Roleplaying Tips Weekly E-Zine Issue #235
Readers Respond: Helping Workaholic GMs
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SENT BY SUBSCRIPTION ONLY With Compliments
From: Johnn Four, http://www.roleplayingtips.com
johnn@roleplayingtips.com
CONTENTS:
--> A Brief Word From Johnn
--> This Week's Tips:
1. Beat Logic Problems With Religion, Politics, and
Romance!
2. Go With The Flow Or You'll Snap
3. The Graceful Bluff
4. Call A Timeout
5. Switch Up With Marvel Universe RPG
6. Chat With Other GMs
7. Approach Your GM The Right Way
8. Various Workaholic Remedies
9. Simplify
--> Readers' Tips Of The Week:
1. Electronic Organizing Of GM Information
From: Michael Anderson
2. GMGen Free GMing PC Utility
From: Johnn Eight
3. Tricky Magic Item Idea
From: Manuel
4. Classic Tip: Use Index Cards For Running Encounters
From: Tom
5. The Historic Tale Construction Kit
From: Varianor
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A BRIEF WORD FROM JOHNN
Try FireFox As Your Browser
---------------------------
I've been using Mozilla's Firefox at work and home for
awhile now and highly recommend it. Its tab feature is
awesome for surfing and using multiple pages at once. For
example, as recommended by the webmaster, you can have
several tabs open to various pages at http://www.d20srd.org
for easier rules referencing.
Extensions and plugins are a breeze to install as well.
http://www.mozilla.org/products/firefox/
GMail Hooked Up
---------------
Thanks very much for all the GMail offers you sent! It's
much appreciated. My GMail address is:
johnnfour "at" gmail.com
Be sure to get some gaming in this week!
Cheers,
Johnn Four
johnn@roleplayingtips.com
_______________________________________________________
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READERS RESPOND: HELPING WORKAHOLIC GMs
Last week's article from Scott G. Zaboem struck a chord in
many readers. Below are some great tips and advice from your
fellow Tipsters on helping workaholic GMs.
You can view last week's issue online at:
http://www.roleplayingtips.com/readissue.php?number=234
1. Beat Logic Problems With Religion, Politics, and Romance!
============================================================
From: Brent
Johnn and Scott,
I'd recommend GMs afraid of logic errors adopt the RPR
principal. That is, Religion, Politics, and Romance.
Should the PCs ask about a logic error, look to those three
things for an answer.
Dungeon ecology a problem?
1) Religion
-----------
This area is sacred to Tiamat and she enjoins the
monsters within it to avoid each other but attack pale,
fleshy, humans immediately.
2) Politics
-----------
The monsters, much more human-like than you'd normally
expect, have split into what can be described as factions or
gangs. They war with each other, but not to the point of
risking wiping themselves out.
3) Romance
----------
The dragon and imp have fallen madly in love but their
families have rejected the idea. As of yet, they are
respecting their wishes, but stirrings of violence are afoot.
Enter the PCs to slay the unhappy couple and their families.
4) Romance
----------
Lady Whisper loved the site of terrifying beasties but not
if they were fighting. Lord Garadal, hoping to win her
heart, arranged for a "zoo" to be created by the local
Zenowizard, who naturally enchanted the fiends to passivity.
Though all three people are long since dead, the monsters
remain and remnants of the charm, along with habit, keep
each from slaying another. Of course, the death of one,
mingling with the smell of blood, may finally break the
magic's hold.
Obviously, not all options are effective for every
situation. ;) But those three are so amazingly prone to
illogic, or perceived as such from an outsider, that most
gamemasters can come up with something on the spot.
Alternatively, you can simply respond with the single word
"Politics" and let the players be a trifle confused while
you formulate something in your mind.
As time goes on, and you become better and better at the
exercise, your players will start to think you know more
about the world than you do, which is almost always a good
thing.
2. Go With The Flow Or You'll Snap
==================================
From: Rick Cornejo
Having started as a workaholic GM and played under
workaholic GMs, I have some simple advice: get ready to go
with the flow or you will snap. When I first started out
GMing, I not only drew world maps and made reams of NPCs,
but I spent countless hours meticulously plotting out
dungeons, the monsters to be encounters, and what was going
to happen in the adventure following published adventures as
a guideline.
