Showing posts with label Masters Workshop. Show all posts
Showing posts with label Masters Workshop. Show all posts

Wednesday, December 10, 2025

Masters Workshop - Not everything works for you

 


This is something that many folks really don't seem to get. To me it was obvious so I never really thought much about it. But to others it seems like they really haven't grasped this idea. It's really a simple concept that I feel it's just not directly thought of. But here it is.

Not every bit of gamemaster advice is for you. 

The reason I'm talking about this is because I've seen an influx of folks getting all wrapped around the axle over things. Looking at every single GM tip as something they should use in their game. Then getting offended and upset when it doesn't work for their table, their game or their group. When reading the various advice columns you need to keep a few simple things in mind.

First. What game style is the advice giver speaking from? Take a look at what the person is running or supports all the time. If you're a hard core OSR and rules as written person then advice from somebody doing super narrative games with lots of hand waving probably isn't going to work. If you're a person who loves stripping everything unnecessary out of a game to the bare bones then advice from somebody who enjoys traditional style games with all sorts of fiddly bits won't be in your wheelhouse. So take a look at where the advice giver is coming from.

Second. How long has the advice giver been playing? Some people don't like me saying this one. Really it does make a difference. I can't tell you how many times I've seen some smug ass punk who's been running games for a handful of years telling somebody who's been running games for decades on how to do things. Yes there are some new folks who do a really good job of running games. Running them the way they want to. More often then not I've seen those same new folks having zero experience trying other styles or systems out. So if you're a decades long GM don't feel afraid to ignore something you don't like from somebody who is, themselves, a new GM. Especially when their 'great advice' is something we've all treaded over fifteen, twenty or longer years ago. 

Third. Not just game style but what game. Don't pay attention to DnD advice on how to run your Vampire the Masquerade game. Also careful taking advice when it comes to messing around with mechanics when it's for one system when you're running another. What you are running is important to the kind of advice you need to listen to.

Fourth. What does your table like? If you have a group that really enjoys things a specific way it may hurt more than it helps when you change things up. I've seen this at my own table on a few occasions. Think about those folks who show up every week just to spend time with you and engage in the games you run. Do they want more props, more narrative control, more whatever. Or are they more happy with what you have going right now?

That's all I have for now. Maybe some more later. We'll see. 


Friday, July 11, 2025

Be A Better Gamemaster - PCs are not the Players

 


Normally I stray away from giving advice for gamemasters. I did better at giving advice for the players. But every now and then I just feel the need to say something. So guess no better time than the present.

I'm going to start off this series with one of the things that really irks me. It's when the Gamemaster doesn't seem to understand that the Player Character and the Player are different. They are not the same and it's sort of supposed to be that way. So stop expecting the player to be the PC. 

What the hell am I talking about? Let me explain.

To many times I've been at the table and my uber charismatic character is going to try and schmooze his way past some guards. So I tell the GM that's what I'm going to do. Then the response I get is "Well what are you telling them, lets here it" or they want to roleplay the scene and let that determine success or failure. Well you know what? I'm not an uber charismatic mother fucker. Nor do I think of great thing to say right at the drop of a hat.

They don't let you make a die roll or test against your maxed charisma or social skills. You, the player, are suddenly supposed to have all those skills in real life. Then you get told "oh well to bad" when you don't. 

So, gamemasters, don't fucking do that. If you or them want to roleplay it a bit that's fine. But don't let that be the arbitrator of success or failure. There still needs to either be that die roll or you let them succeed. 

Just like don't expect the person playing a character with all sorts of mechanical skills do be able to tell you step by step on how to check through an engine for a problem. Or the player playing the law enforcement officer to suddenly know every little law and ordinance there is. 

This also goes for puzzles, riddles, and how the PC can solve them. Their super brainy magic user is smarter than the player. Let them roll to figure it out if they want.

The characters are different than the person sitting at the table. That's the entire idea of ROLE PLAYING. So let them play the role a bit and let those really good stats or skill help move the character along. Not just the wit of the player. 

