thus providing a solution to party peace, and removing
the troublemaker from the group. The player left shortly
afterwards, and was not welcomed back. Justice was
served.
When an individual seems to be disrupting an entire
group, and repeated private warnings dont seem to
penetrate, often they will have to be asked to leave the
game.
Example: A newbie young player kept doing
non-genre goofy stuff in a game I was in. The GM warned
him repeatedly, and eventually had to put him on
game probation, letting him play in only one
game (down from three), with all his actions being
subject to GMs approval, until he got better at
role-playing.
Referee Summary
As referee, a good GM becomes known for consistently fair
rulings. This leads to trust from the players, which, in
turn, makes the job of referee easier.
GM as Host
The GM is also the host of the game. Whether the game is
at the GMs home or not, it is still the GM that is
responsible for the game.
New Players
When new players want to join, they should feel welcome
so that they enjoy the experience, and want to return -
make them feel at home. Make sure they know where the
bathroom is, and where the phone is. Offer to get them
something to eat or drink if you notice that they
arent digging in.
People dont care
how much you know until they know how much you care.
Seating
Having enough chairs and table space makes it easier for
the game to get going. If the table is covered with
boxes, papers, and dirty dishes, players might feel like
intruders in the GMs home, instead of the important
guests that they are.
Food
Food and drink wouldnt seem to be an integral part
of a game, but even when playing, people need to eat and
drink. As with any social gathering, especially one that
lasts several hours, drinks and snacks are vital to
keeping the guests happy. Even if the normal fare is
chips and Coke, try to provide at least one healthy
choice (like carrots or granola) for those who might take
their nutrition more seriously (possibly from being on a
diet).
Keep It Fun
As host, the GM needs to keep the game fun. After all,
its a game, not a job. The players arent
there because they have to be - they want to be. Whether
fun, for the players, means saving the world, playing up
the tragedy of a dying hero, or just goofing around with
some friends, the GM should be the one that keeps the fun
going.
None of us can control another, however, and gaming is
a two-way street just like any gathering of people. And
if a game is considered a failure, i.e. not fun, the GM
should not automatically assume full responsibility and
fall into despair. But he shouldnt feel that he has
no accountability, either.
Costumes
In order to keep the game fun, as a host, some GMs
encourage costumes at their games. Although normally only
seen at live-action games, and normally for fantasy and
horror, they do occasionally pop up in superhero games.
Example: In the game where I played The
Flash, the GM hosted a costume party at our game session
the week after Halloween. I came dressed as The Flash,
and made my entrance by running around the game room
quickly.
As it happened, I had a fifteen-minute
hastily-scheduled Student Government meeting that same
evening, in the next building over. I went in costume
(since I didnt bring a change of clothes), and to
my surprise, it was the first meeting with several TV
news crews present!
Host Summary
As host, a good GM looks after the needs of his people.
When all the players are comfortable and happy, the game
becomes more enjoyable.
GM as Actor
GMs also need to take on the role of actor. When heroes
encounter villains, allies, or neutrals, they want for
them to be interesting enough to be able to tell one from
another. When the NPCs perform their heroic or dastardly
deeds, they should remain feasibly consistent with what
the players have already learned about them.
Cult of Personality
NPCs are people too! They need to have personalities.
Often, by taking an existing character that the GM knows
well, whether its Barney Fife, Ferris Bueller, or
his own second cousin, he can use the existing
personality for an NPC (without letting the players know
about the hidden connection). This will guarantee
consistency, as long as the GM keeps straight that Miles
Brogan, barroom brawler, is actually Rambo in a different
body and an Irish accent.
Mad Hatters
Besides developing a specific personality for the NPCs,
the GM needs a way to communicate to the players who the
NPCs are. By putting on a hat, an apron, or glasses, the
GM can communicate that he is slipping into a new role.
And if the props and costuming are consistent for each
NPC, the players begin to recognize that when the GM
wears that green fedora, he is no longer the GM, he is
Montana Smith, pulp archaeologist.
Flashcards
Holding up a picture of the character being acted is also
a good way to communicate which NPC is speaking.
