Focal Point
Focal Point
Focal Point
enginepublishing.com
PO Box 571992
Murray, UT 84157
Focal Point: The Complete Game Masters
Guide to Running Extraordinary Sessions
is copyright 2015 by John Arcadian,
Walt Ciechanowski, and Phil Vecchione, all
rights reserved, and is published by Engine
Publishing, LLC with permission.
All artwork is copyright 2015 by
Engine Publishing, LLC, all rights reserved.
Engine Publishing, the Engine Publishing logo,
and the truncated gear device are trademarks
of Engine Publishing, LLC.
Gnome Stew, The Game Mastering Blog,
and the Gnome Stew logo are
trademarks of Martin Ralya.
Mention of , , or TM products and services
is not intended as a challenge to those rights
or marks, or to their holders. All such products
and services are the property of their
respective owners.
The Engine Publishing logo was
designed by Darren Hardy.
Published by Engine Publishing, LLC
in July 2015.
In memory of Aaron Allston, who taught us how to create amazing worlds, and
Robin Williams, who showed us how to bring them to life.
A special thanks to John Stavropoulos for his insight and feedback on the draft
of Chapter 15: Safety on the Set. Thank you for helping me understand the
complexity of such an important topic, and to find the right words to convey it
clearly. Phil Vecchione
Dedications
For Paula - Who was not in my life for my previous book dedications,
but who will be in my life for all of the rest. John Arcadian
To my father-in-law, Col. Richard Poch, who always
encouraged me to reach for the skies. Walt Ciechanowski
A special thanks to Martin Ralya, who started this whole thing years ago
when he took a leap of faith with us and asked us to write with him,
first on Gnome Stew and later at Engine Publishing. Phil Vecchione
Contents
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
How to Use this Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Lights...
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
10
Camera...
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
77
Action!
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
155
Foreword
Im dangling from a chain in a well that my gang just poisoned with benzene, pleading for my life. High above me, a very upset Gunlugger named Hector is smoking a
cigarette, pondering whether to toss his smoke down and burn me alive. My name is
Whimple, and Im an NPC.
A minute ago Whimple didnt exist, but then a minute ago my wasteland gang had
the upper hand. They were a nameless horde that had overrun Mopars hardhold and
soured her precious water forever. Now they had turned tail and run, leaving one of
their own behind.
I picked his name from a list and decided he would be a lovable, treacherous losera
craven wannabe road dog with a lot of inside knowledge and few scruples. In my head
he would be played by James Ransone, Ziggy from The Wire in assless chaps and body
armor.
The moment Hector throws him down the well he starts pleading. Dont kill me!
Whimple shouts, I know stuff, dude. I know the back way into Lord Gorbachevs
valley! Totally secret, dude!
Greg, playing the notably unhinged Hector, looks dubious. Is this guy for real? he
asks. I give him a look that says maybe you should use the tools at your disposal to find
out. Greg smiles and Reads a Person, which is a thing his character can do in Apocalypse World, the game were playing. He rolls well and gets to ask a couple of questions,
which I am obligated to answer truthfully.
Is this clown telling the truth? Yes . . . ish.
What does he want me to do? See the value in keeping him alive.
What does he intend to do? Kill you, the very first chance he gets.
And in that moment Whimple became part of our game. He went from nothing to
a wonderful, plot-driving NPC in moments, and his trouble-making potential was
unlimited.
This little vignette serves to demonstrate all three parts of this book in one grimy,
post-apocalyptic nutshell. As GM I was building interesting stuff just as fast as my
players could throw new situations and choices at me.
Entertainer, storyteller, and facilitatorFocal Point is absolutely stuffed with advice
to help you up your game in all three areas. I particularly love the challenges that
close each chapter, which ask you to directly apply what youve learned, at the table,
in play. Its a really smart approach to honing practical skills.
You already entertain, tell stories, and facilitate, of course, and chances are you do it
well. We all have room to improve, though, and approaching the weird art of GMing
thoughtfully can pay big dividends. Focal Point is loaded with good ideas that can
make your games easier, more memorable and more fun, but its up to you to find the
gems and apply them. I hope you do!
As for Whimple, well, hes still down in the benzene hole for now. But hes got big
plans . . . really big plans . . .
Foreword
Introduction
Of all the activities that occur in and around roleplaying games (RPGs), the core of
what we do happens at the table. It is when we are gathered around the table, as game
master (GM) and players, that we actively engage in the creation of a story. It is when
all of the prep and management comes to fruition and a unique experience is created.
Its during this time, sitting across from the players, that the GM has her most challenging role to play. Its at that time that the GM has to divide her attention and
faculties across three disciplines and manage each one sufficiently to provide the best
experience possible. Each discipline can be seen as a facet of the GMs role: entertainer, storyteller, and facilitator.
Focal Point: The Complete Game Masters Guide to Extraordinary Sessions addresses all
three facets of GMing. Its focus is on how to perform this mental juggling act while
sitting across from a group of players at the focal point of the gaming experience:
actual play during sessions.
This book represents the end of a journey which began four years ago when I started
Never Unprepared: The Complete Game Masters Guide to Session Prep (Engine Publishing, 2012). At the time, I thought Never Unprepared was going to be a standalone
volume. One of the comments I received in the critiques of the book was that it didnt
cover advice on campaigns, and so a year later I teamed up with Walt Ciechanowski and together we tackled that larger topic in Odyssey: The Complete Game Masters
Guide to Campaign Management (Engine Publishing, 2013).
While writing Odyssey both Walt and I realized that this journey was not done
there was one more big, related topic to cover. In fact, its the largest topic: running
a game at the table. Because this subject is both broad and deep, we brought in a
third writer, John Arcadiansomeone whose GMing style was different from both
of oursto help us tackle this topic as a team.
As a GM, John is an entertainer: He love props and he loves to draw his players into
the game by creating a world that they can see as well as touch. Walt is a storyteller, a
professional game designer who has written numerous adventures and run countless
adventures for his gaming groups. Im a facilitator, with years of both professional
and personal experience creating productive and cohesive groups who work together
to create deep stories.
Focal Point brings the cycle of GMing activity full circle, from prepping sessions to
managing the campaign that includes them to running the game at the table, which
in turn gives rise to new ideas for more sessions and takes the campaign in new directions.
Roleplaying games are meant to be played, and with Focal Point we set out to help
GMs improve each of the three major facets of GMingentertaining, storytelling,
and facilitatingto explore more worlds and create more stories.
Introduction
Entertainer
As the entertainer, the GM takes on the voices and mannerisms of multiple
NPCs. She uses interesting maps and miniatures during combat. She creates
props to hand out and playlists to help set the mood of the game. The entertainer gets everyone into the game, helping them immerse themselves in their roles.
The entertainer represents the parts of the GM that are projected outward to
the players: the voices you use, the props you employ, and the soundtracks you
play. A strong entertainer is captivating to watch and enhances the story and the
game through their contributions.
Storyteller
In his role as storyteller, the GM doesnt literally tell his players a storybut he does
tell stories during the game. Some GMs create the framework of an engaging story
and then hook the group into the plot, making adjustments, often on the fly, as the
players actions create unexpected and exciting changes. Other GMs tell small stories in the moment, when they introduce a new NPC or location, but dont come to
the table with a plotted adventure for each session. But all GMs are storytellers in one
or more ways (just not in the sense that they dictate stories to their players).
This role encompasses the elements of GMing which are involved in facilitating the
collective story that the group tells at the table: the creation of dramatic tension in a
horror adventure, aggressive scene cutting to bring about a frantic pace, and the ability to quickly move a scene back into the path of the player characters (PC) if they
passed it by. A strong storyteller creates tension, making hearts pound with anticipation, and helps to create drama that can move people to tears.
