The Alexandrian

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So You Want to Be a Game Master!

November 21st, 2023

So You Want to Be a Game Master - Justin Alexander

It’s here!

For those braving their first dungeon, it’s a step-by-step guide. As one delves deeper into mysteries, raids, heists, wilderness exploration, and urbancrawls, So You Want to Be a Game Master transforms into the ultimate GM’s survival guide.

If you still need to snag your copy, it’s available in both physical and e-book formats from these fine purveyors of the written word, plus other bookstores and game stores worldwide:

Hard to believe this is really happening!

If you’re a fan of the Alexandrian and would like to support the book, the next couple of weeks are a really critical juncture. Some things you can do:

Buy the book. See above!

Buy the book for other people. I know it’s crass commercialism, but this book is the perfect gift for your GM. Or, if you’re already a GM, for players you think would be interested in running a game for the first time.

After direct support, the biggest thing is letting people know about the book. This could include:

  • Taking a picture of the book when you get it and posting it to social media.
  • Retweeting/reposting my social media posts when you see them (on BlueSky, Mastodon, or Twitter).
  • Link to the reviews, interviews, and other media appearances I’ve done for the book. You can find links here.
  • Link to my Youtube videos talking about the book.
  • Mention the book on reddit, social media, Discord, etc. when it’s legitimately relevant to a conversation. (Don’t spam, please!)

Make a library request and ask your local library to carry a copy of the book!

It also makes a big difference if, after reading the book, you write a review. This only needs to be a few sentences, but it can be posted sites like:

And did you know that you could post the same review on multiple sites? Cool fact.

 

Go to Part 1

GM: Okay, the orc stabs Derek’s paladin. Let’s see… We’re on… 17. Anyone on 17…?

16…?

15…?

14…?

Julia: I’m on 14!

GM: Okay, the goblins are, too. What’s your Dexterity score?

Julia: 12.

GM: You’ll go first.

(a minute later)

GM: Anyone on 13? How about 12?

Don’t be this guy.

If you’ve never experienced this at the table, you might find it hard to believe that this is a thing that actually happens, but it’s surprisingly common. I constantly find myself playing in games like this at conventions. I’ve even seen it happen in games using a VTT, which I find particularly baffling since it’s usually pretty trivial to set these up to auto-track initiative results.

It seems that for some people this is just the way they think RPGs are supposed to work.

The problem, of course, is pacing. Or, rather, the complete lack of it. In addition to wasting huge swaths of time with this inane call-and-response ritual, it also completely disrupts any sense of flow or build in the combat encounter. Each action becomes an isolated island floating in a vast sea of numeric chanting.

It’s also prone to mistakes and confusion, as calls are missed or initiative check results are forgotten.

WRITE IT DOWN

The solution, of course, is to simply write down the group’s initiative results, sorting them into a list so that you can tell in a single glance whose turn is next.

This list not only eliminates the dead time of the call-and-response, it can also unlock other techniques for improving the pace of your combat encounters. For example, it allows you to put players on deck.

GM: Derek, you’re up. Julia, you’re on deck.

This lets the player know that it’s time to figure out exactly what they want to do, making it far more likely, when their turn arrives, that they’ll be ready to jump straight into action.

(The advanced technique is that you don’t always need to do this, as you’ll learn how to read the table and know when upcoming players need the cue to refocus. With some groups you may even be able to build on this by having player pre-roll their attacks and so forth, further improving the pace and focus of play.)

Of course, in some roleplaying games it won’t be necessary to write down initiative scores at all. For example, in the Infinity roleplaying game I designed, the PCs always go first (in any order they choose), but the NPCs can “jump” up and interrupt their actions if the GM spends a meta-currency called Heat. The only thing you need to keep track of in that system is which characters have gone on the current turn.

In other RPGs, however, writing down initiative may be easier said than done. To take an extreme example, consider Feng Shui, which uses shot-based initiative in which:

  • Characters roll their initiative and that is the Shot in which they take their first action of the round, starting with the highest Shot.
  • Each action has a shot cost, which is subtracted from the character’s current Shot value, creating a new Shot value.
  • When the round counts down to that Shot, the character can then take their next action, subtracting the shot cost, and repeating until all characters have hit Shot 0 and the round ends.

It seems as if this system would basically require the GM to count down, right? Who’s going on Shot 18? Who’s going on Shot 17? Who’s going on Shot 16? And so forth.

But all that’s really required is a different form of recordkeeping.

This is, in fact, why Feng Shui includes a shot counter: a physical track that can be used, in combination with counters or miniatures, to keep track of which characters are acting on which shot. In practice, this counter should be placed on the table in full view of the players, allowing everyone to see at a glance the sequence of upcoming actions.

(See Feng Shui: Using the Shot Counter for a longer discussion of advanced techniques this tool can also unlock.)

GM DON’T #16.1: DON’T WRITE ANYTHING DOWN

Flipping things around, initiative is not the only part of a roleplaying game where you can run into these inefficiencies. Pay attention to any interaction where you’re repeatedly asking the players to deliver the same piece of information over and over again, and then eliminate that interaction by proactively recording the information so that you don’t have to ask for it.