I spent a lot of time building a world and planning
adventures. It worked at first, but as the players and I
became more experienced, they started doing unexpected
things - veering away from my carefully planned adventures
and encounters, sometimes not even going on the adventure
offered and just doing their own thing.
My first instinct was to force the adventures on them, but I
realized this would just result in no fun for all. I
realized that, for my game to work, I had to have less
planned events, more flexibility, and allow the players to
change the world and do unexpected things.
What I did was collect numerous adventure seed ideas, and
maybe write-up one paragraph synopses of the premise and
NPCs. This way, I had a wealth of loosely planned adventures
at my fingertips at every session. With a loose idea of what
might happen in the adventure, it was easy for me to deal
with unexpected twists and turns. Game play actually became
more natural feeling than the meticulously planned
adventures. Player and GM enjoyment sky rocketed. And,
instead of planned dungeons, I made the map up as I went on
a piece of paper with a very rough idea of how big it might
be and what might be in there.
Suddenly, my lack of preparation was the best preparation
there was. The players liked the game better and so did I.
Adventures had a lot of unexpected twists, both from me as
the GM and from player decisions. The game world felt more
natural. Did I give up my workaholic ways? Nope. I just
channelled it into a better use.
Instead of wasting my time making dungeon maps and planning
out adventure details, I made:
1) Detailed maps of the world for my reference during the
game so I would know what the party might find in a
particular nation or city.
2) Lists of magic weapons they might encounter or find.
3) New monsters in a quick reference list.
4) Reams of random and major NPCs, while still allowing for
the not-made barkeep NPC to be pulled along with the party
and made at a later date.
5) Secret societies, knightly orders, gods, religious groups,
and what not that could be encountered.
6) A time line of the history of the world.
In short, I became a macro workaholic GM. I focused on the
big picture of the game world and game, creating and
collecting a lot of broad ideas, information, and characters
that might never be encountered, but which could crop up at
anytime. I gave up micro-managing the world and game,
relying on the game action to fill in those details and
events. All in all, the world and game has worked
beautifully this way and the players who have gone on to be
GMs have emulated this style to good success.
It takes quick wit sometimes, especially if the PCs start
asking unexpected questions or doing unexpected things, but
if the GM keeps their cool, is imaginative and confident-
sounding, it works well.
For instance, I had mentioned in describing a city street
scene in a "foreign" land that there were several priests of
a particular god and how they dressed. One of the PCs
decided to ask them about their rituals and beliefs. So I
made it up on the spot, writing it down in a notebook as I
had the NPC talk to the PC. The players love this because it
gives them the sense that they are helping the game world to
develop and grow, which they are. And it saves me the time
of detailing every minor religious order, society, god etc.,
before a game session. I just do it in session as the group
encounters things.
3. The Graceful Bluff
=====================
From: Patrick Benson
Dear Johnn,
First let me say thanks for your E-Zine. I find something
useful in every issue. It has made me a better GM.
In regards to issue #234 and the pressure to be realistic in
your fantasy settings, I have a suggestion. When someone
points out a flaw in your game world design, just acknowledge
it as being odd and then continue gaming.
For example, I run an espionage campaign with a horror
twist. The world is very much like our own modern world, but
with some very sinister and dark forces at work behind the
scenes.
Now, from time to time, someone will point out a loophole of
some sort. A player might say, "How did that monster get past
all those people in the building lobby without being seen?"
While the truth may be that I just forgot that there were
NPCs in the lobby, I just look at the player and respond
with something like, "Well the monster did appear to come
from the lobby, but there were no screams."
The trick is that I then go right back to the scene at hand
and leave the question hanging. Players then do the rest of
the work for me. One might suggest that the creature can
turn invisible, another hints that the NPCs may have been
knocked out by a spell (or something worse), and another
will theorize that there was a secret entrance that the
creature used and that it never came through the lobby.
I then pick the suggestion that fits best, make sure to
write it down in my notes, throw it into the game ("Yes
indeed, there seems to be a hidden door just south of the
lobby exit!"), and later reward the players for "discovering
the secret." Occasionally, I don't even answer the question
at all, and just let the players build up that paranoid
tension that makes some games really fun!