Facilitator
As facilitator, the GM creates a safe environment in which everyone in the group can
let down their guard and relax their inhibitions. She helps to create harmony at the
table, and she eliminates distractions. When there is conflict she helps to bring it to
resolution. She softens the loudest voices and raises up the quietest ones. The facilitator helps to bring the group together to make it more than the sum of its parts.
The facilitator role involves everything that helps to keep the table focused on the
game: managing the rules, resolving conflicts that arise, and helping the group to collaborate. A strong facilitator creates a strong table of players who work well together
and help each other have a memorable experience.
Each of the three sections of Focal Point addresses a different element of GMing, and
each is focused on one of the three major roles. Seen through the lens of moviemaking, the sections are:
LightsThe set, the props, and the soundtrack.
This is the arena of the entertainer.
John Arcadian
Walt Ciechanowski
Phil Vecchione
Challenge Yourself
No GM is perfect. When you consider each of the three rolesentertainer, storyteller, and facilitatoryou can probably tell which one youre strongest in, which
one youre weakest in, and which one falls somewhere in the middle. If you want to
improve as a GM, take an honest look at your strengths and weaknesses in these areasand if you have trouble seeing them yourself, enlist your most forthright players
and ask them to help.
Even an experienced GM likely hasnt mastered all three roles. The best GMs continually push themselves to be better. They look for ways to test their limits and to
round out their skill set. They look for challenges in the types of stories they tell, the
systems they run, or the ways they can wow their players at the table.
Once you have an idea of your strengths and weaknesses, though, there is an urge to
jump in and decide to become better at everything right now. Dont dilute your focus
by trying to improve many things a little bit at the same time. Instead, pick something that you wish you were better at doing at the table, and focus on how to improve
specifically in that area.
Create a GMing wishlist composed of things you want to try and skills you
want to improve. Look over that list and ask yourself, If being better at one
thing on this list would drastically improve my game, which one would it be?
Then focus on improving that area, using the information provided in this book
and applying it your game. Add notes into your prep to remind you to do certain
things, or make index card reminders to keep behind your screen or next to your
laptop.
To help you transfer what you learn from Focal Point to the gaming table, weve
included a challenge at the end of each numbered chapter. These challenges are
system-neutral; you can use them with any game. Theyre designed to help you
apply concepts from a particular chapter to your game.
If you already know how you want to challenge yourself, great! Pick a challenge that
works for you. But just in case youre not sure where to start and want to leave it up to
Fate, you can roll dice instead:
1. Choose your GMing experience level and roll to determine the number of
challenges to tackle during your next few sessions:
a. Novice: 1d4-1
b. Experienced: 1d6
c. Advanced: 1d8
3. Determine the challenge: Roll 1d6 and compare the result to the list of
challenges in that chapter
4. Repeat steps 2 and 3 until you have a list of challenges equal in number
to your first die roll
Theres also an achievement in the Challenge section of each chapter. When youve
completed all of that chapters challenges, you unlock that achievement. Good luck!
10
The Studio
11
In a roleplaying game, your players are taking on the role of both actor and audience.
Their attention is already divided. So if the space is working against them keeping
focus and staying in character, you have to do a lot more work to try to keep the game
running smoothly. Fortunately, this is a solvable problem.
12
Chapter 1
Is the space a place where you can be comfortable acting?Is the space
too public? Are the other people there making you feel embarrassed
when you stand up to swing your imaginary broadsword? Being able to
be unrestrained in a gaming space is incredibly important. Some people
like performing for an audience, though; for them, a public space can be
a benefit.
What is the best space we actually have access to?All other questions
aside, what space do you actually have available to you? Gaming anywhere
is better than gaming nowhere. If the space you have available to you is
mediocre, maybe one of the players would be willing to host the game or
a better space might be available at the local game store.
How can I make the space I have access to more viable for gaming?If
youve found the best space available to you, what can you do to make it
work better? Can you bring in a new table or change the wall decorations?
What about the simple act of changing where people sit to emphasize
character connections? Look at what youve got and see what you can do
to make it better for your game.
The Studio
13
14
Chapter 1
Second, add elements that help increase immersion. Change the artwork on
the walls to something that fits your game. Put elements in the players fields
of vision that will help inspire or draw them into the themes of the game. For
your macabre vampire game, grab a cheap plastic skull from a Halloween store
and stick it on the bookshelf in a players field of vision. Hokey? Yes, but as the
players eyes wander, hell have a constant reminder that death is just over the
shoulder of one of his companions. Contrast that with having a model starship
from a popular TV show in the same spot: Your players minds will constantly
be picking up that image and trying to tie it to things they remember from the
show.
Finally, even if it isnt specific to the game you are currently running, bookshelves full of gaming books are always a good background and theyre likely already
a part of many permanent gaming spaces. While they wont remind everyone of a
single genre or theme, they will build connections to the act of gaming. If you want to
really emphasize the themes of your game, rearrange your bookshelves to put books
of a similar theme behind your spot at the table. As their eyes wander to other sci-fi
themed books during down-time, players will start thinking about other games and
solutions to problems that might not otherwise come to mind.
The Studio
15
16
Chapter 1
The Studio
17
2. Remove the table for one night to help emphasize roleplaying and
conversation.
3. Draw out your current gaming space on a gridded piece of paper, like a
map.
4. Do challenge 3, then draw out your dream gaming space in the same way.
Hold these maps side by side and see if there are improvements you can
make to your current space.
5. Sit in a players chair and look at your normal GMing position. Change
one thing in each players field of vision to improve their game experience.
6. Write a secret clue in big, bold marker on an index card and place it
somewhere in a players field of vision. Never mention it outright, but
subtly reference that it is there and let the player pick up on it.
18
Chapter 1
The Studio
19
Chapter 2
21
A simple box lid separates the gaming space from the clutter of the game table.
22
Kipple is a term coined by Phillip K. Dick in his novel Do Androids Dream of Electric Sheep? to
describe piles of junk that just seem to spontaneously accumulate and grow of their own volition.
Chapter 2
What do you really need at the table?Anything you dont need at the
table might be kipple, and finding it a better home will help the game run
more smoothly. Are the extra miniatures really necessary? Can you just
make photocopies of the monsters you need instead of bringing the whole
pile of books? Can you switch to PDFs for some (or all) books and access
them from your tablet? If you go all-digital, do you have a good way to take
notes? Would a mini-screen be better than this full-sized one?
The Set
23
How can you make the stuff we need easier to use?Once you know
what you actually need at the table, be it maps or scenery or props, you can
look for ways to streamline usage. Can you draw maps out beforehand on
big sheets of paper? Can you afford a low-resolution projector for maps? If
you use one, does the dimmer lighting make it hard for players to see their
character sheets? Can you sort your miniatures by encounter or creature
type to make deploying them faster?
Sitting down and thinking through these problems and solutions should be done
separately from running the game. Running a game is very social, while managing
your play space is a solitary task. Dont try to optimize your play space mid-session.
Compact . . .
If youre the kind of GM who likes to be prepared for every eventuality, that tendency
might lead you to keep more stuff on hand during games than you really need. Putting on your assistant director hat can help you here as well.
How many pencils and pens do you really need? Which dice do you actually use? Are
you bringing every miniature you own when a subset might do? More generally, what
are you carrying around that you think youll need, but which you rarelyif ever
actually use? That stuff is getting in the way of using the stuff you actually need.
Bring a small box to your next session. At the end of the session, stick everything you
actually used during the game in that box. Compare whats in the box to everything
thats outside the box, and consider whether you could skip bringing some or most of
the stuff you didnt use to the next session.