That's what I got this time. Short, sweet and to the damn point. If you like it go over to my Ko-Fi page and show some support. 

Sunday, February 9, 2025

Masters Workshop - Story Cards

 


Working on my own game world, yet again. It has a lot of background details, yet again. But I don't want to force my players to have to read through all of it when a good chunk my never have any affect on what they do. Most of it is just there to explain how the world got to where it is. But I also have players who love details like that. So that got me thinking. 

I'm going to make story cards and rate what level of world lore you need to know what's on a specific card. 

Then those who want the details can read them as they want as long as they are within their characters lore rating. Those who don't but suddenly find themselves asking a question or something does have to do with what's going on then you could just hand them the need-to-know cards for a quick read. Again, as long as they within their lore rating. 

Example: In my scifi setting there was what's called the 'Big Crash' in computer data that happened around forty years earlier. Since all the currency at the time had gone digital this caused a lot of devastation and huge problems. As a result the government went back to solely physical currency known as 'chips'. Now most players just know that physical currency is a thing and digital is not and don't care about the back story. 

Now let's say they find a box full of old Cred Sticks while searching through some old building. I tell them they are pre Big Crash. If they ask what it is I check the card for the Big Crash and it's a Lore Rating 1 so I hand it over so they can read it if they want. Some may not even care and that's fine. 

This helps me introduce history and lore as it is necessary or wanted. No handing over a thirty page world bible and telling them to absorb all that in. But it's also there for those who want that explosion of data to read through. 

Sort of a physical wiki. Now I guess I'll be picking up some more index cards and a new card holder while at the thrift shops. 


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Sunday, January 26, 2025

Masters Workshop - PC Death

 

There is a post over on BlueSky that got me thinking. I made a screenshot of it below. 

I've played in a few games where you will spend an insane amount of time making characters. Tons of fiddly bits and stuff to figure up or buying gear. Then just an hour into the game and one bad roll, all that is gone and the PC is dead. So you start all over again.

Needless to say after a few times with stuff like that happening I said "fuck this, not fun anymore" and left. This has probably been on of the main reason I soft ball the first few games of anything I run. So the players can get into the feel of the game a bit and so they don't have to do character creation all over again.

Now I've never played or read Tenra Bansho Zero but I remember some folks up in arms over this rule. I like it and I don't myself. Probably because I've dealt with my fair share of problem players over the years and if they figured out they couldn't die no matter what, well the amount of stupid shit they would attempt is something I don't even want to think about. But I get the general idea. Three hours of character creation and then the first chest you fail a trap check on and get a bad save, BANG you're dead. Now you sit there and crunch numbers why the rest of the table gets to play. No thanks.

A friend told me Colonial Gothic has a 'Coin' mechanic that allows you a one time 'cash in' if your character dies. It saves them from death but they may have recovery time, bad injuries, etc. But you get to keep on with that one PC and that sounds doable. 

But my main take away is that after hours of character generation a system with instant character death is a whole shit load of no fun. Simple systems where char gen is only five or ten minutes, that works. Hell something with mostly premade char gen with only a couple tweaks would be the best idea. At least for those who want to run high mortality games where one wrong roll ends things.

Personally I like more invested character creation. More personality is developed that way and you are more able to play what you want. This enables you to, y'know, have more fun. 

So I'm thinking of something akin to a mechanic where it gives you that second chance. But it doesn't shield you forever. But once it's used it's gone. Because I don't want to have the idiot squad doing stupid shit and never learning that there are better ways to do things besides leading with their face into combat. 

What are your thoughts?

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Monday, January 6, 2025

Masters Workshop - Saying NO

 


For my first bit of GM advice that I’ve given in a while I’m going to be talking about a piece of advice that many often give. Something that I don’t agree with.

“Don’t say no”

Is absolutely terrible game advice to offer up to any GM before you know what kind of group they have. Especially to folks who are new to running the game or have players who aren’t very experienced. And yes I’m including adding in the “say ‘yes, but’ or ‘yes, and’” into this.