Minding Mannerisms
There are many other ways to instantly communicate
switching roles to the group. It can be done with
mannerisms like always scratching one ear, always talking
very slowly and deliberately, or constantly looking from
side to side. For GMs with skill in mimicry, changing
voices for different characters works wonders. Speaking
with accents is also a good way to differentiate, but
watch that it doesnt get old too quickly.
Putting It All Together
Ideally, a good GM will use all of these methods, and
vary them for each character. When the GM takes off the
scarf that identifies him as Scarlet of Mystery, and
begins to speak with a cheesy German accent while holding
his pencil like a cigarette, the players know that their
archenemy General Zorg has entered zee interrogation
rheum.
Actor Summary
As actor, a good GM knows his NPCs beliefs and
habits, and communicates them effectively.
GM as Tactician
A GM also has to be the tactician for the NPCs. There are
various ways for GMs to run the opposition in battle.
Reactive Tactics
The opposition can react based on what the players
characters do. If the hero brick squares off against the
villain mentalist, the villain speedster could intervene.
If the hero swordsman prepares to attack the enemy
wizard, the enemy archer could attack the swordsman
first, or else attack another hero who may be a more
dangerous threat.
Proactive Tactics
The opposition can have a specific plan in mind before
the battle starts, and coordinate tactics by some
communication method for superior teamwork. A small group
of lesser agents can be more than a match for any hero,
if the agents coordinate tactics intelligently.
If the villains have a chance to learn about the
heroes, tactics can be tailored to the hero group. This
can serve to very swiftly and effectively win a battle.
Consistent Tactics
The opposition can follow specific courses of action that
the heroes can learn to expect over time. When the heroes
expect that Silver Sapphire will probably try to hide in
the shadows and attack from surprise later, they can
assign one of their number to keep a close watch on the
assassin, or attack her right away, or prevent her from
hiding somehow, or whatever they decide upon.
Of course, this works both ways. When the villains
realize that Mind Molder usually tries to trick them all
into wasting their attacks against the Indestructible
Kid, they can attack the heroes at a distance from
several angles, or wear ear plugs so that they cannot
hear his commands, or ambush the team from disguise.
Example: Raven the Hunter is The
Arachnoids jungle-themed archfoe. Raven catches the
eight-limbed wonder in a net, but his prey is not
worried. I know Ravens style - hell
rant and rave for a while, then take me to his hideout
and gloat.
But is our hero ever surprised when The Bird of
Prey pulls out a rifle and aims it at his captives
head!
Evolving Tactics
The opposition can change tactics periodically to prevent
a predictable style from being exploited. By attacking in
new ways all the time, the villains keep the heroes
always guessing. Theres an added feeling of
insecurity and confusion among the heroes, which can
serve to the villains advantage.
This mishmash of tactics also makes for no specific
modus operandi. The villains can commit crimes and not
necessarily be the first suspects that come to the
heroes minds. They might even be wearing different
costumes!
Evolving tactics are not easy to run. Its hard
on the villains to remember all the new maneuvers
(Who am I supposed to attack first this
week?), to coordinate with each other (What
are you doing over here next to me? I thought you were
supposed to be over there!), and to find the time
to constantly practice all of this. And its even
harder on the GM, who has to think up new combat
strategies every time he uses the villain group.
Tactical Combinations
| Tactics |
Consistent
|
Evolving
|
| Reactive |
stupid,
boring villains
|
villains
who learn from past losses
|
| Proactive |
intelligent,
determined villains
|
villains
who always keep you guessing.
|
Where do your tactics usually fall? Tactical
Decision Ramifications
Reactive tactics are adequate, but not spectacular.
Lukewarm doesnt win any fights. By letting your
players choose the tactics, theyll always have the
upper hand. Of course, in many genres, this is exactly
what everyone wants. But there are certainly times when
the villains need to be a serious challenge, and reactive
tactics are not usually the best choice for that.
Proactive tactics are appropriate for opposition with
a goal in mind. Whether that goal is to escape with the
loot, kidnap the prince, or simply trounce a particular
hero, if the group is unified in their pursuit of it,
they have a much better chance of succeeding.