. . . And Contain
Once youve eliminated kipple from your stash of GMing material, the next step is
to put everything in a central, organized place. For my own on-the-go setup, I like
to use a small carrying case originally intended for files. I pack it with folders, books,
and smaller boxes. Specialized fishing tackle or tool boxes often work quite well if
you need lots of compartments, but its usually harder to put books in them than it is
in a file box.
When Im GMing at home, I let myself use a larger plastic rolling cart with many
small drawers. Inside are metal tins of dice, small boxes of minis, a drawer for writing
tools, whatever books Im using for the next game, and a few folders of the character
sheets and maps I needall evaluated for utility while wearing my assistant director
hat before each session. This evaluation process is like a pre-game meditation ritual. I
organize everything beforehand so that its easy for me to access during play without
slowing down the action.
And thats the important part: You have to set your stuff up in the way that works
for you. Experiment with your organizational system until youre happy with it, and
remember to put on your assistant director hat between every couple of sessions.
24
Chapter 2
If youre running a game that uses maps and miniatures, the map is your focus by default. But if youre
not running that sort of game, you can separate your
set from the rest of your place space simply by placing
an object or two in the center of the tablejust like a
centerpiece at a holiday dinner. But what sort of object
should you use? It depends on your game, but in general
you want something that:
Emphasizes the tone and theme of your game
For a Fiasco game set in the advertising world during the 1960s, I picked up an old
rotary phone at a flea market and put the phone, along with a few empty liquor bottles
and some tumblers, in the center of the table. The phone became a prop that people
would pick up and answer when acting out their characters actions, and the player
whose character was always drunk would swing around one of the bottles whenever
he acted out his rampages. The prop centerpiece acted like a laser guidance system to
drag wandering eyes and minds back to the central space and the themes of the game.
The centerpiece doesnt have to be something that the players can physically interact
with, though. For example, you can use a statue of Cthulhu or a gargoyle for a horrorthemed game, or a map of the area where the PCs are questing for a fantasy game.
You can also swap out the centerpiece mid-game to instantly shift the tone and move
everyone into a different mental space. If youre okay destroying that old phone, break
it in half at a key moment to emphasize the absence of communication. Replace the
creepy statue with a more upbeat sculpture to show that the PCs are winning the war
against the dark forces opposing them. This is a simple technique to put into practice,
but it works well to signal the shift in themes during the game.
The Set
25
You can also separate your set by literally walling it off from the rest of the table. This
is particularly effective if you use battle maps and miniatures. The play space becomes
the arena in which the game world exists, its borders clearly defined. Even if all you
do is put all the minis in a trimmed-down cardboard box, the game world is now no
longer part of the table; it becomes its own space.
Ideally, the walls of your box (whether cardboard or wood) should be 2 or 3 high
and should cordon off a good-sized chunk of the tableenough that the walled area
dominates the space. You can accomplish this quickly and easily by cutting the sides
of a cardboard box down to a usable height, dropping the lid of one of those big plastic
storage boxes in the middle of the table, or flipping over an art canvas.
Feeling more crafty than that? Pick up an 8x2x2 piece of lumber and ask your local
home improvement store to cut it down into four smaller pieces. Lay them out in a
rectangle to neatly segment your play space. Want a permanent frame? Join the ends
of the wood with nails or wood glue to create a sturdy separator that looks a lot better
than a cardboard box.
26
Chapter 2
Lets set aside the movie set analogy for a moment and think about stages for live
theater. All stages have one thing in common: They are higher than the area around
them. That small distinction puts them in a physically different space, and its a great
psychological trick that we can make use of for gaming.
This is an incredibly easy build
with some impressive results.
Start by going to a home improvement store to find dryerase (whiteboard) wall panels. These generally cost about
$5 for a 2x2 panel or $10 for
a 2x4 panel, depending on
what the store stocks. One
side is covered in a dry-erase
paint that is perfect for gaming. The other side is usually
dark brown, and you can add
a grid for miniatures to that
side with a silver permanent
marker. This gives you a twoside mapping surfacenow to raise it up off the table.
There are two simple ways to raise this set:
Metal pizza standsThese are metal brackets about 6 or 7 inches high
that restaurants use to hold pizzas. Theyre cheap and can be taped to the
dry-erase panels for stability. Using two at the edges of a 2x2 panel will raise
your set while also creating a space underneath for books and kipple.
WoodGet an 8 furring strip cut into three pieces (two 2, one 1 10) and
screw them together in an H shape. Set your dry-erase panel on top of this
frame to raise your set above the table. It wont be as high as the pizza stand
option, but it does still offer a bit of storage space underneath the panel.
The Set
27
3. Find three props that fit the theme of your game and introduce them into
the central area at different times during the night (whenever there are
significant scene changes).
4. Build a raised set or create a box theater for your next game that uses
miniatures.
5. Institute a kipple reduction plan as a rule for your game, and reward your
players with an in-game benefit for following the rule.
28
6. Sit back and look at your table for a few minutes. Write down three things
you could add to your setup that would improve it or remove distractions.
Chapter 2
The Set
29
Chapter 3:
Special Effects Scenes
Gemma was in her apartment, banging her head against her
desk, trying to come up with something that would make this
game memorable. The change of locations had created a lot
of distractions, but Adams place was working out for now
and they could go back to the library in another few weeks.
However, Gemma was worried about how to make this game
something they were going to talk about for years to come.
She had been plotting out ideas, but everything she came up
with just felt tired and familiar.
Her players knew how she thought and what sorts of twists and
turns her plots usually took. They had also started figuring
out how she had run her combats and were always picking
off the magic user or support tech well before those NPCs got
to use their powers to make the fight interesting. As she was
trying to come up with something new, Gemma found herself
playing with some of the models and PVC figures on her shelf.
And thats when she knew what she needed to do.
30
Chapter 3
effects in movies at the time, especially in the science fiction genre, this scene
was mind-blowing. Laser blasts and a chase, and then the screen is filled with
a giant ship that dwarfs your vision for far longer than it should, the sounds of
the action still going on way up at the front of the ship doing the chasing. By
the time you are introduced to the first two speaking characters, you have been
shown that the scale of this movie is going to be epic.
That is a special effects moment, probably the quintessential one, and these sorts
of moments engage the senses in incredible ways, setting you up to keep that
sense of wonder and amazement throughout the rest of the movieor, in our
case, the game.
31
Go Big
Grand gestures are the bread and butter of movie moments. Its rarely a private and
rational act that wins back the lost love. There is never an easy code to disengage the
bomb or activate the self-destruct mechanism in a tense action scene. Going big in
terms of scale, action, or excitement helps disengage the scene from the usual fare
and makes every action exaggerated and special in some way. Anything done against
the backdrop of a big set piece or an extreme consequence feels special, even if the
action or the mechanics of the game is on par with how things are usually done. For
example:
Scaling the branches of a tree that has been turned into a house is a chase
scene in a unique place.
Running across the tree-branch bridges and climbing through the vines
and gigantic leaves of an entire city that is housed in a single tree is an
extreme situation.
Fighting on the rooftops of a city is thrilling because of the danger of a
fall that could kill you.
Like so many techniques that help you improve your GMing, you can determine if
your scene is going to have that special effects quality by turning the rules above into
questions. When you plan a scene that you want to be a wow moment, ask yourself
these three questions about it:
32
Chapter 3
The PCs will be chasing the BBEG out of his snowy lair. There will be a
chasm that he gets across to buy some time and eventually get away.
Ask the three questions, and you wind up with this much more interesting version:
The BBEG will escape and run down the side of the snowy mountain, getting over a chasm that will delay the PCs. Ill put on some chase music and
drape a white sheet over some cardboard boxes to create the actual chasm
(Engage the Senses, Go Big). Since we usually do straight-up combats, the
PCs dont usually do chase scenes, and if they fall down the chasm it will
mean almost certain death. Ill let them know that beforehand and reinforce
the idea by making one of the BBEGs minions fall off one of the small platforms of ice that can be used to cross the chasm (Different From the Usual
Fare, Go Big).