First let’s talk about not knowing what their group of players is like. Some of you all may be blessed with amazing groups who love to work together to tell great stories through the game. But trust me, you are a minority in that respect. I’ve seen enough to know this isn’t the case. You will run into folks who do crazy shit that makes zero sense, who do things just to make the rest of the other players mad, or just do what they think will help them ‘win’ at the game. To many times have entire games, or even campaigns, been derailed by one player doing whatever without the GM telling them to stop.

I’ve seen this from both sides of the screen countless times. The “but” or the “and” part don’t matter as long as they get to do the stupid inane action they want to. They don’t care about the story, or the other players having fun. Count on running into folks like this from time to time.

Also I’ve seen more new or beginner GM’s just give up after the players run roughshod over them. Imposing limits are important for a new person running a game for the first few times to be able to get their feet over them and get used to being in the head chair. Just saying “NO” can really help a lot. Even if it’s something as simple as saying “We are using stuff from the corebook only so NO you cannot play that class from another sourcebook”. Or to stop a situation from going in a direction they don’t know how to handle. It gives them a set of safety rails to hold onto. If a player can’t handle letting a new GM learn the ropes a little bit before going all out, then maybe they need to find a different group.

Not every group is an immersive shared narrative where each player is equally invested in telling the story. So this rule of “Don’t say no” sure as hell isn’t an amazing rule for all to follow. Feel free to toss it aside, maybe pick it up later if it you do get one of those groups going.




Tuesday, October 31, 2023

Rules for asshole gamemaster number four

 


It's been a long time since I've done an asshole gamemaster rule post. Like ten years and two months of a long time. I still laugh at how I pissed one guy off so much he did a post on his blog about how wrong I was for what I said. That was fucking great. 

So anyways...

You have this player, or two, whatever, and they always give you their characters quick backstory. It's all fine but then you get the words that make you roll your eyes. "He's a lone wolf" or "Doesn't get along with others" maybe even "Trusts nobody at all". You know the excuses the player wants so they can be a jerk, not get along with a party and make everyone jump through hoops just to keep the party together. 

Here's what you do. You ask them if you can see their character sheet. When they hand it to you put it in a folder and tell them that it will make a great NPC and hand them a blank character sheet and tell them to get busy. Then you go about running the game with the players who made characters who actually work well together while they crank out a new PC. If they do the same thing, then just repeat until they either get it, stomp away mad or just sit there and pout. 

We play games where the players are supposed to be working together as a group. Making characters counter to that is just being a jerk and they want to play a jerk PC to piss others off. 

Other options for their 'lone wolf' characters when they hand you the sheet include: wadding it up and throwing it into the trash, slicing it up with scissors, ripping it to pieces while saying "dumb" over and over again. The possibilities are endless here. 

Also, if you think this is some kind of 'sage advice' for every group out there then you really are clueless. 

Friday, November 2, 2018

Horror Gaming - It's an aid not a crutch.




It has become a challenge among game designers to create the feeling of horror, stress, fear, etc in their games with actual mechanics. Which I do see a really good thing that leads to some wonderful creative systems. The Madness Meter from Unknown Armies is one of the first things that pops into my mind right next to the Mental Balance from Kult and lets not forget Sanity from Call of Cthulhu. They help players and the GM visualize just where they are along that downward slide from whatever horrible things are happening around them (or to them in some cases). However they do have one drawback from what I've experienced.


To often they can be used as the only indicator that it is a horror game.


Running a horror game the same way as you would any other dungeon crawl except that every now and then the player may loose a D6 of Sanity doesn't work out all to well. Your players just end up playing whack a mole with two forms of Hit Points instead of one. Even if there is a high mortality rate among the PC's that doesn't create a sense of horror except for having to take the time to roll up another character.


The mechanics are in there mainly to help the GM set the mood, they are essentially a GM aid of sorts. Use them as such right beside the rest of the bag of tricks that help make a game an actual horror game. You know like getting exquisitely descriptive about things that should send a chill down a persons spine. Covering all five of the senses, hell go and look up what something smells like so you can describe it better in the game. Go for that six sense even, that feeling of dread or tell them of a nagging thought in the back of the characters head. There are tons of tricks for horror games. Just don't get lazy and let a built in mechanic be the only one.