Learning the ways of ones enemy can provide for
a much more exciting battle. Consistent tactics give the
players a chance to study the enemy and effectively apply
their insights later. This is often a very satisfying way
to build teamwork among the heroes. Besides, when you
find tactics that work, many times its best to
stick with them. Consistent tactics are allowed
occasional exceptions, but such exceptions should be
dramatic and rare. They should shock both the
participants and the audience.
Evolving tactics are generally better for villain
teams with a high turnover rate, or teams that are so
large that new individual villains show up often. Highly
intelligent or even precognitive villain teams are also
good candidates. In a campaign, evolving tactics are
usually better when changed gradually. If it takes
several combats for the villains to become a more
effective combat unit, it seems more natural and more
acceptable to the heroes.
Tactician Summary
There are different tactics that a GM can choose to have
his villains use. Most often, tactics will not be a pure
type, but somewhere in the middle of the extremes given
here. When the GM finds the mix that seems right for his
villains and his campaign, everyone has a good time.
During the Game Summary
A good GM runs a smooth game by making his players
comfortable immersing themselves in the game, by running
a game that his players want to play in, and by making
quick, appropriate decisions relating to his game world.
Away from the Game
Another aspect of running a smooth game is to make sure
everything that needs to be prepared ahead of time is
already taken care of.
Handouts
If there are any handouts, such as a campaign newsletter,
a newspaper of current campaign events, or summaries of
the last session, the GM should have them prepared
beforehand, with enough copies for everyone that needs
one.
Props
If there are any props for the game, whether homemade or
store-bought, they should be ready to go and easily
available. Props havent shown up very often in the
games Ive been in, but the ones that Ive seen
have added a lot to the game.
The most common props are paper-based. Ancient
scrolls, death threat notes, programs and brochures, etc.
are easy to put together. An ancient scroll that is
printed on brittle, yellowed paper will require delicate
handling if the players want to keep the information
intact. A death threat or ransom note made from cutout
magazine letters pasted onto paper will be studied over
and over by the players as they try to find a hidden
clue, or to determine which magazines the letters were
cut from so they can form a psychological profile of the
criminal. Programs and brochures for events,
organizations, places, and merchandise can add flavor to
a game, as well as adding some background information on
part of the game world.
Example: I created a tri-fold brochure for
Night Archers hunted, The Honorable Order of Humans
Only (HOHO). He used to be the leader of the group, until
they left him for dead and a superhero saved his life.
Art & Photos
If the GM wants to have pictures (either drawn, cut from
a magazine, or photographed) of people, places, and
things to show his players, they should obviously be
readied ahead-of-time. Having a pile of pictures for
possible NPC encounters is a great way to add a face to a
name. Lots of magazine cutouts, clip art printouts, or
hand-drawn illustrations can be stored in a folder until
needed.
Example: The heroes encounter a pawn shop
manager and are trying to get some information out of
him. One of the players asks what he looks like, so the
GM reaches into his folder of unused pictures, and pulls
out a picture of a portly, round-faced man wearing a navy
blue T-shirt with lettering that has long since faded
into unreadability. The sweaty man has read hair and a
scruffy goatee. He seems to have part of a tattoo poking
out of his shirtsleeve.
Of course, the GM could always think up an appearance
and describe the man verbally, but if the heroes have to
go talk to him again in a few months, will anyone
remember what he looks like? Even with a resident
note-taker, its likely that not all of the visual
details will have been logged.
Why dont you take
a picture? Itll last longer! (Pee-Wee Herman in Pee
Wees Big Adventure)
After the game (or at a breakpoint somewhere during
it), the GM can write the name, job, location, and other
pertinent information about the man on the back of the
picture (if its a drawing or printout), or on a
piece of paper with the picture attached (if its a
cutout).
Maps, Counters, and Figurines
If the group uses hex maps for combat, make sure a clean
one is ready (unless, of course, the game is continuing
from the middle of a combat last session). And have lots
of figurines and counters available to pick from.
Administrivia
If any game utilities, such as combat sheets, are used,
have them prepared ahead of time. One of my GMs actually
has two marker-erasable whiteboards in his gaming room to
track combat sheets and other info.
Away from the Game Summary
A GM who prepares for the game has more free time and
energy during the game to run it well.
Next Time
A good GM is only half the equation for a good game. Part
2 will discuss good players.
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