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Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ?

Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art.

All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your game

27 comments
  • I talk only as much as is necessary to paint the scene and hurry to prompt player action.

    There's an old bit of advice I read somewhere that the sooner you ask players, "What do you do?" the smoother your game is running.

    Those really old AD&D modules with 3/4th the page taken up by boxed text? People tend to zone them out. WotC did studies on this and figured attention starts to drift after 2-3 sentences.

    But it goes beyond boxed text. Any time the GM is sitting there talking, be it narration, exposition, or -- worst case scenario -- two NPCs having a conversation, that's time the players have to sit there trapped in an unskippable videogame cutscene.

  • @Ziggurat When putting a settlement on a map that you don't expect the party to go anywhere near soon, you only really need three pieces of info (beyond its location, anyway):

    Name
    Size (city/town/village)
    Product (apples, silk, sheep, etc.) or service (government, knowledge, trade hub, etc.)

    Why a product or service? It helps establish how trade happens, gives the town a reputation for the group to hear, gives you a hook from which to improvise NPCs from there, and so on.

  • A few favourites from the Alexandrian:

    • Don't prep plots. Prep scenarios. If you give the players a goal and a world, they will make the plot themselves, and it'll be more interesting. And it's not like you wouldn't need those things for a railroad plot anyway.
    • Don't plan contingencies. Instead of explaining everything the party could do to get past the guard, just describe the guard. It's a lot more flexible, and it takes less time to prepare.
    • With the 3 clues rule, make sure to have different clue types. If all your clues are pieces of evidence, then a party who prefers to talk to people is clueless.
    • If you feel the need to ask "are you sure you want to do that", there might be a miscommunication to figure out. Maybe you didn't explain the situation clearly, or a player misheard you, or the player has an item to help things work out.
    • When creating a system within your setting (eg, nobility), add two exceptions to the neat and tidy rules. "Each region is ruled by a count, except for those over there which are ruled by comtes." This adds history to your world while making it less daunting to add more exceptions if you need them later.
  • I start,

    My most "classic tip" is never lock a clue behind a roll if they need to find the love letter hidden under the bed to find-out about the affair explaining the murder, just make sure they find-it (the failed roll can still mean they are caught searching the room)

    Another of my classic one is to ask players about their character friend and foes, it helps populating a setting, you have a black smith the warrior met while serving in the army or the young ambitious political advisor the bard went in a tavern fight with and gives pretty great plot hooks So your little sister is in the school witchcraft club, and looks like they summoned something too big

    For one shot, I recently experimented a lot with LARP-style black boxes in order to play a scene which occurred before the game start, as it helps giving a clear view about everyone character and their ties while keeping these scenes shorts. It's IMO a good compromise between loosing time in playing mundane life to get a feel on the character, and jumping to the action with unclear character ties/roles or expectation about normality

27 comments