Sunday, April 10, 2016

Masters Workshop - Books at the table.


At a local shop we have a monthly Gamemaster meet up called 'The Masters Council' in which we talk about various problems, ideas, solutions and rant about things.  One rule is that we don't tell anyone how they are supposed to run a game or tell them they are doing it wrong.  It's all about working together.  Here is one of the recent topics that came up.

How to deal with players bringing books to the table.  As in the folks who pull out a Monster Manual at every encounter and tell the party everything about the creature they are fighting.  Or the ones who pull out a copy of a module so they can 'go the right way'.  Here are a few solutions and thoughts that were brought up.

Easiest one off the top is to ban them from the table.  Especially copies of the module being ran currently, that one goes without a doubt.  But monster guides as well.  Now this will lead to some players having issues since they spent money on the books.  Usually these are the folks that don't see how it drags some of the fun out of the game.

Another was to simply change things up.  Change the creature stats on the fly, better armor, more damage with their attacks or even a special attack tossed in there.  With modules you could do the same adding in more bad guys, having special items they were searching after simply not being there and the dude that is supposed to be aiding them switches sides and does the big betrayal. 

One suggestion was, in the case of monster guides, was to never tell them the name of the monsters they are fighting.  Give a rough physical description of what they are seeing.  It's not like they are standing there as if they were in an airport waiting for somebody holding up a sign.  Now eventually some will pick up on what it is and may flip open a book.  But some of the lesser used things will leave them scratching their heads.

Could also be worth it to pick up some third party books if such a thing exists for the game you are running.  I've found books like Teratic Tome or Lusus Naturae to be perfect for this.  Some of their entries being completely horrific nightmare stuff that they may not be expecting.

Hope these help somebody out.

Sunday, March 27, 2016

Masters Workshop - Details don't matter


The details really don't matter all that much. At least not nearly as much as some people want to think they do.


Nearly everybody has something that catches their interest more than it does most others around them. Whether it be cars, firearms, science, etc; they have something where their knowledge goes beyond what most would ever care to know. Now of course who doesn't want to show off their extra trivia knowledge on their favorite subject right? Well sometimes you need to be a bit careful of that, especially when you are running a game.


A problem I've seen on more than a few occasions is a gamemaster who suddenly expect their players to have the same level of knowledge as they do. Or expects them to go out and research that subject until they do. Either for penalizing the players in game because they don't know what pick up trucks have four wheel drive and which ones don't. Or that a type of martial arts is more about grapples and throws than anything else. This gets becomes a double problem when the gamemaster expects them to have this knowledge because their characters do.


Don't do this, really just don't. Not only does it tend to piss off the player and sucks some of their enjoyment out of the game but the other players notice you doing this also. Unless you want to set up a whole 'me vs them' mentality at your game table... which I would never recommend.


Gloss over the details. When they decide to shift their truck into four wheel drive before running through a street full of walking dead guys just let them. It makes for more fun all around and nobody feels like they are being screwed because they don't happen to be as much of a gear head as you. Keep it simple and ignore when things don't match up to reality. Just have a good time.

 

Sunday, March 20, 2016

Horror Gaming and that damned line.



One thing most people tend to forget about when running or playing in a horror game is a line. Not the line that determines the limits of what kind of stuff should happen in the game. The blurry line that determines if it is a horror game or not. It's blurry because it can mean something different to each person... but it's still there.


This line really becomes apparent in modern day horror games. Take for instance how a lot of RPGs of the old White Wolf lines tend to go. They started out with an idea of horror but soon it turned into Dark Super Heroes or Dark Modern Day Fantasy (especially stuff like Changeling). They lost a lot of that early personal horror idea that was present in first edition Vampire and a some other works they did around that time. Now it doesn't mean you are playing it wrong by any means. If you and your group are having fun then you are playing it right and that's what counts.


But you need to acknowledge when it stops being horror.


