The Alexandrian

Posts tagged ‘gm screens’

Image of a custom GM screen for Night's Black Agents.

Should the GM hide their rolls behind a GM screen or should they roll openly where the players can see the results?

A lot of people actually think that hiding their dice rolls is the primary or even ONLY reason for a GM to use a screen, and this can even mire discussions about using GM screens in a debate about whether or not the GM should be hiding their rolls. And the debate about whether or not a GM should be hiding their rolls can often be entirely swallowed up in an argument about whether or not a GM should be fudging their rolls. (Which is, according to these debates, the only possible reason a GM would have for hiding their rolls.)

At this point, as you can see, the argument is already several layers deep in largely unexamined premises.

Let’s see if we can unpack things a bit.

First, I discuss a bunch of great reasons for using a GM screen in On the Use of GM Screens, and hiding your dice rolls doesn’t even make the list. In fact, it’s fully possibly to use a GM screen and NOT hide your dice rolls. So let’s lay aside the idea that these are intrinsically linked.

Second, for the purposes of this post, let’s take it as a given that the GM should never fudge their rolls.

Having discarded fudging as a motivation, why would a GM want to hide their rolls? In my experience, there are three factors:

Convenience. As I mentioned, there are a lot of great reasons for using a GM screen. Therefore, although I don’t always us a screen, I do often use a screen. And while it’s possible to use a screen without hiding your dice rolls, it’s frequently inconvenient.

So when I’m using a screen, I mostly roll behind the screen because it’s easier. In most systems, it would be a huge pain in the ass to stand up and roll the dice on the far side of the screen every time I needed t roll.

Secrecy. There’s a wide variety of situations in which a dice roll is generating information which the players’ characters don’t have access to. (Or, at least, not immediately.) Therefore, it often makes sense also hide that information form the players.

Examples of this includes Stealth checks, random encounter checks, saving throws against illusions, and any number of other possibilities.

Dramatic Effect. When properly framed so that everyone at the table knows what number needs to be rolled on the dice — without doing any additional math; just “I need a 17 or better” — there can be an immense amount of suspense placed on the die roll and a hugely effective and emotional moment that happens when the dice are rolled and the result is immediately seen!

When a dramatic moment like this is happening, you certainly don’t want to under cut it by rolling the dice in secret! And you may even want to make a special effort to make sure the dramatic moment can happen (e.g., precalculating the die result needed even in a system where you typically don’t do that)!

D&D generally doesn’t frame rolls like this, but critical hits are an exception — everyone knows immediately what a natural 20 means! — and can give a little taste of what it can be like. On the other hand, Monte Cook’s Cypher System, if you run it properly, is set up so that almost every die roll works like this unless there’s a reason for secrecy (which, of course, provides its own dramatic impetus).

IN CONCLUSION

On that note, we can see how these three factors can be weighed for each roll to determine how we want to handle it.

So, for example, if I’m not using a GM screen, then I generally don’t care and just roll the dice, unless there’s a specific reason why secrecy is significant for a particular roll.

On the other hand, when I am using a screen, then I’ll generally roll behind the screen for convenience, unless the stakes are high enough that dramatic effect makes it worth the bother of standing up and rolling on the far side of the screen.

Other GMs, groups, or even game systems can easily have different opinions on the relative importance of these factors.

For example, maybe you’re playing a game with very few rolls and, therefore, every roll is a big, dramatic moment:

On the other hand, a GM might feel strongly about not giving their players the metagame knowledge that “there’s a reason this roll should be hidden, and therefore I’m hiding it,” and therefore they’d prefer to hide as many of their rolls as possible. (And this might be something that the GM only cares about because this particular group is prone to metagaming that knowledge. Or they may have had one of the players ask them to mask the metagame information because that will help them enjoy the game more.)

The point is that there’s not really a One True Way™ here. But hopefully a clear understanding of these factors will help you think clearly about when and why you’re hiding your dice rolls, and find the right solution for you, your group, and your game!

BONUS PLAYER TIP: GET DRAMATIC!

If you’re a player, you can set up your own dramatic dice rolls!

Remember that the basic concept is that (a) the stakes of the dice roll are clear, (b) everyone at the table knows what number you need to roll on the dice (with no additional modifiers); and (c) the roll is made in the open so that everyone can immediately see the result!

The stakes of the check put pressure on the roll; and the result of the roll being immediately known provides an instantaneous release of that pressure, regardless of whether the result is jubilant or catastrophic!

It is not, of course, unusual for the stakes of a roll to be known before the roll is made. Assuming you have access to all the other numbers involved, all you need to do to create your own dramatic dice roll is precalculate the result, announce it to the table, and then roll!

In some systems, as we’ve discussed, this will basically be done for you automatically. But in others, including D&D, you’ll need to jump through a couple extra hoops. (You might also need to ask the GM to give you an additional piece of information, like the DC of the check in D&D.)