Armor Class in D&D is a common example of this. How often are you asking your players what their AC is while resolving attacks? If it’s more than once a session (at most), it’s probably too often.

A good place to record this information would be a Post-It swap note for your GM screen, putting it literally at your fingertips whenever you need it.

There are, however, a couple of exceptions to this that are worth noting.

First, any value that is frequently shifting during play, since this increases both the hassle of bookkeeping and the likelihood of error. A technique that can work here, however, is to enlist the players’ help by making them responsible for keeping the reference up to date: This might be a tent card that sits in front of each player with the relevant values. Or, in a VTT, it might be a shared note or file that everyone can keep updated.

Second, you don’t want to accidentally preempt mechanics or abilities that allow the players to react to specific actions, particularly if it might modify the value in question. (“What’s your AC?”, for example, also doubles as a convenient notification that a PC is being attacked and has the opportunity to activate their salamander cloak.) You can frequently route around this by simply being aware of the issue and making sure to include the appropriate prompts without the extraneous numerical exchange, but it’s definitely worth being aware of the potential issue.

FURTHER READING
Random GM Tip: Collecting Initiative

Go to Part 17: Too Many Players

So You Want To Be a Game Master was a double feature on Heath’s Geekverse.

First up, Heath dived into the book, giving an extensive sneak peek between the covers, on the Morning Grind.

Then, later in the evening, I joined him for a session of Table Talk, where we took questions from viewers. We ruffled some feathers with this one!

Morning Grind / Table Talk

Ask the Alexandrian

M. writes:

With everything going on in Israel and Gaza, I’m struggling with my game. I know too many people who have been affected by the war. The idea of running fantasy raids and having monsters kidnap villagers and innocent people being threatened by dragon fire just isn’t fun right now.

I’ve been running my current campaign for over a year, and we’ve been building up political intrigue, abductions by slavers, secret cults, and a simmering civil war… And I just don’t know what to do.

Do you have any advice? Where do I go next? What sorts of adventures could I run?

The trap you’re feeling stuck in is the ubiquitous combat structures that are the default structure and backbone of play for most RPGs. I talk about this in Game Structures, and also the way in which play tends to gravitate towards structure. Combat is what most RPGs give you, so both your adventures and the actions of your players gravitate towards it.

It can be tough to think outside of that box, but your question about what types of adventures you could run instead shows that you’re already heading in that direction. Personally, the first thing I’d look at would be some sort of mystery scenario. Mysteries are flexible and also very conducive to combat-free scenarios. (Or, if combat is featured, it can be structured to not resemble the real world events you don’t want to be reminded of.)

You may be able to pivot the ongoing events of your campaign into a scenario you won’t find problematic, but given the prevailing themes and threads you describe, it’s probably going to be hard to get away from it entirely. So I strongly suspect that you and your group need to take a break.

There are a couple of approaches you can take for this.

First, you might be able to take a break within your current campaign with something like a beach episode. This is a concept from anime/manga, where all the main characters in the series head to the beach together. This usually involves hitting the Pause button on all of the current, ongoing story lines.

You don’t literally need to take your campaign to the beach, of course. (Although you could.) The point is to contrive a reason for your PCs to all hit the Pause button on whatever they’re doing and go do something else for a while, and this will likely be easiest to do if it’s accompanied by a change of venue. They could be:

  • Sent somewhere by a patron to deal with a problem.
  • Invited to a grand party.
  • Sucked through a portal into a demiplane.
  • Get sent back through time to explore an historical epoch.

The second option is to literally put your campaign on pause. Take a break for a few sessions and run some one-shots or a short campaign. This might be a good opportunity to experiment with some new games you haven’t played before. Zero-prep games like Lady Blackbird or Technoir would be the first place I’d personally start looking, and it might also be a great time to check out some more “experimental” games that aren’t based in the tropes of pulp fiction at all.

Regardless of which option you choose, I’d frame things up by having an open conversation with your players about where you’re at personally and why you need to take a break from the campaign. Discuss the options you’re comfortable running and get their input on what you should do next.

From a purely practical standpoint, make a point of setting a specific date when you’ll revisit the discussion and see if you, and everyone else, is ready to go back to the main campaign. Aim low for this (e.g., “let’s take a break for the next month” or “we’ll touch base again once we finish up our mini-campaign on Kepler Station”). You don’t want to wait too long, because then the campaign might just fade away. And if it turns out that it’s still too soon, you can always kick the can further down the road when the time comes.

Go to Ask the Alexandrian #12

I was utterly thrilled to finally be able to hang out with Dael Kingsmill. She had the incredibly clever idea of using the table of contents from So You Want to Be a Game Master as a map for exploring what books, films, graphic novels, and games have deeply influenced me as a creator. If you want to watch us geek out about both GMing and Narnia, this is a video to watch ASAP!

Welcome to MonarchsFactory! On this channel you can find videos covering D&D, mythology, games, ridiculous fun with friends; all kinds of stuff. Today’s video is a chat with Justin Alexander, the author of the Dungeons & Dragons blog The Alexandrian AND the brand new book So You Want to Be a Game Master.

Watch now!

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