What really tends to break that feel is when the PCs start having various powers to battle back at the darkness with. You become something more than human that can stand to toe to toe with the bad guys which isn't so scary all of a sudden. This is, as I said earlier, more akin to Dark Super Heroes. Playing Blade and the Nightstalkers or something.


The best single piece of advice I can give for running a modern day horror game is simple; keep the PCs human. If they become a vampire by being bitten or a werewolf or whatever then it should be game over for that character. Add them to the NPC list for the GM to use for the rest of the campaign. Place them in that vulnerable spot of being very mortal and unshakably human. They may gain knowledge, a few skills and maybe even an item or two. But never let them become anything like the things they are trying to fight.


If they get magic then make it a ritual requiring long term effort to make it work. Kult is a great source of inspiration for this as well as Unknown Armies (just stay away from the other abilities). Make them costly to get and even more costly to use. So they become a tool of last ditch desperation.


Keep the special items down to a minimum also. Think of things that may allow them to detect a very specific kind of creature but it can't give you anything exact. An amulet that makes it harder for a vampire to hurt them... but not impossible. Or something that requires an activation of the users blood to work, or some other sort of sacrifice. Keep them to a minimum and very specific so they don't become a catch all for everything they run into.


There is my advice about how to keep the game on the horror side of the line.
 
 
 
 
 
 
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Monday, August 19, 2013

Rules for asshole gamemaster number three




There seems to be the common misconception that runs through a lot of the gaming hobby out there. That we have to accept everybody who wants in no matter what. We should greet them with open arms and friendly words despite of their actions or behavior.


This is, in my humble opinion, utter bullshit.


Now don't get me wrong here I am accepting of a lot of things. Social awkwardness, various quirks and odd habits, a lot of what gets some people ostracized from other circles I am fully aware of dealing with and allowing at my table. The ones I am talking about here are the ones who go far and beyond the average 'geek' who isn't familiar with interacting with people on a normal basis. The ones who continue, or in some cases increase, their strong anti-social tendencies even after you've sat down and had a talk with them about it.


The guy who seems okay at some points but hits on every female that comes around... as long as they are underage. I've seen this one at a local game shop, he was in his mid twenties and he seemed to like the ones who either weren't old enough to have a drivers license or just got one. Really creepy pedo factor every time I was near him.


Or how about the overly violent bully. He sees all the other players as inferior or stupid, usually the GM as well. Yells at other people for the decisions they make, threatens physical harm if they make a bad die roll. Usually states that he is the only one at the table with any form of intelligence quite loudly to the other people.


The drug addict who is always trying to get other people to join in with his habit. The kleptomaniac who thinks what is yours should be his and has no problem taking it. The guy who absolutely refuses to bathe that people on the other side of the room can smell. The ones who really push the boundaries way far and beyond their limits. Those folks are who I'm talking about.


What's my asshole gamemaster advice here? Kick them the fuck out, plain and simple. Their reputation will rub off on you and the rest of the group even if you don't want it to. Potential players may avoid your games because of a single individual at your table. Folks outside of the gaming hobby will notice the company you keep as well. Trust me, reputation is a big deal out there in the world. Not to mention legal repercussions from folks like the drug addict or pedophile types. Do you really want to testify in front of a court room that you've seen somebody dating underage girls for the last two or three years... and never reported it.


We don't have to accept everybody. Some people just cannot and will not fit in.
 
 
 

