Showing posts with label How to GM. Show all posts
Showing posts with label How to GM. Show all posts

14 December 2019

PinkFae Archive #54: How to GM Part 9: Handling Player Conflict

This is the final entry in the PinkFae Archives. It is also the final entry in the 'How to GM' series. It was originally published on 18 February 2017.

Two warriors, a human in armour casting a fireball spell and an elf wearing only trousers wielding a large sword, fighting against one another on a bleak landscape with streams of lava flowing by. It is implied that these are the characters of two players letting player conflict spill over into the game.

 Player conflict is a problem that all GMs must face at least once in their life. It may result from any number of causes. But regardless of the cause, it can result in a total disintegration of the gaming group. Even if everything else is going well, two players (or their characters) being antagonistic towards one another can ruin the game for everyone.

Ideally, you'll be able to assemble a group that gets along well enough that this won't be an issue. But sometimes, no matter what you do, two people may develop an insurmountable conflict in the course of playing. Even worse, a disconnect may arise between a player and you, the GM. How do you handle this situation?

In today's entry, we'll look at ways to minimise potential player conflict, and how to handle it when it does happen. Whether vetting potential players or mediating between players once the game has started, there are always ways to avert this possible crisis.

30 November 2019

PinkFae Archive #52: How to GM Part 8: Awarding Experience Points

As we near the end of the PinkFae Archives, we come to the second to last entry in the 'How to GM' series. This article was originally published on 4 February 2017.

A variety of medals on blue ribbons lying in a pile, representing the concept of rewards, which is how many players perceive experience points.

 The evening is over, and the game is finished for tonight. Everyone is ready to go home. There's one last thing left to do. It's finally time to award experience points. For some players, this is, in some ways, the entire point of the game. They see it as a reward for having done a good job. Getting a lot of experience indicates that they're a proficient gamer. After all, it helps them feel as if they were useful to the completion of the goal. For that reason, awarding experience points is an important and often delicate task.

Depending on the system you're using, this can be a very easy task, or it can be daunting. Let's look at some of the intricacies involved in effectively awarding experience.

26 October 2019

PinkFae Archive #49: How to GM Part 8: The End of a Game Session

Today we have another entry from the PinkFae archives. This article is part of the 'How to GM' series. It was originally posted on 14 January 2017.

Four gamers sitting at a table playing Dungeons and Dragons. There are character sheets, dice, and pencils on the table, as well as empty food bowls and several empty (or almost empty) drink glasses, indicating that the game is at an end.

The evening is drawing to a close. The session is ending. You're nearing the end of the time allotted for tonight's game. All done, right? Time to say, 'See you next session!' and pack up your stuff and go?

Not quite.

The end of a game session is at least as important as the beginning. Before you call it a night, there are a few important details that you should cover. In this entry, we shall look at some of the essential issues to consider at the end of your session.

24 August 2019

PinkFae Archive #45: How to GM Part 6: Beginning a Campaign or Session

Today we have another entry from the PinkFae Archives. This one is another installment in the 'How to GM' series. It was originally published on 10 December 2016.

A road, beginning at the bottom of the image and stretching away from the viewer into the background, fading in the distance. In the foreground, the word 'start' is stenciled on the road in large white letters.

Last time, we talked about running a game session. However, there is an important corollary that goes along with this idea. That is the the understanding of how to begin a game session. But this concept of a beginning doesn't apply exclusively to game sessions: the beginning of a campaign is just as important (in some ways, more so!). So we're going to talk about beginning things in today's session.

For those less familiar with gaming, a trope exists about most campaigns beginning in a tavern. The location of the beginning is less an issue than the nature of the characters themselves. I wrote an in-depth discussion of the concern on my other blog. In short, the first session of a campaign often starts with the characters, who have never met, in the same tavern. There are problems with this approach, which we will discuss later in this article. The important point here: the beginning of a campaign or game session is very important.

27 July 2019

PinkFae Archive #42: How to GM Part 4: Running the Game Session

Today, we have another installment of the PinkFae Archives. This article is the next in the 'How to GM' series. It was originally published on 19 November 2016.

Four people sitting at a table playing a roleplaying game, one person is GMing, and the others are playing.

Finally, the time has come to play! You've assembled a gaming group and you've chosen a game. You designed the campaign, and you're ready with the story for the first session. Now you're sitting at a table with your friends, dice nearby, and the players all look at you. What do you do now?

08 June 2019

PinkFae Archive #37: How to GM Part 4: Preparing a Game Session

This entry was part of the 'How to GM' series on PinkFae. It represents a brief break in the entries about Gen Con. It was originally published on 15 October 2016.