The reason this seems to work is because players don't want
to ruin the game, and instead will eagerly accept the idea
that the GM planned the loophole to be discovered as part of
the adventure. I believe that, when players point out such
loopholes, they are actually trying to preserve their
suspension of disbelief by giving the GM a chance to patch
things up.
4. Call A Timeout
=================
From: Casey V. Dare
One thing that worked well for me as a "workaholic" GM was
the in-game "timeout."
The time out was an acknowledgement of the "4th wall" you
described. I would plan hours and hours for a game, trying
to create a sense of realism that my players could respond
to and interact with.
But, they always found a way to the end of the world and
they touched the sky (a reference both to a classic Star
Trek episode and the Truman Show). They exploited the seam
in my carefully laid plans and I had not prepared for the
flank attack.
So, my answer was to call a "timeout." I would literally
pause the game, collect my things, and retreat to a back
room for 10-30 minutes. I would review my notes, and
restructure events to incorporate the new direction we had
gone.
The players loved it. The timeout acknowledged their gaming
skills, and it gave me time to reset the "4th wall." I would
also award bonus experience, new items, or important
information, for their outstanding gaming (which they also
looked forward to getting).
For all the workaholic GMs out there (like myself!),
remember that the games are interactive and players are as
important in creating the reality as we are. If you fight
what they want to do, such as by throwing obstacles to keep
them on your pre-determined path, no one will have fun.
Adapt, overcome, and improvise!
5. Switch Up With Marvel Universe RPG
=====================================
From: Laurence MacNaughton
Scott G. Zaboem's article about The Workaholic GM was
fantastic. If anyone out there needs to switch games once in
a while to let a burned-out GM recharge, I suggest trying
The Marvel Universe Role-Playing Game. This slim hardcover
book holds a wonderfully simple diceless game system. It's
surprisingly easy and fun, allowing everyone (GM included) to
participate in the sort of deliciously overblown antics
you'd want to see in a super hero game, without all the book-
keeping. It comes with stats for a bunch of Marvel
characters, along with a full-size adventure, so it's a
perfect all-in-one emergency game kit. Besides, who wouldn't
want to be Spider-Man, Wolverine, the Hulk, or Mystique once
in a while?
Here's a link to Marvel's website, with sample pages from
the book:
http://www.marvel.com/murpg/
6. Chat With Other GMs
======================
From: John Gallagher
Best advice I can think to give a workaholic GM is to talk
to other GMs! GMs are the ones who best understand the task
of running a campaign, and they can offer dozens of useful
labor-saving ideas.
Many game systems have listservs or forums where GMs can get
help from all over the world. <grin> The GMMastery group
ain't exactly a bad thing to get involved with either.
Getting help from GMs removes some of the problems of having
players getting involved. After all, it's coming from an
outside source, so GMs don't feel like they're giving things
away by talking about their problems. And, the game-specific
groups can give some very explicit advice, a host of ready-
made NPCs, etc.
7. Approach Your GM The Right Way
=================================
From: Debbie Johnson
Johnn & Scott,
I am definitely one of those workaholic GMs. As Scott
described, I meticulously write encounters, go out of my way
to develop PCs individually, and make my story line and
setting as realistic as possible. However, I haven't yet
(in almost five years of GMing) experienced burnout.
One of the things that I do as GM to prevent that is to ask
my players for feedback. I often felt unappreciated with my
first group of gamers (of course, they were all teenagers,
inexperienced, and, let's face it, somewhat socially inept).
If you are a workaholic, you want to be recognized for the
effort you put into it once in a while (and that's why
someone would 'brag' about spending X number of hours on
preparation).
So, compliment your GM occasionally. Tell her what you like
about the game. Two things will probably happen: her
confidence will build as she realizes that she runs a good
game, and she will give you more of what you like about her
game.
Now, I also asked for criticism, but not every GM is able to
handle this. As Scott said, this is a tricky area. From a
player perspective, I would recommend that you indicate to
your GM that she can talk to you about the game (outside the
game, preferably one-on-one). As she begins to confide in
you and trust you, she will most likely reveal her own
difficulties with the game, and then it would be appropriate
to give advice. Any suggestions made in this manner, even if
less than tactful, will be more acceptable.
