
WELCOME TO DMs GARY'S BLOG......
1-9-11
What I would like to talk about today is something that is lost in may games today and that is Music and props. When I first ran games I used to use props from making ancient scrolls with ancient unknown languages, to playing background music for apnisphere. I used to play rain or storms or the sounds of fighting or the rustle of wind etc in the back ground when I ran certain things in the game so I could a mood, the players felt a since of emotion which enhance the game. I once bring a Plasticgun to the game as a prop but many missed that all the clues was all on the gun, and so the game was lost because what I thought was cool was not really a big deal to the players. I think this lost art has been lost. Everything from minis to just something as simple as a peace of paper that looks like a ancient scroll can make the game feel more real, and so make it more easily to see in the mind of the gamer. I remember running once were the game was shadowrun and they were being hunted buy a nemesis, with the use of haunting images and back ground of stormy weather sat the players at edge and made it fun for the players. Running a game is a art form that has been lost. I'm also been part of the problem, The players now do not want that much background they want more of the "Meat", Less detail more combat and RP. But there are ways that a DM can still add more to the game. Such as adding a battle like song when players in the heat of battle. In a old group I belonged to I used to play several songs from Conan the barabrian soundtrack and they would get all the more wanting to do battle. A great speach before for a battle from a NPC can set the mood to even. Sword fighting playing in the background while the players are fightin some bad guys can enhance the game and the seen. There are hit and misses when it comes to props and music but if one plans and see what the players like and dislike it can inhance the game. Like if the players are playing shadowrun and they happen to meet a Mr johnson in a bar to get what there new contract is, playing music in the back ground or talk in the voice of the NPC can enhance the game also.
There is one thing to know, now your players, get a feel to what they like and dislike, and plan accordinly. A prop or two. minis and maybe a little background music playing lighty in the background can make a game more fun for just not the players but for player that runs the game.
1-10-11
What I would like to talk about today is Computers. Computers can be a good tool for the players and the player that runs the game as will. I have a love hate relationship with players bringing there computers to the game. I like that one can put all the books on PDF and have then all on the laptop/notebook/netbook etc. I even new one player who used his PDA that had his character sheet, some of his books and a dice rolling program. Either way one can bring the character sheets in digital format. have a IM for secret messages to other players and the player running the game, and of course dice rolling programs. To a player that runs a game it is a awesome tool, so they can have all the same including the notes, important stats on bad guys and npcs, and there maps etc.
But what I hate the most is the abuse, even I had got in the bad habbit of going on the net and looking at Youtube while others have been looking at porn. I sometimes will Leave funny messages to one of the players IM. I have seen players in the middle of the game play games (Computer Game) while we have a DM/GM running the game. Even I have got into the bad habbit of doing many of the things I mention.
One of the things that one player on my sunday group does now is just shut his access to his internet off. I find that a good Idea. Even while I cannot IM a secret message, going old school and writting a note to the DM/GM or intended player will not hurt.
I believe as a DM/GM you have a responsibility to set rules but also to make sure that the players stay interested in the game. If the players are doing such things then a DM/GM are not doing there job in keeping the players interested in the game.
1-24-11
Tools of the trade:
Players:
There are several things that a Player should have to play the game and that is the CORE RULE BOOK!! Yes this is a essential to the game. If you happen to have it on PDF then having it on a lap top, kindle, netbook, Ipad etc will be important. Having to borrow the book all the time when you have to look at some rule will take away time from who ever you borrow it from. So the core book is mostly all that a player should ever need! But the other things such as a few character sheets, pencils, and scatch paper. If you have other material that you like bring with you, such as a another book other then the main book, then bring it to. If you do not have a book at the time, then photocopy the important parts for youself. It actually drives me nuts that someone will play a game and not have the main book, or have at least the important material for there character or characters. If the DM/GM use minis bring a mini or minis for the game that you are going to play. That way there will not be to much time spent looking for that one you want to use.One more thing always bring yourself some snacks for the game, maybe some kind of drink or some chips something to nible on during the game. If one has money at the time put a few dollars in your pocket so when it comes to lunch you can pich in for what ever people want to buy, and the most important nex to the main book is dice, cannot really p-lay the game without the right dice.