Saturday, August 10, 2013

GM Advice: COPS slack off the realism

Now most people know there is a distinctive difference in the way police work is portrayed in movies and on television and the way it is in real life. This is something that anybody wanting to run a police themed game will also have to decide on. Do you go with real life or the movies? Personally my recommendation would to always put quite of a bit of the movie/television spin into it. Here is a bit on why I say this.
A good chunk of actual real world police work is boring. Mind numbingly boring with very little excitement and lots of repetition. Directing traffic, standing in one spot telling people they can't come any closer to a crime scene for hours on end, paper work until your eyes bleed. This doesn't make for good entertaining game time. Now while I do urge folks to work some of the 'routine' assignments into the game from time to time I wouldn't make an entire game of it.
Bend the rules a bit on what an officer can and can't do. Let them do some of the investigative work instead of the detectives all the time. Instead of reporting everything and hoping their superiors take care of it let them follow up their own leads. Is this realistic? No. But is it fun or the players? Yes. Remember everybody having fun is the important part.
Give them the action filled chase scenes that almost never happen in the real world. The jumping over the car, gun drawn and bullets flying action. The damn near Parkour level of rooftop and alley way foot chases. When the excitement hits then make for sure that it's exciting. Because in the real world the 'exciting' part we see in the movies almost never happens.

Saturday, August 3, 2013

GM Advice - Setting the mood in a COPS game.

Setting the mood when gaming can be very important to some people. Anything that helps them 'fall into' the game while playing. So it's time to discuss some mood setters for a COPS game. Some of these are great to use every game while others not so much.

The muster room. Hill Street Blues always started off with this each episode. All the officers going on shift getting the run down on what's been going on and things they will have to deal with. I highly suggest starting off each game with this. You can then drop hints at upcoming storylines, update some of the ones which have gone stale and not to mention it gives you the ability to railroad a little bit without looking so much like railroading. Just remember be safe out there guys.

Also a nice collection of music helps as well. I used to start games with a different cop show theme song along as with playing one each time we took a break. There are plenty of others out there that fit the bill as well. Take a look around online for a few soundtracks or collected scores that are inspired by various shows like Dragnet.

Have a pot of coffee on for whoever wants some. Even for those who don't drink it the smell alone will fill the room. Go with the old police stereotype also and maybe put a box of Krispy Kremes out on the table as well. Only allow refills or seconds when the characters are at a location that would allow them to do so.

Many times I would run games where the characters were regular duty police officers. So they would be two to a car partnered up during the game. At the table I would make the players set beside each based on who they were partnered up with. The only way they were allowed to pass information to other pairs of players while on patrol was through the radio.

Whenever they grab the radio to pass along that information, get ahold of the dispatcher or call for backup they have to use the 10-codes. Don't expect them to memorize it, make a few copies and pass them around the table and don't rush them to hard. After a couple of games the commonly used codes will become second nature.

Props are pretty much limited by your budget. You can plastic badges and toy guns. Or you can purchase actual evidence kits online and fill them with all sorts of things. Examples of paperwork can also be found on the net with relative ease (just don't bury them in it as gaming is about having fun more than frustration), If you do get extravagant with the props be sure to take some pictures and send me a link!

Sunday, July 21, 2013

Rules for Asshole Gamemaster number two.




Nearly every GM I've ever talked to has ran into this problem at the table. They are going along and things are starting to pick up in pace and excitement. Finally the action starts and things get fast paced and they are going from player to player asking them what they are going to do. Then they get to that one player, the one who looks dumbly up from doing something else and goes “Huh, oh what's going on?” and the pace comes to a sudden halt like a car hitting a reinforced brick wall. Finally one time I had enough.


I was running Sla Industries for a group who were mostly new to the game. Two of the players picked Ebb users. So I gave them a quick explanation of how it works and handed them a copy of the rulebook flipped open to he Ebb section so they could look over what they could do. The first one began checking it out as soon as it hit the table, she didn't waste a moment. But the other one, he started to draw a picture of his 'cool bad ass' Brain Waster character. He spent nearly the entire time doing that, almost no interaction with what was going on just following the other PCs.


Finally combat started up and I started going around for actions from the players. Everybody was on top of their game and ready to go... until I go to him. His words were “Okay... now what can I do with this Ebb stuff again?” as he finally looked up from his drawing. He had done zero effort to be involved or to look through the power list for his abilities. I was a bit aggravated at this so I simply called out “Okay you are trying to figure out how your Ebb powers work.” and went on to the next person in line. Needless to say his character ended up getting killed that game... then he made a second character, the brother of the first character, out to avenge his death... but that's another sad gamer story for another time.