My problem was spontaneity. I was so concerned that I would
miss telling them something that they needed to know, or
that me just talking wouldn't be as good as my prepared
speeches, that I would literally read to them. I wanted to
be able to run 'on the fly' if the players took an
unexpected direction, but I was afraid, so I prepared for
every contingency. Until one of my experienced and easy-
going players, bless him, helped me.
This summer, my teenagers graduated and moved on, so I had
to scramble for new players. I have adults now (mostly
college-aged), and one of them was insatiable. He had never
played before, but he got completely into it. He pushed for
more playing time, and because four of us had the time, I
ran an average of 5 game sessions a week for a month.
You would think that I would quickly experience burnout, but
it actually relaxed me. I didn't have time to come up with
detailed plans before the game, so I just made it up as I
went along and, with the encouragement of the experienced
player mentioned above, found that I could. This has opened
up a whole new dimension of GMing for me.
I realize that this solution would be rare in these days of
hectic schedules, but perhaps the idea behind it could be
utilized. The main thing is to give your GM a break when
she tries something new. As Johnn said, there are very few
players who aren't willing to give the GM the benefit of the
doubt, so make sure that she knows it. If it's a little
unrealistic, go with it. If she gets stuck in-game, take a
little break while she figures it out. Your new and
improved GM will be worth it.
8. Various Workaholic Remedies
==============================
From: Eric Holmes
Johnn & Scott,
I identified with the Workaholic GM because I was, repeat
was, one at one time. Scott's article came real close to
home, so I'll weigh in with some of my own home remedies.
Remember, burnout is prevented by game management.
1) Your time is important...that includes in this order:
family, job, and then hobby. Resign yourself to the fact
that you cannot be the omnipotent and omniscient one, and
that your world will have flaws. Therefore, get the players
to help develop your world within your guidelines. Let them
develop their "dream" result of their character, and then
use it as an NPC. Let them design their "safe haven" lair,
and then use it somewhere else....
2) Because time spent in development can lead to burnout,
limit yourself to number of days spent working on the game.
Do you spend every evening prepping for a single session? Or
can you limit yourself to just the evening before you play?
Or one evening a week? Schedule the same time every week to
spend on prep, even if only for ten minutes.
3) How often do you referee? Every weekend, every other
weekend, or once a month? Limiting the amount you referee
can ease the burnout syndrome.
4) How many different style games do you play? Can you take
a break from being the GM? Can you play in another GM's
game to get away from yours? Are you running too many
games? Can you play another side of the hobby, like board
games or historical miniatures? Remember, part of burn out
is being stuck in a rut.
5) Limit the size of your campaign. It's not Middle Earth,
but "There and Back Again." Not the "Lord of the Rings," but
the Halls of Edoras. The narrower your "span" in the
campaign, the easier it is to control. This is a well known
management technique.
6) Feed off of what has gone before you. Are there some
commercial products available that can be used as resources?
Look at all the stuff available online. There's gotta be
something you can use there.
7) Do you use figures? Do you paint all your monsters? I've
given all my massed monsters a black wash, only adding some
color identifier for the group and numbering each figure
stand. Only special monsters and NPCs are fully painted.
Initially, I used a fine pointed, permanent pen to mark
numbers. Then I went to stick on labels from Avery with
numbers written in.
8) Get some of the players to help paint figures if you use
figures. My daughter started painting with me when she was
16. Now she paints faster than I can and more often can do
a better job than I. My daughter-in-law was the same.
9) Photocopy, scan and print, cut and paste, become a
graphics designer wannabe. There are no original drawings in
my campaigns because I can't draw. If I cannot have it
finished in one hour, I won't create it.
10) When you find yourself dreaming about your campaign,
missing favorite TV shows for the campaign, skipping meals,
not talking to the better half, you are obsessing and going
through burnout.
9. Simplify
===========
From: Tom
Here's a tip for you Johnn, which by the way came out of
necessity. I recently started a new job and only have so
many hours a night to work on an adventure.