DM/GM:
What I suggest to the DM or GM is to make sure you have all the nessecary material for the game. The main book and all the books you plan to use material out of, Make sure you have your copies of your NPCs and monster that players are going to fight. I suggest that the DM/GM make a photocopy or write down the stats of the monster and or NPC that way they will not have a need to look up the stats in monster type manual or looking for some rule that the monster may have. This will cut time and also make combat more smothly, not just for you but for the players too. If a DM/GM have a laptop, notebook, netbook, etc then he or she should bring it along for the storage of material for the game plus this can cut down on the need for paper. There is good dungeon and map making tools on the net also in the open market that the stortellers can use that will be a good addition to the game. If a DM/GM has a computer etc, then a dice roller, name generator, files for maps, npcs and maps will come in handy, also the use of the program world wind and google maps will help allot. Things I have found such good use that I now use them all the time. Baby name books, use for generating names for characters and npcs, Maps instead of making maps from scratch I have went to barns and noble and bought maps and used them in my game. This will help when running future and or modern games. Graph paper, a basic need when making dungeon or drawing out areas for the players. Notebook for notes. Email account and or a IM will help while players will need to pass notes. Miniatures can help in combat I find it good when there is going to be a big battle, I very sildum use them in smaller combats. Bring snacks for yourself and maybe a few drinks and some money if you have it to help get lunch or a meal, and of course DIce for the game.
4-28-11
I'm planning a series of do's and Don'ts of running a game, the first I will do the Do's and later I will do the don'ts on a later blog.
Do's
1. Keep all the characters in Mind - provide something for everyone to do, no matter what the scene. Even if one character is the hub of the story on whom everything rest, cut off the RP with that player a bit and do something with with the other players. It may not make any difference to the plot, but it will let everyone have some fun, keep them from being bored ( watching you tube, looking at porn, Playing games, chating etc) and it will make them part of the scene. Let every player have a equal chance to take an action or interact with the enviroment or with one of the DMs/Gms characters. Though you may naturally give more time to more creative and inventive roleplayers in your gaming group, never ignore the others.
2. Go beyond the rules - The rules are for keeping characters in line, I know that sounds harsh but it is the plane fact. If your imagination is superior to the rules, then go beyond the rules. Espicially for npc powers, spells, abilities etc, you should let you imagination roam free. There are monster, wizards, gods, and all manner of creatures and peoples in a Gm/Dms world, Yet most published game worlds they are in are not carfully detailed. You make them as mysterious and enigmatic as you desire.
3. Encourage the Players to roleplay among themselves - Vivid interaction between the players is Vital. If they don't roleplay unless they're talking to you, somehting is wrong.
4. Take breaks - Sometimes you need to take a break, Allow players smoke breaks, get snacks or lunch from the store etc. This is important to the GM/DM so they can keep going on and start putting things together, This also allows a the GMDM to recharge and get things together, simply stand back and take a short walk and strich the muscles, or open your book and pretend you are reading. Don't feel embarrased about this; everyone needs a rest espicially to recharge you inner batteries. The players get them all the time, but storytellers almost never get them. It 's almost impossible to sustain a high level of dynamic storytelling with out breaks. It is a good idea to start the players roleplaying umongst themselves before you rest, since this ensures that they aren't bored while you are not envolved.
5. Encourage players imput - Don't run the game without being aware of what your players like and don't like. Balance the desire of the players to achieve the objectives of their characters with there desire to RP. Let them accomplish there goals while remaining in character. If you are able to handle critism then ask the players at the end of the game session what they liked and did not like. That way you can learn what the players like or dislike and make the changes accordingly.
