Happy New Year!
Recently, it came up in a conversation about how to start out as a Game Master (or GM, for short) in tabletop role-playing. Being a GM is the most challenging and demanding position in any gaming group, so this week, I wanted to focus on some of the key issues that new GMs should consider.
Recently, it came up in a conversation about how to start out as a Game Master (or GM, for short) in tabletop role-playing. Being a GM is the most challenging and demanding position in any gaming group, so this week, I wanted to focus on some of the key issues that new GMs should consider.
First of all, before the game session even starts, beginning GMs should make sure that that their group's Social Contract is in place, to match up everyone's expectations and to prevent easily avoidable problems.
Secondly, it is worthy to note that, with New School games, there are non-traditional ways to distribute the GM's role, including GM-less games such as Fiasco and Microscope and games using Player-Facing Mechanics, such as Dungeon World. This post is not aimed at those games.
Anyway, in traditional tabletop role-playing games, being a GM entails wearing many "hats" (e.g., Author, Director, Referee, Manager, etc.) For example, as Referee, a GM must make judgement calls and decide when to apply Rule Zero. Consequently, as one can imagine, there are many things to track and manage during a game session, but for beginning GMs, there three areas to focus on where one to get the most mileage:
- Prepare, Prepare, Prepare!
- Be Flexible
- Keep Learning
- Prepare, Prepare, Prepare!
A key part of preparation is knowing your rules set and the adventure that you have planned to the best of your ability. The more you've prepared, the faster you'll be able to identify and address potential issues, such as fielding your players' questions. It will also make it easier to address the next bullet point, Being Flexible.
- Be Flexible
Don't panic. If you're caught off guard and need some time to figure out what to do, don't be afraid to call a bathroom break or even end the game session early.
And remember to keep an open mind. Particularly, don't worry about wasting a plot, a character, a setting or anything else you've spent hours to develop. In fact, you'll probably have a chance to reskin and recycle it later, with your players none the wiser.
- Keep Learning
IMHO, one of the best things about being a GM is the opportunity to stretch your creative muscles, but muscles only get stronger with training and use. Talk to your players and other people- don't be afraid to solicit feedback and don't overreact to criticism.
Obviously, there are many, many, many other things to help start out as a GM and to become a better one, but if you begin with the above three areas, you'll have a head start!
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