But in that story I just told lies my point, my advice for being an asshole when you have to. When they look up from their cellphone, sketch pad, whatever and ask what's going on during the middle of the action you just pass their ass up. Their character stands there like a fool trying to figure out what to do. Do not stop the pace, especially once it's up to speed, just to explain what is going on to somebody who can't bother to listen when you're talking.


Now be prepared for all manner of crying and bitching from them. But you just have to keep moving and don't listen. If they want to disrupt the game completely over this tell them to leave. Stand your ground, be an asshole. Smart ones will learn from this, sit down, shut up, take their lumps and do better the next time around. Others may not, but those are probably the few that you would have to stop the game for repeatedly every game over and over again. So it's no big loss when it come to running a good game for your players. At least the players who can pay attention.

Saturday, June 1, 2013

GM Advice - Family problems



In a lot of games where you can take various 'handicaps' for characters most players will take advantage of these to no end. One common I have seen a lot of is games consider having a family or dependent to take care of is a handicap or something bad. That or they write up a character background where they have a family and then forget they even exist once play starts. This is a bit assbackwards in my mind but it seems to be the way a lot of games and players go. Well if they want to take them as a disadvantage or completely ignore them then by all means make them the biggest problem in their ass that you can.

Never ever kill the family. I know for some folks running games out there this is going to be really hard. It flies in the face of tradition of killing off the PC's beloved by the players. Problem is it is usually only effective for one game session and then it's blown off. Don't do that, keep them alive, that way they can continue to be a problem to be dealt with.

Now with that first bit out of the way lets look at a bunch of basic ways to aggravate.

Old debts come calling. Somebody owes somebody else a lot of money and they want that money now. Debt collectors come in many forms and sizes, from collection agencies calling up people related to (or responsible for) the debtor to more aggressive tactics like showing up at their front doors. Times this by ten if the person they owe money to is a criminal organization or massive gambling debts. Easiest way out of this is simply paying them what is owed... if they can. Otherwise it may build up to actual physical conflicts to be endured.

If their dependent is a child well then those cost money... trust me I have a couple. So be sure to hit them up for cash spent between game sessions. Food, clothing, school costs, toys, games, etc. This creates a constant drain to the pocket book and we Gamemasters know how important it is to separate a character from their money. Failure to provide a safe and healthy home is considered negligence in the eyes of the law in most civilized places.

If the character has a wife well then those cost money also... trust me I have plenty of broke friends to testify to this. Be sure to have them spending it for them as often as possible. New clothes, a car and all it's costs, etc. It doesn't have to be the rude stereotype of a 'money spending woman' either, but if they aren't bringing in income they have to be given something to survive on also.

Kids are a never ending source of headaches, some being worse than others. Make your PC's kids part of the 'worse' section. Calls from the police if they get caught shoplifting an angry shop owner if it's a fantasy world. Running away from home in the middle of the night. Having to go pick them up in east jesus when they are tired, cold and hungry. Be sure a lot of this suddenly pops up in the middle of the game so they have to take care of it right then.

Tag along. You can't always leave them at home and sometimes they just utterly refuse to stay there. Be it a baby sitter canceling at the last minute or a wife who thinks her riding along won't be any problem. Just put them there beside them for the entire game... talking... asking questions... doing the wrong things at the wrong time. You get the idea.

The borrowers. You get out on the adventure just to discover some of your rations are gone and that extra lamp oil is missing. Well you know, somebody back at home needed that, they just didn't bother to tell you. Same goes for finding your hard drive space filled up with downloaded movies or the extra fuel can being empty. Or when they do return something they took without telling you it's because there is now something wrong with them. The IR goggles are on the fritz (because IR goggles are damn cool to any kid out there), that computer has a virus from the downloaded movies or scope on the rifle is knocked out of line.

Poor choice in friends. Your daughter is hooked up with a sleazebag who has a tendency to steal anything left out... and he's at your house when the adventure is on. Your wife has a friend who is constant trouble with the law... and your wife is always trying to help bail her out of trouble. Your son has been hanging out with some vandals... and they've all been picked up by the police.