Even though the essence of the scene is the same as the original version, the one that
incorporates the three guidelinesengage the senses, make it different, and go big
is the one most likely to be remembered. This version takes the basic concept and adds
some shine and polish to make it a special effects moment.
33
Spread across the entire sessionIf you have to run a short session or
are running a one-shot that you wont likely revisit, turning the entirety
of the session into one giant, extreme moment increases the impact of the
moment exponentially. It wont just feel like a short gaming session or a
one-shot, but a session that was hyper-focused on one incredible element.
Your players will mark the entire session in their minds as something
mind-blowing instead of it just being one awe-inspiring moment during
a normal session.
34
Chapter 3
interact with your players in a more direct way, maybe even changing the play
space to a conversation circle instead of a standard table setup. In this way, you
will emphasize the narrative elements and remove the representations that the
group usually uses to interact with the game world.
If you normally use miniatures and your moment is something that would be
best served by representing the action scene with figures, change the scene from
a horizontal one to a vertical one. Have the miniatures actually move up the
map in some way. This will make the players think in new ways and have to interact with the same rules in a different manner. Their circumstances for failure
may or may not change, but their perception will.
A paradigm flip doesnt need to change the physical space or its representation, but
often a change in the physical setup helps emphasize the flip. You could flip the
paradigm by setting a combat on a moving platform like an airship or a train, or you
could place a narrative-driven scene in a setting vastly different from the norm. For
example, if your game involves paranormal investigators in a late Victorian-themed
world and your normal gameplay style is to scour through the dingy streets chasing
vampires, you could have the PCs snatched by royal guards who clean and present them with new clothes as they are called into the halls of society to deal with a
troubling issue for the queen. Their normal approach to questioning and searching
out their undead adversaries will need modification if they are to do so within the
confines of courtly life and the politics that go along with it.
35
36
Chapter 3
3. Create a scenario that flips the paradigm by changing your table setup or
the gameplay parameters of a familiar type of scene (e.g., reimagining a
horizontal chase as a vertical one).
4. Record a narrative beforehand and use that to convey backstory or other
detailed information to your players.
37
Okay. Make your jump roll, but dont forget what youre
going to fall into if you fail, Gemma said, smirking impishly.
Patti looked at the 3-D map hanging on the wall. Gemma
had said they were going to be doing something interesting
this game, but she had no idea it was going to be like this.
Hanging on the wall was a piece of cork board covered by
a star-patterned sheet of cloth. All of their minis were stickytacked to pins, and there were wooden blocks tacked to
pushpins to represent the debris floating around them in
space.
Patti rolled her jump skill to push off of a piece of debris,
guessing that her incredible acrobatic skills would probably
make sure she succeeded, but looking at that map and knowing
her character would drift into the infinite void of space if she
failed made her uneasy. As she moved her miniature, Patti
said, I spend a plot point, just to make sure . . .
Gemma smiled. She knew that when they had triggered
the totem in the ruins, they were expecting it to turn into
a spaceship. That was what happened last time. Instead,
it teleported the entire room out to space near a drifting
spaceship, and she got to use her wall map idea.
They all kept looking at the map with trepidation, trying to
figure out how to push off of one piece of floating debris and
time it so they could catch another one. Even though the rolls
were the same as they would have been on the ground with a
simple negative modifier, her players were looking at the game
in a totally different way. Gemma knew that they would be
talking about this session for a long time after it ended.
38
Chapter 3
Chapter 4:
The Props Master
Walking into Adams house for the fifth session of their
game, Patti and Renaldo stopped in the doorway. Covering
the entirety of the table was a four-foot long spaceship. It
was crude, made of painted foam, and enormous. The ship
covered all of their play space and was raised up about a foot
off of the table. Gemmas head popped out from behind the
model, a giant grin on her face.
Patti said, What the . . .
Gemma said, Oh, hey guys! Like it? Its the Red Empress
flag ship. You planned to assault it tonight with your new
ship, so I brought it along.
Seriously? Wow! How long did that take you to make?
Patti said, peering around at all the small painted bits and
what looked like robots that were tacked onto the outside of it.
Less time than you would think. Its not the prettiest ship
there is, but itll . . .
Make the lessek run before the imperials know you breached
their borders Patti and Renaldo said together, finishing a
line from Gemmas favorite movie. Adam came in from the
kitchen with a plate of nachos, went to set them on the table,
and then reconsidered. He looked around and saw no space
that could be used without impacting the giant flying battle
fortress. Clearing some books off the shelf and piling them on
a stack of papers that appeared to be tax documents from the
previous decade, he put the nachos on the shelf and grabbed
his stuff. I cant wait to shoot some holes in this thing, he
said with a grin, poking at the giant ship.
The Props Master
39
Because this chapter is focused on building terrain and sets, the advice in this section
is most beneficial to games that make use of miniatures in some way. But your game
doesnt need mechanics that require miniatures or a grid to make use of terrain and
sets in order to get some of the benefits that come from using them. Having a physical representation of the game world, especially one that works in three dimensions,
helps players visualize the game and work within a common, shared visual framework. Even in games that call for grid-based mapping, I prefer to use maps without a
gridit gives my players a mental anchor that connects them to the game. Encourage
your players to interact with your sets and scenery however they like.
40
Chapter 4
Obligatory Disclaimer
Two last things before getting into the building advice. First, the techniques and tips described herein are pulled from multiple sources that are more detailed and exact when it
comes to carrying out different builds. The goal of this chapter is to give you the basics
and inspire you as to what can be done, but detailed instructions for crafting terrain and
scenery would fill a book in their own right. The basics herein will get you started; for
more details, I recommend seeking out some of the many books and articles on these
topics.
Second, the tips and techniques that are broadly described herein often involve cutting,
gluing, sculpting, and manipulating objects in ways that may fall outside their intended
uses. Be safe. Wear appropriate safety gear. Work in well-ventilated areas. Never
expose yourself to harm. Always make sure your vulnerable bits (pretty much all of you)
are far away from any object that can damage you. Look up more detailed information about working with various materials and learn from the lessons and mistakes other
people have made rather than making your own.
Whatever you find in this book that inspires you, and whatever techniques you try yourself, remember that actually doing it is at your own risk and you are solely responsible
for any results or damage that come from your building attempts.
41
Rotary Tool
A rotary tool is a very small motor that you can attach different blades, saws, grinding
discs, and drills to in order to perform many types of crafting tasks. I suggest getting
one with a cord rather than a battery, as the battery will always run out on you exactly
when you most need it.
Knife Sharpener/Whetstone
Knives and scissors dull with use. Getting a blade sharpener or a scissors sharpener
will help you retain the edge on some cutting implements. The finer the edge, the
harder it is to adequately sharpen. A manual sharpener made for kitchen knives will
often rest on a table and has a coarse and fine sharpening V in it. Pulling a blade
through it will sharpen both edges at the same time. Motorized ones are expensive,
but decent manual ones can be purchased for around $10 to $15. A whetstone or a
multi-function sharpener will have more options for sharpening, but require more
training in its use if you want to avoid cutting yourself.
Needle-nose Pliers
Some of the scales we work at when making scenery requires a more delicate grip
than our fingers can get. A good pair of needle-nose pliers is essential.
Metal Ruler/T-Square
A metal ruler provides a nice edge to draw a straight line with or guide a cutting instrument. A small T-square lets you do this with a right-angled edge or easily match
up and cut a corner without slipping.
42
Chapter 4
Gloves
Plastic or thin cotton gloves are great accessories to prevent your hands from getting
covered in glue or paint.
