Page 14 - GM EBOOK
P. 14

Give Fair Warning                                      mary of elements that would be common knowledge
                                                                to the character, but hard to keep track on short no-
   C       Being a GM does not give license to force adven-
   h                                                            tice.  Make sure everyone can see the map if it's nec-
   a     tures on players who don't want to play those adven-
   p                                                            essary to understand where things are.  It is unfair to
   t     tures.  Instead, allow players to stumble upon story-
   e     lines.  In the instance that players find a dangerous   penalize players when they cannot digest a lot of in-
   r                                                            formation about NPCs or occurrences.  Yet, if the
         scenario or storyline, let them know that the chal-
         lenge may be too great if they take on that challenge   players have been provided a cast list and other com-
         at their current level. Guide them elsewhere if you    mon knowledge information yet still do not pay at-
         can.  It's one thing to guide overly confident, haphaz-  tention, then it might be fair to penalize them.
         ard characters into a trap; it is another to goad players   Don't Overuse Deus ex Machina
         into a stupid situation. If for some reason the GM       This literary device translates to, "gods in the ma-
         wants the characters to do something risky, fairness   chine" and comes from ancient plays where the story
         should be utilized and the players should be informed   would reach an impossible point, and then the gods
         of reasons for what's happening.  Another thing to     would come to rescue all of the players.  While it is
         consider in fairness is the alignment of the characters.    one thing for a GM to avoid killing players, and per-
         GMs should not try to get characters to venture on     haps going above and beyond to help them occasion-
         quests for reasons that go against their alignments. If   ally, players underestimating a situation and ending
         the GM really wants to run a campaign that conflicts   up in trouble, is quite another thing.  A rule of thumb
         with party alignments, the GM should give plenty of    is to leave the encounters with god-like beings to in-
         advanced warning to the players so they can either     troductions or conclusions of adventures if included
         adjust their characters, or create new ones.  You owe   at all. As with the previous point of keeping rare
         it to your players to allow many situations to be fair.   items rare, only make divine interventions a regular
         Telling players it's too bad and too late is draconian.   occurrence if it is normal for that to happen.
         It might be realistic, but it is also going to ensure the
         players are unhappy.                                   Understand the Gaming Group and Elicit Feedback

         Find Alternate Means to Challenge Players                A GM understands what players like and dislike, as
                                                                well as how they are likely to react to certain ele-
           Games that go on a repeated pattern are more than    ments of a game.  As a good boss asks for employee
         boring to all but the most juvenile players. If the    feedback, a GM should as well.  A GM cannot be
         players are juvenile and only want those types of      effective if people do not like what you are doing.
         challenges, it is unfortunately the GMs responsibility   Unspoken or subtle feedback such as distracted play-
         to provide such scenarios.  However, if the players    ers, sighing and groans can be signs that the game is
         have a bit more intellect, sophistication, and dynam-  not holding the players' interest or that the players are
         ic, they will expect more.  There are a myriad of de-  being pushed to take on tough situations or because
         vices that can be used to make a story deeper. Using   things are monotonous.  Keep in mind that everyone
         plot devices in stories can also work well in cam-     cannot be please at all times, but if a GM makes it
         paigns to add flavor.  Shifting allegiances, people or   clear that you take suggestions and opinions serious-
         Oni turning out to be something than what they origi-  ly, mature players will be more open in the circum-
         nally seemed, and other drivers can turn a dull hack-  stances  when you cannot grant their wishes.
         and-slash into a really interesting story.
                                                                Give Fair Amounts of Experience
          Help Players with Confusing Elements
                                                                  Experience points should be given in a fair and
           The problem with a good, complicated, twisting,      consistent manner.  If a given player sits around and
         involved storyline is that it can often confuse players   does not do anything despite having plenty of oppor-
         if they're not immersed in it regularly. If the game   tunities, do not award them many points. On the con-
         has introduced a lot of NPCs at one time, help out the   trary, if a certain character has not had the opportuni-
         players by printing off a cast list for them, or a sum-
                                                                ty to perform, do not penalize them.  Experience
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