6. It is the players game not the GM/DMs game - When you are running the game you are making a game so the players can interact in it with there imagination. They can become kings, rulers, leaders, or what ever "there" imagination can come up with. In one game I ran I gave allot of seeds to allow many types of adventures but they went away from the story that I had to come up with so I had to do something else until I come up with a idea to get the story back or try something different. I try to allow the players to play, run and do as they please within reason. What the gamers call now adays the "sandbox" style of gaming. Which allows freedom and openess for the game. Buy giving the players the freedom to move freely threw the world they will run the game but stay within the confines of your story. A good example of this is the television show X files. The characters Mulder and scully researched the supernatural and only 2 -3 times a season do they actually do the storyline, the rest is a open sandbox type story. Buy doing this allows the players the freedom to do the things they want and the DM/GM can have there story.
7. Have a goal in mine - While what I will say next may contradict do #6 it actually does not. A GM/DM should set some kind of goal for the game. That way you just do not blindly go about adventuring with no real goal which will lead to bordum. While playing one adventure after another set seperate from one another can be fun, it does get boring after a while and with no GM/DM goal or see what the players goals are then you will have a crappy game after a while and characters/players will fight amongst themselves. Most games will just end up as random adventures and encounters and will lead to a waste of time for the players and the GM/DM. So set up a long time goal to which the players can achieve and work within the players time and allow #6 to evolve while working to the goal.
5-2-11 Here is my Don'ts for the DM's/GM"s
1. Don't take away the characters' free will - I had this problem many times and still do but it is important to not break this cardinal rule! Players invariably protective of what they consider to be the free will of thier characters. They want real choices, and the freedom to choose their characters actions. While they need to feel that if they do that if they do something stupid they will be punished, you don't want them to feel as if you will punish them if they come up with a clever Idea (I give extra XP for that)because it wasn't what you had anticipated.
2. Dont force the characters into a predetermined plot - In any RPG the characters need to be self motivated. You cannot simply stick them into a story, You have to weave the story around them and let them become involved in it at their own pace. Often this means you must create the story as you go, making up each scene and doing a great deal of impromptu Role play. It is difficult but fullfilling.
Note - I used to do this allot when I first started RPing, but as the years went by I found it more difficult, so what I do is make just the basic notes, maps, pg numbers of the monsters or photocopy the pages, stats for the badnguys and good guys then that is it. This way it will make it a little easier for the GM/DM to run the game and less mind overload.
3. Don't let Luck rule the plot - Characters should get to win on the basis of there own skill and ingenuity, not on unrelated dice rolls. Try to give the players every chance the experience and abilities of the characters make a diference. Automatic success are an excellent way to emphasize how important their scores in abilities and skills are.
4. Don't cater to stereotypes - We have all played or made NPCs that are stereotypes and for a while it is fun or laughable. But though you will use stereotypes regularly, you should always try to twist or change them. Stereotypes are excellent tools for any game a DM/GM runs, since they allow you to quickly present a character or a situation. Put a stereotype into a game, play it like a stereotype for most or part of the game (outraging the player in the process), and then, near the conclusion or some kind of plot twist, suddenly flip everything upside down by breaking apart the stereotype. For Example, the evil snarling villian can turn out to be a simple minded Half orc or half ogre who is terrified of the characters as they are of him. It can be very effective and pleasantly educational.
5. Don't ignore one part of a players character - It is important that is a player made a character with some kind of flaws make sure you present the flaws withing reason, and make sure the players play the flaws. If the character is insane do not forget about that, If the players has some flaws that make them feared by others becasue of some odd thing then play it to the full potentual. Some of these may present themselves as part of your plot and story and make your planned resolution inconsistent or unrealistic. Soi it will be a good idea to look threw all players sheets and make notes of what the characters can do and can't do and see what the flaws are and if they have something special about them.