The Props Master
43
Tape
Though not often used on the finished crafted object, tape will be essential to holding things together or creating tools. I like transparent tape for holding objects for
permanent joining and electrical tape when I need a very tight grip.
44
Chapter 4
Look at the world around you with a questioning eye that asks, How can I use
that in my game? This will turn up gaming scenery everywhere.
There are two categories of found items that are especially good for repurposing
and which will work as a source of gaming props: toys and decorative objects.
Toys
Toys of all sorts have great utility when turned into gaming scenery. Plastic
robots are often the right scale to represent mechanized suits. An arm-mounted
foam-dart launcher becomes a rocket ship. Construction trucks and toy cars
become part of a cityscape. A plastic dinosaur becomes a life-sized dinosaur.
A cheap helicopter toy becomes an excellent prop that the PCs can use to escape
a burning building. Go Big by using an
inexpensive toy gyrocopter that actually
flies. Hide it out of the players sight and
keep the controller handy. When they call
for evacuation from the combat zone ingame, fly it in and watch their eyes widen.
Play sets are another great investment because they include, or are themselves, terrain. The superheros underground cave,
A toy train, slightly modified robot toys,
the construction site with robotic claw
and a wrist mounted dart launcher
arm, the jungle tree fort, the pirate ship,
create a sci-fi battle, all acquired at a
the pink princess castleall of these items
thrift store for under 5 bucks.
can instantly be turned into complete pieces of terrain for your games.
45
Similarly, things that seem ordinary when viewed at their regular size become strikingly different when viewed at the scale of your miniatures. Look around the room
youre sitting in right now and youll probably spot many objects that could work as
interesting gaming scenery and terrain.
With a little modification, those grey, shoebox-sized plastic storage
containers with drawers can be viewed as futuristic mobile command
centers.
A black lamp on the flexible metal arm becomes a generator and the wires/
scaffolding that lead to the underground base. Punch it up by using a red
light bulb to represent an impending explosion.
A laser pointer with the button taped down becomes a laser drill cutting
into a gigantic energy crystal that looks very much like a d12 or the
tracking dot on a giant cannon.
46
Chapter 4
Cutting bits and pieces off is often best left to a side cutter, which has the power
and strength to cleanly cut through most small objects but the precision to get
close to the edge. Whenever working with a cutting tool, never force it if there
is much resistance. Try a different approach or tool, or look up more information
on how to work with that material and cut it.
A repaint of a bright
yellow kids ship turns
it into a great battle
cruiser, while plastic
bongos only need to be
turned upside down
to become a docking
apparatus.
47
Papercraft
Papercraft models are some of the cheapest and easiest terrain and scenery pieces
you can get, and most of the ones you can
purchase look fantastic. There are also many
sites that have free papercraft models of
stuff like buildings, spaceships, monsters,
and other things that work well as scenery.
Making papercraft models usually involves
three main steps: printing, cutting, and assembling. Most models you purchase from
a company will have instructions for assembling that particular model, but here are
some tips to help you out.
Paper Weight
Heavier paper is more stable and holds its shape better. You can purchase 110-pound
cardstock that is a heavier weight than regular paper from any office store. It will be
less flexible than paper and thus can be cut into intricate shapes much more easily. If
you need something even heavier than cardstock, use cardboard comic book dividers.
The non-glossy ones are cheaper and often work with home office printers. They dont
typically come in 8.5x11 or A4 sizes, but they do provide a sturdier surface that can
hold some weight.
48
Chapter 4
Coloring
Papercraft models often come in color and black and white versions and look
best when printed on a color printer. If that isnt an option for you, coloring
the paper before you cut it out will give you a decent looking model with some
visual texture.
Cutting
Cutting the paper for papercraft is easiest with a utility knife or box cutter,
but standard scissors will work well in most cases. Be sure to watch out for any
gluing tabs (small tabs meant to be glued to the inside of another piece of the
model) so that you dont cut them off.
Gluing
A glue stick is often a good method for hitting just the fold tabs or join points of a
papercraft model. Simple white glue is generally more than enough to hold papercraft
together, but one that bills itself as a tacky glue or quick drying is often worth it. If
youre not using a glue stick to apply glue to small areas, squeeze the glue into a small
bowl or onto a piece of scrap paper and apply it with a paintbrush. You can clean your
glue brush with warm, soapy water or paint thinner, or just use cheap brushes for your
glue and throw them out when youre done.
49
Getting Cardboard
A major benefit of working with cardboard is that its sturdy and cheap and you can
find it almost everywhere. Old cereal boxes are much more flexible but less sturdy than moving boxes, which can be purchased fairly cheaply and provide nice big,
square surfaces to work with. Boxes of a similar weight can be gotten free from almost
any retail store just by asking nicely. You can also work with foam board in the same
way that you can with cardboard. Its a bit more expensive, but can sometimes be
sturdier and easier to paint and glue together. (More on this topic in the next section.)
Shaping
You can apply papercraft model ideas to cardboard, but often youll be working
with simpler shapes. Find pieces big enough and plan your projects out beforehand.
Searching online for cardboard craft projects or looking at kids craft books will lead
you to some pretty impressive projects.
50
Chapter 4
Getting Foam
Polystyrene foam is available from most big-box hardware stores and can be
found in the insulation aisle. It is sold in varying thicknesses and width/height
combinations. You can also find it in old coolers and packing material from
shipping boxes, but these sources wont usually yield nice big sheets that are easy
to cut. Hunt around to find the cheapest ones you can and avoid foam that bills
itself as having been treated with special chemicals.
Cutting Foam
Polystyrene foam cuts well with a serrated knife, such as a cheap kitchen steak
knife or a large bread knifethe kind you can acquire from any thrift store. Some
people use hot wire cutters to carve out shapes, but Ive found serrated knives often
work best. If you want to use a power tool for the job, an electric kitchen knife can
save your wrist from some pain if youre cutting large sections of foam. Ive also been
known to use my scroll saw to cut out large shapes when making big props, but I usually default back to the kitchen bread knife.
Getting smooth cuts in polystyrene can sometimes be difficult, but its usually just a
matter of pressure and a steady hand. Waxing the sides of your knife can help it move
through the foam smoothly. If you want to smooth or sand the foam, get a piece
of scrap foam and rub the smoothest edge you can find against the area you want to
smooth. A slightly damp cloth can also work well to clean rough edges.
Many pieces of wargaming terrain incorporate foam board to create smooth structures or additions to more rocky pieces of terrain. Depending on what you are making, using a piece of foam board will provide a thinner piece of foam with a paper
coating on each side. This paper can be peeled off of one side to provide a foam-like
surface (wet it first for an easier time). Foam board crafts much like cardboard, but
cutting it is best done with a box cutter or a rotary tool.
The Props Master
51
Effects
Once youve got a basic shape for your foam prop, you can use a thin wooden pencil or
a utility knife to draw shapes in it. Applying pressure will cut out the shapes and leave
them as a small indent into the wall. These should transfer past the painting phase,
but you may want to exaggerate any shapes or patterns you want to be visible under
paint. Applying a glue seal (more on this in a moment) and adding in gravel and sand
can create a rocky terrain with texture.
Painting
Once youve got the base sealing layer down, you can apply other paint layers to create
a finished look. Dry brushing (getting a bit of paint on the brush and then wiping it
off on a scrap piece of foam or paper until it is nearly dry, then dragging it across the
prop to create highlights) is a great way to get texture and make very realistic looking
props. Painting is what turns most wargame scenery from a foam shape into a work
of art.
52
Chapter 4
Giant Tower
Cut multiple hollow circles or squares from the polystyrene foam and glue foam
board floors to the bottom of each circle. Stack the circles and connect them
with toothpicks to create a giant tower. For a modern game, use squares instead
of circles to create a skyscraper.