I have a ruined castle crawling with orcs and groundlings
(Forgotten Realms Monster Manual). I only wrote out the
encounters for these two groups, and made mini-notes in my
map key for the rest of the rooms.
So, the tip is to simplify. Write only what you have to. In
my ruined castle, the roof has collapsed (daylight streams
in), the doors are all in the same condition (only need one
"statblock" for doors), and there are a minimal set of
encounters. In my mind, I can see the castle's condition, so
I don't need to write out every room description.
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READERS' TIPS OF THE WEEK
1. Electronic Organizing Of GM Information
From: Michael Anderson
==========================================
[Johnn: Michael sent me a list of tabs he's created in an
Excel file he uses to organize and maintain his campaign. I
thought you might find this list valuable for whatever
software you use, such as MS Word, Excel, MyInfo,
Roleplayingmaster, and so on.]
1) To Do List
2) Loot List (list of loot the characters have not
identified)
3) City Management Rules (the characters are lords of a
city--these are the rules for taxation and city costs)
4) Naval Rules (these are rules for naval combat--I am
still developing these, but the City Charter where the
characters are is to build a fleet)
5) Rulings (for rules I have to come up with on the spot)
6) Ideas from Roleplaying Tips (ideas I like from your
ezine and other GM media)
7) Social Ladder Rules (I just added these-Great Tip!)
8) Adventure Checklist Notes (Again from your ezine)
9) Game Premise (the big picture)
10) Iix History (history of the country Iix where the
characters live)
11) Surrounding Areas (these are notes on countries and
areas that border the country the characters live in; I
flesh those areas out based upon notes that go in here;
this is an important Tab because, if a player learns
something (through roleplaying or research) about a
neighboring country, I need to record that so I don't
forget it; this is especially true if I come up with the
info they just got 'on the fly')
12) Myths and Fairy Tales
13) Named NPCs (the NPCs who are the PCs enemies and allies
in my story; also NPCs that the PCs have encountered and
developed a relationship with)
14) Secret Societies
15) Gods
16) Magic Ritual Rules (these are rules I have come up with
for magic rituals)
17) Unavailable Spells and Character Classes (I am keeping
these out of the game for both plot reasons and balance
issues)
18) Allies
19) Enemies
20) The True Element (a plot point)
21) The Iixian Manifesto (a plot point)
22) The Wretched Army (information on the evil army--the
characters are in a war against this army)
23) Weather (rules for weather)
24) Alternate backgrounds (I use a system that has a table
where you randomly determine character backgrounds. I
have replaced some of them)
25) Societal Morays
26) Soundtrack (a list of songs I play in certain situations
and their location on my hard drive)
27) Emails (a list of important emails I have sent to or
received from the group)
28) PC Info (this is a collection of several tabs; it
includes pertinent info on each character: their
backgrounds, stats, certain skills, etc.)
29) Character Experience (a record of XP from every session;
I added this tab when I found that one of my players got
'confused' as to how much XP they had)
30) Dreams (I give a lot of information to characters via
their dreams)
31) Prophecy
32) Development Ideas (developing plot points)
33) Tunneling (calculations for how long a tunneling project
took; again, Excel comes through as a great math tool)
34) Sutrilu (a creature I invented--stats, attributes, and
history)
35) Solmeg's Diary (a diary the group found)
36) Wargame rules (from time to time, we do a macro 'war
game' to determine the results of large battles)
37) Character Units (these are the military units that the
characters lead)
38) Shared Vision (this is the description of a shared
vision the characters had as a result of a powerful
ritual culminating; I read this directly to the
characters)
39) Influence Resistance Rules (these are modifications to
the rules my system uses for 'influence resistance' i.e.
can a character know that they are being lied to,
tricked into something, seduced, etc.)
