Wednesday, September 29, 2010

Ten Basic Principles for Good GMing

1. Give the players what they want.
There is a common misconception that, because the GM is technically in charge of the game, the GM gets to decide what kind of game should be played. In fact you should never forget that this is the players' game. It does not matter if you wanted to run a sweeping epic and your players just want a good fantasy action flick with plenty of gold, explosions and tits. If you want your game to be a success, and by “success” I mean anything from merely “fun” to “awesome,” you will have to swallow your pride when you know the players would appreciate a certain scene, outcome or style of adventure. In the end, if they have fun, so will you. And you will feel appreciated that much more by your players.

2. Work with players, not against them.
I was once running a game of Changeling: The Lost, and one of my players told me he wanted his ogre to get involved in an underground boxing ring. I took the time to run some side scenes with just his character while the other players debated their next move. Rather than trying to figure some way of coaxing or forcing his character to go along with the group, I let him tell his own story – which ultimately turned out to be a Changeling form of “Rocky,” but hey, he thanked me in the end. The moral of the story – if everyone is playing die-hard battle tanks (or worse yet, if you were planning a campaign with such characters in mind) except for one fragile magic-user, just go with it. Find ways to turn this apparent outlier character into a feature of the larger story. Put the main plot on hold if you have to to run a few side encounters. Let the other players be an audience for a bit. And if you do figure out a way to tie these side scenes into the larger story, so much the better. But the less you limit the players with their own characters, the happier you'll make them.

3. Be adaptable.
So you set up an adventure for players to burst into the front of an evil temple, and they sneak around the back side instead, thereby avoiding all your wonderfully planned mayhem. Adventures should never be spoiled by player ingenuity. When your players do the unexpected, they are taking control of the story. Until the players actually encounter something, nothing about an adventure is set in stone. Encounters, clues and events should ideally be like free-floating modules you can shift around as needed. The bottom line of any adventure design is to ensure players encounter what they must to fully succeed, regardless of how badly they bungle things in your mind. I've learned a handful of very useful parlor tricks to do this well. I'll share them on a later post, so stay tuned.

4. Cheat creatively.
This is a follow-up to the previous point. There are no rules in a tabletop RPG. There are only guidelines. The ONLY rule is do what you must to make it fun for your players. Players having fun with an encounter that you realize you made too easy? Give the monsters some more hit points. Players nearly killed off by a monster's first attack? Adjust the monster's stats so it's virtually impossible to miss. I personally like to avoid tracking enemy health as much as possible and instead let the game play dictate when enemies should die for maximum enjoyment.

5. Respect your game.
Off-the-cuff humor, in-character wackiness and jokes on the side are part of any gaming experience. But as a rule of thumb, I try to limit it to 50% of any session at most. Any more, and a game quickly dissolves into conversation or looses the suspension of disbelief that keeps an adventure vivid. Keeping a game focused helps players to respect you for the time and effort you put into prep work, and it shows respect for them taking the time and the gas money to show up in order to play.

6. Keep it moving.
It's very tempting for some G.M.'s to get lost in logistical details – making players role-play out every night's watch on the trail, every meal eaten, and every mile traveled. This is a case of realism hijacking fantasy. Running a game is like writing a book – the plot is all that matters, in the end. Skip the details of everyday mundane tasks such as choosing what to wear or where to eat and just move on to the next good scene. Summarize the rest for the players and allow them to make any relevant decisions or actions they wish after the fact. Similarly, I've found it unnecessary and tedious to make players roll literally every time they want to do something. Save dice rolls for challenging actions, not for mundane actions like cooking meals. I also suggest no rolls are needed in cases when players are “supposed” to notice something. If it's a clue they must find or a detail they must notice, don't give it a chance at failure. Just give the information to the character that would be the most likely to obtain it.

7. Make it personal.
Motivating players or their characters to engage with the adventure can be a challenge. One sure-fire way to do it is to make the main threat or adventure hook as personal as possible for the characters. It wasn't just the princess that was abducted by the evil wizard, it was the PC fighter's daughter. The rival vampires aren't just invading the character's home city, they're trashing the PC's own personal neighborhood and threatening their havens as well. People only act if they have a vested interest to do so. The best adventures leave characters with no choice but to act, because the price of indifference is too high or the reward for success is too tempting to pass up.

8. Make it matter.
Always remember that the PC's are the main characters. I don't care how cool an NPC is you've made to “assist” the players. PCs should never be spectators. Even if a scene would normally mean the PCs literally ARE spectators, figure out a way to pull them into the main action. Another common mistake is to make low-powered PCs people of little importance in the game world. Players come to games where they can play people who matter, who's actions and decisions will determine everything important about what happens to the world around them. Even if players are beginning a campaign as base-line characters, there should be some clear message that it is they who are the important figures, not just because they're the “main characters” but because they're important to someone or something significant within the game world itself.