Focal Object
Foam that is stacked and glued together can be carved into a sculpture of any
sort, perfect to use as a central focus or to build a physical representation of an
item that the PCs are chasing after in the game.
Stone Ruins
Is the final set piece for your campaign going to occur in open-air stone ruins? Using
a single sheet of foam for the base and carving out small accent elements (like stairs
or raised walls) can create impressive stone ruins. You could even carve out individual
rocks from scrap pieces of foam and use them to build Stonehenge-like plinths.
Earth Elemental
Cutting out rough foam stones and sticking them together with toothpicks in a basic
bipedal shape can create an impressively large earth elemental. The PCs can knock
sections off the elemental and you can pull pieces of it apart and re-form it as the
battle progresses.
53
5. Find some free papercraft terrain and use it as a stage for the very first
scene of the session to get that wow moment at the beginning of the
game.
6. Using found objects or crafted objects, create an interesting set piece that
changes the paradigm in some waylike a shark tank in a glass bowl with
actual water or sky-islands that seem to float at different heights.
54
Chapter 4
You really want to push that final rod into the reactor?
Gemma said, grinning with her hand over the red crayon
embedded in the foam ball in the center of the giant ship.
Ummm . . . maybe we should rig some kind of timing
system, Adam said in his James Dorlan voice. Yknow, just
in case.
In the booming voice of his character, Balmer, Renaldo said,
I think we should just do it and duck behind something,
but . . . After a few minutes of discussion and die rolls, the
group decided to rig a timing mechanism that would give
them enough leeway to get to their ship. They all decided that
Gemma was too likely to do something big and dramatic.
Once they were safely tucked inside their ship and rocketing
away, Gemma asked everyone to take their minis out of
the ship model that sat on the table. She carefully put back
the pieces of the ship and reached underneath to unlatch
something. Grabbing a small string no one had noticed, her
devils grin at full power, she yanked and the ship model flew
apart with a giant pop. The foam went flying everywhere and
red streamers and glitter shot out of the model.
Everyone looked around for a second in awe, pieces of the
ship laying all about. A few exclamations of excitement were
uttered and Gemma picked up the mechanism that had been
rubber-banded together in the center, holding everything in
place until she pulled the lynch pin. With a sheepish grin, she
said, It actually took a little longer to make than I let on . . .
55
Chapter 5: Green
Screens and CGI
But what kinds of things are on the walls? Its important!
Renaldo looked exasperated.
No, its not, said Gemma. Theyre walls, standard walls
made of two colors of brick. Two colors. Like every other wall
in this maze. Theyre like all the other walls youve seen, just
the pattern is different!
I check them again for secret passages and access points. I
get up real close. That guy disappeared into thin air and there
are no teleport signatures. He must have something in one of
these walls. A secret passage or something, Renaldo said as
he rolled his dice, failing again. What are the walls like. If I
could just envision them I could figure this out.
Raising her voice, Gemma said, The walls are stone, with
mortar between themtwo colors of brick. Umm. I dont
know. Theyre walls and there is something there, youre just
not getting it! Gemma threw her notes in the air. She couldnt
think of how to describe it without giving it away. Renaldo
just wasnt picking up on the clues and she couldnt think of
a way to make it any clearer.
How do you describe whats special about walls? She got
stuck on this train of thought and couldnt think of a way
to turn Renaldo onto the right path without giving away the
really interesting twist she had come up with.
Ah-hah! I check all of them for loose bricks, Renaldo said.
56
Chapter 5
You have your own personal, and completely unique, style of speaking and narration when you run a game. Like an auteur director, one whose films all reflect their
personal style strongly, you should identify the elements of your GMing style and
emphasize them to create impact. What you say, how you say it, and how you adjudicate your games will change with each game you run, but your style will always be
your style and will contain elements that can only be found in your descriptions and
narration.
57
These should not be things that you consider necessarily bad or good in
others eyes, but things that you personally like and dislike about your style.
With these 10 items in place, the next step is to pick out some unique elements and
identify how best to use them.
Choose the element you like best from the LIKE column and write down
how it is uniquely yours.
Choose any element from the DISLIKE column and describe how it
enhances your style.
Choose the thing that you think your players like the most and write
down why they enjoy it.
Choose the thing that you think your players notice the most from your
DISLIKE column and note how it can help you keep them engaged.
Choose one thing from either column that you think makes the game fun
for everyone.
You should now have a chart that shows elements of your style that you both like and
dislike, and a center column that points out how those elements combine to create
your unique GMing style. Important safety tip: The things you like and dislike about
your style are not necessarily beneficial or detrimental to running a good game.
For example, I once gave an NPC the very stupid name Pyul Cue, taken from the
pool cue hanging on the wall. That name detracted a bit from the seriousness I had
hoped to inject into the scene, but because I followed the lines of the players interest
in that character with the funnybut memorablename, Pyul Cue became a key
figure and led them on to the next part of the plot. Had I just given him a bland name,
the players might have dismissed him quickly and I would have had to struggle to find
a way to connect them to the next scenes in a personal way.
Though your GMing style, with all its highlights and flaws, is uniquely yours, there
are always ways to improve as a GM. Once youve created your LIKE/UNIQUE/
DISLIKE chart, theres one more thing you can do with it: Pick two things from the
DISLIKE column and one from the LIKE column that youd like to work on. Then
write down a way to improve in those three areas.
58
Chapter 5
Dont waste a lot of time with descriptionsThere are many times that
my players might be better served by having good descriptions of an area.
Ill write down more descriptions for important plot points and use them.
LIKE
UNIQUE
Improvise
a lot from
player
actions
Use
interesting
visual
elements to
support my
descriptions
DISLIKE
Emphasize
player
success
Dont
waste a lot
of time with
descriptions
4. One element you think the players notice the Rush the ends of
most from DISLIKEhow can it help you keep games when I get
them engaged?
tired
Get players
incredibly
excited
when they
are tackling
action
scenes
Pause in my
speech very often
59
60
Chapter 5
Our pictures of ourselves are composites, made up of many pieces of information, but are rarely formed by consciously watching ourselves as we use body
language. You might smile and build an image of yourself, smiling, based on
how people react, but chances are you rarely watch yourself smile; you likely
arent used to how that actually looks. This is why, when doing these exercises,
you need to look at each part of your body as discrete from the rest of you.
Do the same exercises while describing various scenarios. Look at yourself
and talk about the hallway with the traps or the alarms that are blaring as the
PCs get chased by the security guards. If you dont feel you conveyed what
you wanted to convey, try it again and see what you can change about how you
hold your body to express the message more clearly. If you feel odd doing this,
remember that youre the only one looking and that you have as much time as you
need to practice.
61
But theres a good middle ground between those two extremes, as well as a simple
technique you can use to make sure you evoke the right moods and themes: writing
lists. You may or may not know exactly what youre going to describe when the players
get to a certain scene, but you can give yourself an arsenal of terms to use as needed.
You merely have to write a list of the words that bring up the images you want to get
across during that scene.
Eerily still
Quiet
Barren
Decrepit
Empty
Desolate
Shafts of light and shadow that illuminate the dust motes of a previous
age
The lonely howling of the wind through the abandoned passageways
The disarray of the rotted books spilling off of the crumbling bookshelves
and onto the cold, gray stone floor
As you can see from the list, some terms are simple adjectives that are easy to grab and
attach to any element of the scene. Others are complete phrases intended to evoke a
feeling or to more fully describe some element of the setting.
