User Blog:
Variables - GM Advice

Written By: David A Hill Jr
Date: 8 Dec 2009

For this third installment of Variables, I'm going to pose a question: 

 

What do you think of GM advice in gaming books? 

 

My personal opinion is that most of it's just a rehash of the same old information. We know that the GM isn't supposed to be antagonistic towards the players. We know it's not a competition. We know it's all for fun. We know that ultimately, the players should probably win. I can think of a few shining examples of GM advice, Wizards of the Coast's new Dungeon Master's Guide 2 is a great example. It offers innovative ideas on how to use the system to tell new kinds of stories. It devotes some strong attention to skill challenges, and how to change the focus from the typical D&D combat game. However, it's nothing that hasn't been approached by another game. There's certainly an argument that there's nothing new under the sun, but there are new angles to take on old topics. 

 

So, if you've been inspired by a bit of GM advice, where was it? What was it? I'm curious to hear these things. 

 

I think my biggest personal piece of advice to any new (or even experienced) GM is to never slow your game in the name of the rules. This doesn't work for all player types, but 9/10ths of players I have played with might have basic disagreements with fudging rules a little, but even those will be thankful in the end when pacing and action serve to benefit from a little improvisation. With most new players, I'll even preface my games with the fact that trust is of the utmost importance, that enjoyment of the game hinges on a fundamental understanding that I run my games with action and drama in mind. Sometimes, the rules fall by the wayside, but I always keep the players' interests in mind. I won't let my rules improvisation kill a character, for example. I'll always make amends, particularly if a player is bothered by a given rules call. 

 

The ball is back in your court. Tell me about your favorite piece of advice, published or no. 

Rating:
[Complain about this item]



Leave a Comment

View Comments (2)

You're correct in that. Although, I don't mind being unbalanced against the players. Honestly, I think that brings out creativity, so long as you have some basic understandings.

Play balance just bores the everloving shit out of me. It has no place in fiction, why should it have place in gaming?
Posted by David A Hill Jr on 12 December 2009 04:48
That games are fundamentally unbalanced.
The player characters are the larger than life heroes (or often, anti-heroes), they have the odds stacked in their favor and yes, if all things were balanced, every fight between enemy and hero would be a fair and even one..
But it would be tedious in the extreme.
The game is automatically fudged in favor of the player characters, and that is fine.
So, rule of thumb, be very cautious about fudging in favor of anything that works against the player characters, but don't worry about fudging for the players, they certainly won't mind.

Second rule of thumb.. if in doubt about where to go with the plot, start a fight between heroes and bad guys. The unpredictability of combat will take care of the rest.
Posted by AJ Pickett on 10 December 2009 15:24

Advertise with us
Advertise with us