Don't forget the old standby use of a family member in a game. Kidnap them so you have to rush to the rescue.

There is just so much you could use to stick it to your players with their family. Make that disadvantage one hell of a disadvantage. If you do it right they won't look at it as a fast way to get some extra character points next time. Just remember to keep them alive so they can be a pain over and over again.

Saturday, February 16, 2013

GM Advice - Let the players get to the adventure




“All right you are all in full battle dress power armor with weapons stowed and belted into the drop pods. They fire out of the ship like a bullet, hammering you back into the cushioning. As they pass into the atmosphere your teeth rattle as everything shakes and bucks. Suddenly warning lights come on; you are getting fired upon by anti aircraft weapons in an attempt to keep you from reaching the ground. I’ll roll once for each pod and if they are hit by the incoming rounds then it’s game over for them.”
“You mean for the NPC’s that are coming down with us right?”

“No for every pod, including the PC’s.”

“If we’re hit then we get a chance to pull out of it and make it though right?”

“Nope it’s game over like I said.”

“Well that’s just stupid.”



Have you ever been in a situation like this in a game? Have you ever put this situation upon your players in a game? In case you haven’t noticed it’s not exactly a fair thing and not really fun for the players. After all they’ve gone through all the trouble of generating characters and then suddenly BAM they may be killed off in a die roll that they can’t affect and usually before they get to do anything much.
The usual argument back from the GM is ‘But that’s the way life is!’ Yeah well this isn’t life we are playing is it. If all we wanted was life we would walk downtown for a while and shoot some pool. But we’re not, we’re playing a game and a game is supposed to be fun. That means fun for everybody. This responsibility is in the hands of everyone playing but it’s all under the control of one person.

The Gamemaster.

For the direction he takes the game and the obstacles he puts into the way are what makes everything work. He just needs to be aware of the way the players want to take the game and make it work for them as well. This is a little fact that is often overlooked by many GMs.

First thing off he needs to let the players get to the adventure. What is the point of all your planning ahead if nobody gets to fight their way through it? There doesn't need to be any 'roll against instant death' within the first few minutes of any game because then there is no point for people to waste time making characters. In the above situation, yes it's dangerous, yes if it were real anybody could be killed in an instant. Do kill off an NPC or two especially if you built up a bit on them so the players like that NPC. Make a point that it's going to be a rough game but at least let them make it to the damn game.

People joke about how you can die during character creation in the original Traveler rules. Don't become a joke yourself by killing off characters as soon as they hit the table.

Saturday, February 2, 2013

GM Advice - Don't call them cults

  Cults are a nice source of bad guys in most game settings. You can toss them into just about anything with a little work and thus create a small network of like minded individuals that the characters have to deal with. However I do see one thing that a lot of folks do that just doesn't make much sense to me. When they go and name this group they call it the 'Cult of whatever' or some such. Even the NPCs call it by that name. Personally I don't see a lot of groups coming out and saying “Hey look at us! We are a cult!”.

Cults have a negative connotation attached to them. Just hearing the word 'cult' and people start to think of bad things done in secret places for even worse reasons. Now why that may actually be what your fictional cult does, they wouldn't want everybody knowing about it. Give them a name that seems a bit more innocent but still adds that bit of mystery. An especially useful thing to do is chose something that ties into an already existing established religion. Then they may simply be thought of as being a different demoniacal of that. Mostly just like all the rest with a few small differences. 

 A few good words to use would be: Order, Sect, Following of, Chapter, Body or Clan. All of these tone down that immediate thoughts of bad reputation a few notches. They also won't make the characters as nervous about them right off the bat.   

Now again they probably don't go around advertising themselves either. So this isn't a name they are going to be hanging on a shingle out in front of their homes. After all if they really weren't a cult of baddies then they wouldn't actually be that useful would they? Therefore keeping their group hidden even among the locals would be of importance also. Only when they feel they are talking to a likely recruit or potential ally would they reveal who they are. Even then they would probably sugar coat their activities and beliefs. Then urging the person they entrusted with the information to keep it secret as well.