Creating this list of descriptive words and phrases beforehand allows you to spend as
much time editing it as you like (or as you have available for prep). You might start
with simple words and phrases, but as you look up synonyms in your thesaurus, page
through books that inspire you, or watch a movie that makes you feel the way you
want your players to feel, youll start to come up with more powerful and evocative
phrases. When youre referencing your list during play, your descriptions will likely be
more vivid and evocative than what you could have come up with on the fly.
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Chapter 5
Lists of Objects
Lists are also a great way to determine what elements would exist in a scene
set dressing and props, to return to our movie theme. One of the areas that I
often ignore as a GM is describing those specific elements. I might state that a
fight is taking place in a restaurant kitchen and leave it at that, but if the players
know about all the cooking implements and other objects in that kitchen then
theyll be more likely to come up with creative ways to use them. So before I
write up that scene, I make a list of the various objects that might be present:
Knives
Sinks
Racks of spices
Industrial ovens
Hanging racks of
pots and pans
Boiling water
Spray hose
Griddles
Heat lamps
Cutting boards
Surprised chefs
63
When theres only one difference, we feel that one object is an imperfect copy of the
other. When there are two differences between similar objects, our brains note that
there are major variations between the objects. When we have three differentiators
available, the brain selects the two elements that interest the person the most and
fixes those in her mind.
Need a wise old man for an encounter? You might describe him as follows:
Huge bushy mustache that looks like a broom
Wearing old armor from a war 30 years ago
Businessperson
Evil Sorcerer
Casting Sheets
Keeping track of all of your NPCs and their descriptions while also making sure your
players remember them can be a daunting challenge.
64
Chapter 5
You can make it easier on yourself by creating a casting sheet. In movie terms, a
casting sheet is a list of all of the descriptions of the characters and actors needed
for a particular production. Repurposing this idea for gaming, you can create a
list of NPCs and their descriptions so that you have an easy-to-reference list of
NPCs at hand whenever you need it.
Creating a casting sheet is easy: Its basically a table with columns for name,
description, and any other columns you need for your specific game, plus room
for an image. As long as you address name and description, you can make the
other columns optional. Casting sheets can also be broken down onto a stack of
index cards with GM-specific information on the back and general information
on the front. When an NPC is present in a scene, put her index card in front of
you so that your players have a constant visual reminder of that NPC.
Here are some good things to include on a casting sheet (or casting cards):
NameYou can leave this column blank temporarily if you dont want
the players to know a characters name before theyve interacted with him.
Conversely, if the PCs know a lot of NPCs by reputation its good to
display their names even if theyve never appeared in a scene.
DescriptionProvide a 3/2 bulleted list here. You want just enough
information so that the players will remember who the NPC is by her
description.
4. Define five unique elements of another GMs style to see how he does
things differently than you.
5. Create a descriptive list thats full of complex phrases which evoke strong
connections to a mood that you want for one particular scene.
6. Create a casting sheet which includes all the NPCs in your game and
hand out the edited version to the players.
Green Screens and CGI
65
Picking up the thread from where theyd left off last session,
Gemma said, You all turn the corner, chasing the small . . .
multi-limbed . . . creature with the red hat and see an empty
corridor, the same as the others youve come across in this
maze of city streets.
Renaldo rolled his eyes and everyone else sunk down a little in
their chairs. They didnt want to get into this again. Gemma
just smiled. This time she was prepared. Pulling out her list of
words, she said, Everyone make a Notice roll.
When they had all revealed their results, she continued. The
red and brown stones form a pattern that you cant quite
make out. Theres definitely something in the ochre-colored
stones that looks slightly different. Stepping back and looking
at it at the correct angle, you notice that the . . . motif . . .
makes a sort of shape thats familiar to you. Its kind of like
that Vitruvian man, you know, this thing, she said as she
pulled up a picture on her tablet, but the pattern has a . . .
digitigrade . . . turn, kind of like a dogleg to the left.
Wait a minute. Wait a minute! How did I not get it?!
Renaldo said. I grab a spike from the groundheres a Plot
Point so there is an iron spike on the ground for me to grab
and I jam it into the oddly colored bricks!
Gemma smiled. The creature re-forms, his . . . quintessence
. . . pooling until he transforms from a two-dimensional form
to a three-dimensional one. Im sorry I didnt explain that
better last time.
66
Chapter 5
Chapter 6:
The Soundtrack
I check one more time for traps. We dont want to be killed
before we get to the empress, right? Adam said.
Gemma sighed again. This was the final session, and they
were already two hours in and not yet past the first part. She
was going to have to cut some things. Everyone was focusing
too much on the fact that she had thrown a trap at them. She
wanted to get to the fighting and the big speech, but they were
all cautious and knew the system could be deadly.
The seer materializes from within Zembaras nanocloud. She
speaks in her . . . ephemeral voice: I will scout the way ahead
for you, now that you have freed me. Her nebulous form goes
flying down the hallway and Gemma made a die roll. . .
. Theres nothing. She comes back and gives you the all clear,
telling you that time is running short.
Ah-ah! Thats just what you want us to think, said Renaldo.
The seer got corrupted before. This is probably a last-minute
trick!
Gemma shook her head and looked around for the ibuprofen.
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In the haunting movie, however, the tension comes from watching someone go
through a scenario that you could be going through yourself. The protagonist
walks into the attic and thinks he sees something out of the corner of his eye
just before the light goes out. Then, for what seems like an eternity, he moves
through the dark room, hoping that what he saw wasnt real. Whether or not
he gets out without being attacked, hell never trust his homeformerly a safe
placein the same way. And when its done well, the slower, more suspenseful
scene will stick with you.
After seeing that movie, you might find yourself reading a book alone in the
house. You glance up at a closed door and, just for a second, wonder if something might be behind it. How do you know something isnt behind it? What
if it opens ever so slightlyprobably on its own (you hope), but maybe not . . . What
if something has always been back there because whenever you come into this room,
it hides behind the door? Is something watching you right now? Close your eyes and
imagine that youre being watched, and then try to shake that feeling. Its not easy to
shake!
Much of that effectiveness comes from the subtlety of the latter approach. When you
want to immerse someone in an experience, subtlety works better than directness.
Thats why filmmakers spend so much getting the soundtrack, lighting, and sound effects just right. It tunes the audiences experience in ways that more obvious elements
of the film cannot.
Creating Mood
So how do you create mood effectively? How do you help your players focus and pick
up on the subtle cues youre laying down? There are a few techniques you can use to
get players onto your wavelength.
Jorgen is wounded and bleeding heavily. You figure youre about halfway
through this level. How many cure spells do you have left? Okay. The scratching at the door intensifies and you hear a THWUMP as the door is slammed
into by something that sounds A LOT larger than the things you faced before.
Bringing up Jorgens bruised and bloody state makes his player more likely to be
thinking about the danger he might be in. Its much more effective than merely emphasizing the sounds at the door and the fact that another attack is imminent. Thats
the message you want to conveysomething is coming to get you, moving might be
a good ideabut pointing out the impact to the character first primes the pump for
the message to be received and acted upon.
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Getting Pavlovian
Were a lot more susceptible to suggestion than we would like to admit, and there
are many ways to get people to associate simple concepts with more complex moods.
Do you draw with dry erase markers on a map? Start using those to color-code your
players expectations. Draw enemies in red, draw trustworthy things in blue. Draw
beneficial items in green on note cards and hand those out. Never let on that youre
doing this; instead, just say that youve got a system so you can remember various
things in your notes.
Get your players used to this over
a few sessions and then hold up a
marker of the appropriate color as a
clue. Is the duke, who seems trustworthy, actually out to get them?
Hold up the red marker and then
use it to write a note from the duke
to the PCs. Its a good bet that at
least some of them have picked up
on red meaning danger in the context of battles, and that theyll pick
up on that cue.
