Page 13 - GM EBOOK
P. 13

Being A Game Manager                                   no good reason.  A GM should never put low-level
                                                                characters up against high-level enemies. Unless the   C
           There are only two kinds of GMs: the really good     GM plans to guide the group to a way of defeating      h
         ones and the really bad ones. In Ninja vs. Samurai     the enemy that does not involve direct combat.         a p
         RPG a good GM is something the game is suited for.                                                            t e
         The storytelling and depth of detail given to players   Avoid Interrupting Character Interactions and Role    r
         and GMs alike about the characters and surroundings    Playing
         is suited for nothing but the best in a RPG experi-      Allowing characters to play out interactions unin-
         ence.  As a service to the Ninja vs. Samurai roleplay-  terrupted, unless the interruption is story-driven is a
         ing community the following is a list of philosophies   difficult task for a GM. There is a delicate timing be-
         on what a good GM should focus on while running a      tween interrupting and guiding as it comes to moving
         scenario or campaign.                                  a story.  A GM should understand that interaction
                                                                between characters excludes the GM.  If the interac-
         Know the Role
                                                                tion of characters is truly stalling the story it is the
           Being a good GM entails using the rules to guide     GM's responsibility to move the story along.   How-
         characters through a story as the players see fit, and   ever, true interaction between characters about the
         not the other way around.   Although part of roleplay-  story is the essences of a roleplaying experience.  A
         ing involves some nudging in a general direction,      GM should realize that they are there to allow the
         there are game rules that should be followed to do so.    players to have fun.  Banter, arguments, and discus-
         The GM is NOT a dictator.  A sign of a bad GM play     sions about the story being played are indications that
         is the forcing of players to behave in accordance with   the story has engaged the players.
         a story, regardless of how your character would think
         or act, during gam play.  As a note, remember that     Lay out the Scene and Create Atmosphere
         the GM is there to set the stage, play the monsters      Another philosophy about playing GM that makes
         and NPCs, and to fill in the gaps when characters      an RPG more fun is the development of a game.  Us-
         take unexpected turn.  A GM should be flexible inso-   ing cause-and-effect to set the atmosphere through
         far as adjusting adventures to the levels of characters.    the creation or use of a world with people/creatures, a
         An aspect of flexibility is allowing players to back-  history, and a future can often time give players a
         track in time when something has been confused.        better understanding of what is expected in a game
         This does not mean allowing players to backtrack to    more so than the rules. Games should have a foresee-
         pick up an item that they should have brought with     able conclusion, even if other events will be built on
         them. It means the GM should honor a reasonable        it.
         request to backtrack to amend a problem such as a      Sow the Seeds of Foreshadowing
         misunderstanding that is revealed at a point where it
         would have changed character behavior.  This is es-      A great way to knit together successive quests is to
         pecially true when the misunderstanding is the GM's    lay down bits of foreshadowing of future game ele-
         fault through improper communication.                  ments in benign settings. A good place to add vague
                                                                details is the Inn.  If characters are listening to con-
         Don't Gleefully Abuse Players or Characters            versations around them, toss in some vague details
           Do not designing quests that will upset players by   from a future campaign. The characters may hear a
         incorporating usually-inappropriate elements or unre-  group of rough-looking Ronin discussing the possible
         alistic goals and challenges. Be polite and respectful   location of lost treasure, mystic weapons or how
         to the players in general, as you would outside of the   much they really hate the ruling Daimyo.  Then along
         realm of the scenario, game or campaign.  GMs          the scenario they may have to team up with or face
         should not abuse the characters either.  There is noth-  these NPCs.  Avoid giving obvious foreshadowed
         ing wrong for a GM to take a bit of pleasure in set-   tidbits, or you'll diminish their eventual impact and
         ting up some complex challenges. However, the GM       do not make them so subtle that they are not remem-
         should not enjoy torturing players and characters for   bered.

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