A line drawing, coloured, of a swan standing on a large stone telling a story to two other birds standing nearby. In the background is a castle near some farmland and some clouds. This image is meant to be symbolic of a GM leading a game session.
A swan telling a story. Much like the GM tells a story to the players in a game session, often of fantastical tales, such as a swan telling stories.
I have one more post to write on Gen Con. But we've been hearing about Gen Con for months now. Let's take a break before we finish it up. It's been a long time since we've had any installments on the Analysis of GMing series. Let's get another one of those in! This time, we'll talk about planning a game session.

So you've chosen a game, gathered a group of players, and have a design for the overall campaign. It's time to start getting into the nitty-gritty. Before you meet up with your players for that first session, you need to know what's going to happen in that session. So let's take a look at that.

19 January 2019

PinkFae Archive #28: How to GM Part 3: Designing Your Campaign (2nd of 2)

Last week's article was the first part of a two-part entry from the PinkFae Archives. So this week we will post the second half of that article. This finishes up Part 3 of the 'How to GM' series. It was originally posted on 5 August 2016.

A hand preparing to write the design for a game on a page in a notebook that has the words 'My Plan' written across the top.

Last week, we began looking at the essentials of designing your campaign. It was a big topic, so I had to split it into two sections. Today's entry will finish what we started, as we look at the remaining three basic campaign arrangements. In case you've forgotten, last week we discussed the 'Episodic' and 'Set-Piece' design systems. Today, we will cover 'Branching,' 'Puzzle Piece,' and 'Enemy Timeline.'

12 January 2019

PinkFae Archive #27: How to GM Part 3: Designing Your Campaign (1st of 2)

The first post of 2019; a new year, full of hope and promise, and we start off with a doozy. Today is another PinkFae Archive, but this one is a two-parter. So today, we'll have part one, and next week, we'll see part 2. This entry was first posted on 24 July 2016.

A hand holding a marker appears to be drawing a flow chart, as if designing a gaming campaign, in midair, against a background of blue cogs.

Things are looking up for you; now you've chosen a game and have a group of players willing to play it. What do you do next? The first step, obviously, is to design the overall campaign. This sounds like a daunting task, so let's look at some advice and tips on how to do that in the most effective manner possible.

Please note that this section is going to cover a lot of material. I don't want to overwhelm you, though, so I'm going to break it up into two parts. We'll do part A today, and I'll finish with part B next week.

22 December 2018

PinkFae Archive #25: How to GM Part 2: Finding Players

Today, we look at the second article from the 'How to GM' series that I wrote for PinkFae. This one discusses how to find players and form a gaming group. It was originally published on 10 July 2016.

A group of players sitting around a table covered with books and dice playing a game of Dungeons and Dragons.

So you've found a game that you want to GM. You've looked at the systems, examined the genres, and decided which one was best for you. Now you have to complicate matters by adding extra people to the mix. You need to find some players to play in your game.

Today's entry will be an examination of the things to consider when selecting players. We'll look at fitting players to your game, fitting players to each other, choosing a group size, fitting players to you as GM, and (some might argue, most importantly) fitting everyone's schedule together.

24 November 2018

PinkFae Archive #22: How to GM Part 1: Selecting a Game

Today's entry is the first in a series. This is the 'How to GM' series that I wrote for PinkFae. This particular article was published on 19 June 2016.

The Game Master peeks over the GM screen whilst GMing the latest session of his amazing game.

I'm going to do something a little different. Today's post will be the first in a series, which will run until I'm done. How many posts will there be in this series? I don't know. I'm making this up as I go. 😊 But this series of posts will be an analysis of GMing. How to do it, how to get players, how to prepare, how to be good at it... that's what we will look at in this series. The series won't be consecutive; I'll intersperse it with my other articles. But for today, we'll start with How to Choose a Game System.

25 August 2018

Advice for a First-Time GM

Recently, one of the players in my Fate group asked me for advice on how to GM. She had some friends who wanted to play, but there wasn't room in my group for new members (I have a hard limit of six players plus the GM on any games I run). So instead, she decided to run a game for them herself.

I wrote her a fairly lengthy email full of advice, and it later occurred to me that it might be the sort of thing that could be useful to others. So I will adapt the information I wrote in that email into an entry, and share it with you.

I will point out that as we get further into the PinkFae archives, there will be a series of articles entitled 'Analysis of GMing,' which will have a lot of advice that will be useful to the first-time GMs. But that series isn't targeted specifically at new GMs, and it's still a couple months out (the first entry is going to be Archive #22, and we just had #17 last week, so it's going to be about four months from now).  So we'll start here, and as more information comes out, it will be additional advice to add onto what you're about to read!