The other thing to note, of course, is that if you try to make every single roll ultra-dramatic, the net effect will often be to make nothing dramatic. Excitement and emphasis can all too easily turn into tedium.

But if you choose your moments well, you can enhance the game for everyone at the table!

GM Screen @ The Alexandrian

The use of a GM screen can be a surprisingly contentious subject in the running of a roleplaying game. The critics consider them superfluous at best or intrinsically damaging to the dynamic of the game (due to inducing issues of trust and social separation) at worst. But I, personally, find them valuable more often than not, and I’d like to share my thoughts on how they can be used to best effect.

First, I don’t like the older style of portrait-oriented screens. Their height does, in my opinion, create an unnatural barrier between the GM and the players. They feel like a giant wall, cutting off the natural expression of body language.

Landscape-oriented screens, on the other hand, don’t have that problem. As the GM, I can see everything that’s happening on the table and the players can freely see my body language. As long as you’re playing with a table surface, there’s no meaningful disadvantage to the use of the screen and, in my experience, there are two significant advantages.

SIGHT LINE OBSTRUCTION

The most basic function of the screen is to block the player’s line of sight to my notes and maps. This is important to me not because I think my players are horrible cheaters who are trying to peek at my notes; it’s because I consider it a common courtesy. If I’m inviting people over to watch a movie, I don’t hang a poster with spoilers for the movie next to the TV screen and ask them to avert their eyes from it.

The same principle applies here. In fact, rather than inhibiting a personal connection between me and the players, I often find that a landscape screen enhances it: When you don’t obstruct your maps and such, players will often avert their eyes from your end of the table in order to avoid glancing at them.

VERTICAL REFERENCE

I’m a pretty huge advocate of being able to simultaneously display multiple pieces of information in order to facilitate rapid referencing and cross-referencing while running the game. (This is also why I don’t like running games from a laptop: The search functionality can be useful, but being able to only look at one page of information at a time while GMing is like trying to run a marathon with your legs tied behind your back.)

Therefore, being able to position reference material in a vertical place (so that it doesn’t take up surface space) is, in my opinion, insanely useful. In addition, positioning persistent reference material for the system and/or game world on the screen creates a consistent spatial familiarity that makes referencing that material faster and more efficient. (Instead of figuring out where the cheat sheet packet is currently lying on the table, picking it up, and flipping through it, I instead know that I can reach out to my right, flip up a piece of paper, and look directly at the skill difficulty guidelines. After just a couple of sessions, I basically don’t even have to think about it any more. It becomes autonomic.)

My typical table arrangement when GMing is:

  • A customizable, landscape GM screen with four panels of information.
  • 2-3 pieces of paper displayed behind the screen.
  • One or more TV trays to my left side, which I use to hold my rulebooks and also display 4-6 additional sheets of information (which often includes one or more rulebooks flipped open to the appropriate page reference).

Without the GM screen, my quick reference material not only becomes less efficient, it also begins encroaching into the space I use for other reference material. This becomes a cascading problem, as useful resources get bumped out of circulation. With less information at my fingertips, it becomes more difficult to run complicated, interconnected scenarios.

MAKING THE SCREEN

GM Screen @ The Alexandrian

As useful as the reference material on a GM screen can be, the sad reality is that most published GM screens feature a lot of non-essential information while not including material that would actually be useful when running the game. As a result, I use a modular, customizable landscape (like the ones you can buy here or here).

IMAGES: Buying the PDF version of an official landscape screen is often a good way to stock the player-facing side of your screen. But in an era of Google Image Search, the whole world of art and photography is your playground.

Personally, I tend to avoid trying to find single mural-style images that will go across the entire breadth of the screen. Finding multiple images to make up a polyptych is easier, and it also gives you the opportunity to highlight multiple facets of the game / world / campaign. I also recommend finding images that depict things the PCs could theoretically see, rather than images of main characters who aren’t the PCs doing awesome things. (It’s more immersive and suggestive of the game world that way, while allowing the table to remain focused on the narrative you’re creating instead of some other narrative that’s being depicted.)

(In the past I’ve also played with stocking the player-facing side of the screen with player-relevant reference material. But I’ve found that reading the material at any meaningful distance is usually difficult and, for players (who usually juggle less reference material), it’s easier to just use cheat sheet packets. Your mileage may vary.)

REFERENCE MATERIAL: I design System Cheat Sheets for many of the RPGs I run, particularly those featuring complicated mechanics. These reference sheets can then be conveniently slid into the modular screen.

A major conceptual breakthrough for me was the Hackmaster GameMaster’s Shield, which included flip-up panels:

Hackmaster GameMaster's Shield - KenzerCo

Copying this same technique, I now use reverse-duplex printing to create sheets that I can tape together and flip up to reveal additional information behind them. This allows me to easily put 12 landscape-formatted sheets within easy reach. (And there’s no reason I couldn’t expand that to a third layer of information to give me 20 sheets, although I haven’t actually found a game so complicated that I would need to do that yet.)

FURTHER READING
Rolling Behind the Screen

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