9. You are the group's imagination.
The best G.M.'s I've encountered are the most imaginative ones. You can't expect players to come up with vivid descriptions for their actions, nor to talk in a distinct voice when speaking in-character. As the G.M., YOU are the stage. You are the whole production. You are the one who sets the mood of scenes, the pace of combat, and the tone of an entire game session. The players will take their lead from how you act and how much effort you put into your presentation of the scenes. This has unexpected benefits. For example, if you provide vivid description during a combat round, you'll find there's less confusion about who is where and what's going on.

10. Practice creative writing.
Designing adventures is a lot like writing a story. There are characters with distinct personalities and motivations to consider, a plot to organize, story hooks and twists to insert, and description to sculpt. If you gain experience writing your own fiction – of any genre – you are also gaining valuable skills you can bring to adventure designs.

Monday, September 27, 2010

New Race: Behemoths

This is a new race I developed for use in Dungeons & Dragons 3.5, but you should also be able to use it in Pathfinder with some minor tweaking. 

Behemoths

Image @Braford

Behemoths are the product of an ancient form of druidic magic that warped the bodies of animals and beasts into soldier slaves. Now their druid masters are dead, and the behemoths have made lives for themselves, using their superior physical strength to fill all sorts of roles from mercenaries to bodyguards and even knights. No two behemoths look exactly alike, and any given individual combines the physical abilities of two often wildly different creatures.
Personality: Behemoths are loud and boisterous, with deep instincts and passions and little self control or social grace. They tend toward extremes, from wild glee to terrifying rage. All behemoths are natural athletes and love any sort of physical contest. Because of their origins, behemoths also tend to sympathize with other half-blood creatures, such as half-orcs or even half-elves. An individual behemoth might be a gruff bully, a soft-hearted giant, a savage warrior or a semi-civilized (other behemoths might say “tamed”) bestial courtier.
Physical Description: Behemoths look like a humanoid cross between two different animals. Some call them 'anthro-chimeras' for this reason. Because of their wildly variable appearance, it is almost impossible to tell at sight which behemoths are related to each other. Children look nothing like their parents. Some even have different colored eyes or exotically-colored fur. Behemoths enhance this wild appearance with decorative designs shaven into their hair or body fur, colored tattoos and artistic scars. Behemoths don't require much clothing, since their naturally furry or scaled bodies often give them an equivalent protection from the weather. Males are larger than females, with heights ranging from 6-7 feet for males and 5'9-6'9 for females. Males weigh approximately 200-250 pounds, females 190-230 lbs. All behemoths have naturally muscular frames.
Relations: Behemoths don't overtly like any particular race, though they enjoy the company of half-orcs. Any strongly magical race makes them distrustful, and they detest both constructs and undead.
Alignment: Behemoths are almost always either chaotic or neutral, since their powerful instincts make it hard for them to fully separate themselves from the ways of the wild or learn sufficient discipline to be lawful.
Behemoth Lands: Behemoth form communities deep in the wilds and never develop their own cities. Behemoth communities tend to form around behemoths who share a type of animal in common, as this makes it easier for the communities to grow and prosper. One behemoth community in the depths of a wood might favor lupine or ursine behemoths, while a coastal community favors aquatic behemoths.
Religion: Behemoths worship deities related to animals, strength, or nature.
Language: Behemoths speak Giant and Common. It is rare for a common behemoth to be literate, however. Behemoths have an oral tradition for passing on knowledge. Few behemoths bother to learn more languages beyond Common. Those who do often speak Goblin.
Names: Behemoth names often sound tribal to other races, since they are descriptive images or phrases. For example: Buckhorn, Calm-Thunder, Runnerswift, Snakeyes, Truenorth, Underwood, Valleywalker, Windbane, Yellowknife, Zebraskin
Adventurers: It is not unusual for a behemoth to go adventuring. Behemoth adventurers are born with the instinct to strike out on their own, and these often become the alphas of a new community once the behemoth matures and finds a mate.
Behemoth Racial Traits
+3 Bonus to Strength or Dexterity, +2 Bonus to Constitution or Wisdom. -3 penalty to Intelligence and Charisma. Behemoths are well known for their physical abilities, but their intense instincts make them poor social companions or intellectuals. 
+4 bonus to Listen and Move Silently. Behemoths have naturally keen hearing and stealth. 
Medium Size: Behemoths have no special bonuses or penalties due to their size.
Behemoth base land speed is 30 feet.
Primal Hybrid: Behemoths are considered monstrous humanoids for all game effects which target creature types. Players choose two different creatures of the animal type (including dinosaurs or dire animals, but not vermin). Their character begins play with a combination of characteristics from the selected animals. Players are free to choose one special attack or ability of that animal. (Example: Bearheart is a dire bear/wolverine Behemoth. He receives the dire bear's Improved Grapple and the wolverine's Rage ability.
Players may also elect to acquire one natural weapon from one of the chosen animals in place of a special attack or ability, but not two. The character is considered proficient with this weapon. Attack with the natural weapon only receive bonuses from the character's ability scores and class bonuses. Damage dice dealt by a natural weapon are adjusted to that of a Medium sized creature. (Example: the dire bear's claw attacks deal 1d3+Str bonus damage, not 1d4).
Favored Class: Barbarian