40) Artifacts (magic items play a large role in my game; I
have very detailed notes on how each of them work and
affect the players, down to how long it takes the
Grazuul's Consuming Collar to devour a character's soul)
41) Calendar (this includes all of the days of the year,
festivals, holy days, etc.; I print this out and make
notes on it to keep track of what each character does
each day; again Excel comes through in a pinch as you
can adjust the cell width and height on multiple cells
to make them into calender shaped boxes)
42) Game Time Line (these are my notes from all of the
previous adventures; this Tab also includes several
possible directions for plot points the characters are
currently following)
43) North To Kindex (these are notes on a particular
adventure)
44) BrokenKeep (these are notes on a particular adventure)
45) Leaix Bandits (these are notes on a particular
adventure)
46) Uad Ciud (these are notes on a particular adventure)
47) 3 Pidgens-Dekai's Return (these are notes on a
particular adventure)
48) VolUnderlayers (these are notes on a particular
adventure)
49) SecretIsland (these are notes on a particular adventure)
50) ExportNPCINFOTo (my Excel-based NPC creator generates
three flat files for export into my combat tracker; this
is one of them)
51) ExportSkillInfo (my Excel based NPC creator generates
three flat files for export into my combat tracker; this
is one of them)
52) ExportSpellInfo (my Excel based NPC creator generates
three flat files for export into my combat tracker; this
is one of them)
I just had a great experience with Excel the other day. My
group has several GMs, and from time to time we switch off.
Recently, I announced to the group that I would be starting
my game again. It had been about 6 months since we last
played that, so in order to prepare the group, I copied
several tabs from my spreadsheet into a workbook that I sent
to the players. Of course, I edited A LOT of information
out, but with Excel, editing information out is very easy. I
sent this info to my players and I got an overwhelming
positive response.
Much of this information was stuff that I presented to them
in previous games on scraps of paper or just by word of
mouth. But now they have ALL of the information that their
characters have learned about my world in one place. The
whole process took me about 20 minutes because it was so
easy to extract it from my well maintained GM notes.
2. GMGen Free GMing PC Utility
From: Johnn Eight
==============================
I noticed this post over at ENWorld and thought you might
find this software useful:
http://www.enworld.org/forums/showthread.php?t=99085
GMGen has a series of plugins that do a variety of D&D/d20
things:
o Character Sheet
o Dice Bag
o Doomsday Book
o Encounter
o Experience
o Initiative
o Network
o Notes
o Overland Travel
o PCG Tracker
Roleplayingmaster has the same features+ as well:
http://www.roleplayingmaster.com
3. Tricky Magic Item Idea
From: Manuel
=========================
Winged boots are common enough, but add a little pepper and
they suddenly become a source of drama. Make them not fly at
will, but instead only after 3 or 4 meters of free falling.
And don't let the players know how many charges are left...
>:-)
4. Classic Tip: Use Index Cards For Running Encounters
From: Tom
======================================================
Hi Johnn,
In response to Issue #202 (Preparing To Run A Commercial
Module), I have a tip for speeding up encounters. A while
ago I started using index cards for encounters. I take each
keyed encounter, and transfer the "text box" to the first
side of the card. On the flip-side, I write down a mini
statblock for any monsters/traps/NPCs, the spot/search/
hide/etc. modifiers, along with a page reference for each.
Example: 2 orcs hiding behind the crates; +1 to
Hide and Move Silently; will attack when a PC approaches the
west door; MM 203.
As for maps, I've always got plenty of graph paper kicking
around, so I just pick a piece up and make my own copy of
the encounter/room map.
This is a lot of extra work, but helps keep my game running
more smoothly as I'm not flipping around the module looking
for pieces of information.
I generally write up enough cards for 2 sessions' worth of
spelunking so that I have a chance to make adaptations to
what the party has already accomplished (messed up :). The
added bonus of using the index cards is that the players are
never sure if I'm using a published adventure, or running
something out of my head.
5. The Historic Tale Construction Kit
From: Varianor via the GMMastery group
=========================================
Cool site. Particularly well done nav controls to look like
the subject matter:
http://www.adgame-wonderland.de/type/bayeux.php
[Johnn: thanks for the link Varianor. You can drag and drop
images and text to create your own stories. You can save
your stories too, so that players can swing by and read what
you've created. A potentially great GMing tool. Check out
the gallery section for examples.]
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*** Free 64 oz. Gamer Mug with purchase! ***
* ALSO, Message Boards, Photo Galleries and News
www.dwarvenforge.com
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That's it for this week's issue.
Have more fun at every game!
Johnn Four
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