If youre skeptical about this technique, watch The Godfather. Whenever an orange was onscreen, it usually signified that death or violence
was about to happen, generally to
whoever interacted with the orange.
The folks who made the film took
great pains to work this subtle message into different scenes and to associate the orange with death for a
reason: It wove a narrative thread
through the piece and gave them
another tool to reinforce the feelings they wanted to convey to the
audience.
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If you want to take things a step further, brainstorm other ways to evoke a
theme or mood and add them to the note card. Jot down anything that could
help you in the moment, when youre juggling so many balls that its easy to lose
sight of your goalreferences, evocative terms, and the like.
Using Music
Music is powerful and subtle, which is why so much effort is taken to get movie
soundtracks just right. Using music to build mood in a tabletop RPG can be
hard to pull off just for this reason: It takes a lot of effort to get just right. A
typical game session might run 3-6 hours, and managing a soundtrack of music
snippets, each 3-10 minutes long, throughout the entire session consumes a lot
of your energy. By contrast, if you dont count the title scene and credits, a movie
soundtrack typically runs for about a quarter of the movies running time. This is
because, generally speaking, music is used in two ways in movies:
As background, where its subtle and doesnt interfere with what is going
on in the scene
As a punctuation to a scene, boldly stating that a certain mood is in effect
If you model your music usage on these two elements, you can cut down on the effort
required and create a musical accompaniment that really enhances your game.
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Sound Effects
While background music can help your players get into the right mood, sound
effects can make them feel like theyre actually in the game world. Something
as simple as water dripping while theyre exploring a cave or the sound of a large
truck engine revving as they sneak into a military base can really draw players
in.
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Sound effects take a little more time and effort to work in, as they often require a
more manual approach. Dont be afraid to edit together sound effects into a loop.
One free program that can help you create loops pretty easily is Audacity. It can be
downloaded online and is a fairly powerful audio editor. Of course there are other
programs available for purchase that focus on creating loops or working with sound
effects, if youre willing to make the investment.
One other issue with using sound effects is finding the ones you want. There are many
different sound effect CDs marketed at Halloween, and you can buy professional
sound effect albums, but theyre often expensive for gaming soundtrack purposes.
I recommend a resource called the Free Sound Archive (freesound.org), a collection
of sound effects uploaded by users. There are lots of sound effects available and the
variety and quality are often surprisingly good. Downloading a few and combining
them in a loop can create some very effective background sounds to intersperse with
your music.
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Setting the mood through lighting is as much about the lights location as it is about
its color and temperature. A single light placed at your feet and pointing into your
face while the other lights are turned down makes an incredibly eerie look for a mystical NPC who is conveying a message to the PCs. Strong lighting that glares down
from above creates a feeling of unease and can emphasize the danger of a scene where
the PCs are on trial or being questioned. A single low-intensity light in the center of
the table, surrounded by darkness, emphasizes the closed-in feeling of being trapped
in a cave while being hunted by a monster, while light streaming in from giant windows removes some of the separation between the natural world and the space where
you game.
Just like music, lighting effects can be subtle background cues or punctuation for the
mood of a scene. Planning for only one scene with a special effect is a good goal and
helps you create impact that will carry through to other scenes with no extra effort.
For example, you could create lightning in one scene with a bright light that can be
manually (and quickly) flicked on and off in time with a thunderclap sound effect. If
you do this just as youre beginning to describe the PCs travel through a bleak, rainy
landscape, that will stick with your players for the rest of the scene.
When in doubt, making the very first scene of your game the one where you try to
create mood through lighting and sound effects is good practice. The players are more
ready for direct narrative at the beginning of the game and the mood cues you place
here will linger for the rest of the session.
The Soundtrack
75
2. Choose three moods you want to emphasize throughout your game and
create three playlists with 10 background songs each (non-vocal, nondistracting) that fit that mood.
3. Find a personal theme song for each PC and major NPC and use these as
cues for their turns in the spotlight.
4. Make the very first scene of your game a blockbuster with special effects
and mood cues that will set the tone for the rest of the game.
5. Connect a color with a mood in your games and use that color to
subconsciously draw your players back to that mood during later scenes.
6. Spread visual reminders that fit themes of your game throughout your
gaming space to increase engagement.
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Chapter 7:
It Starts With a Script
Gemma smiled as she turned off the lights. The gaming room
was now lit only by the two large candles burning on the
center of the table. Adam, Patti, and Renaldo took their seats
around the table as music from a nautically-themed movie
soundtrack played on Gemmas tablet. Gemma told them
to each take three gold coins from the pile of plastic coins
amassed between the candles. As the music trailed off, Patti
was the first to speak.
So where were we again? I remember being captured, but
we escaped. I think we made it to the coast of the island with
a few weapons, but I dont remember if we rolled for heat
exhaustion. We should probably start thinking about food,
too.
Of course, Renaldo said. He sighed as he fidgeted with his
eye patch and bandana. Sometimes Pattis attention to detail
irked himhe just wanted to roleplay.
We killed the other pirates and we have the treasure chest,
Adam said. We were heading to their ship. If theres anyone
aboard, we have to kill them.
Or parlay, Renaldo said. They dont have any more officers
and we have the Templars lost treasure! Im sure we could
cut a deal.
I dont know, Patti said. In spite of being waylaid by the
rival pirate band, I thought getting the treasure was too easy.
There must be something else afoot.
Gemma chuckled to herself as she opened her adventure
notes. The group was going to be so surprised!
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It holds together and lacks obvious plot holes or exploitable plot elements.
It suits the PCs and has appropriate challenges.
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These elements should be present whether the adventure is the size of a phone
book, a few scrawled notes on a cocktail napkin, or even just all in your head.
Lets get something straight from the beginning: A shooting script is what you,
the GM, walk into the session armed with in order to manage a session. It need
not be written material, or if it is then the written material is only a portion of
the script. Whats in your head is just as important, if not more, than anything
written down.
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In addition to hooks (which weve covered above), useful contacts are NPCs that
the PCs know who would be useful to the adventure. Some of these contacts
may need to be leaned on if a particular player cant make it to the session and
her character isnt being played by someone else.
The NPC substitutions section is really only necessary if youre adapting an
adventure prepared by someone else. In this case you are identifying the adventure NPCs that you can replace with characters from your own campaign as
well as any modifications you need to make them fit.
For the purposes of Figure A1 there are three PCs. Misty is an athlete and
can sense the presence of the supernatural. Deshawn is a computer hacker and
electrokinetic. Susan is an occult specialist and magician.
Figure A1
Club Blood
NPC Substitutions
The afflicted NPC can be swapped out for Ruth.
Mistys friend Sadie can be the friendly bartender NPC.
Hooks
Its a college hangout! What more is needed? Susan isnt the clubbing
type, but for fun lets say a formerly introverted friend of hers convinces
her to come. Misty and Deshawn would obviously be intrigued by
Susans clique getting more social and confident.
If Susan cant make the game then I could either NPC her (she can take
Ruths place) or I can have an introverted classmate of Misty or Deshawn
(Tyler would work great!) suddenly undergo a personality change.
Useful Contacts
Thus far the group has yet to encounter vampires and the vampire in this
adventure isnt the traditional horror movie type. We need a vampire
expert perhaps Vincent Claive, a former priest that now spends most of
his time drowning his sorrows in local bars when not hunting vampires.
Also, Three Circles Books probably has a wealth of information in their
occult section.
Finally, Sadie can provide extra muscle if Misty is unavailable.
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When scanning for plot holes, remember that genre conventions are not plot holes,
even if they arent realistic. Of course a supervillain is going to put a heros boyfriend
in an elaborate death trap that gives the hero time to save him, and of course the
key clue that enables the PC master detective to solve the case borders on the supernatural. (He recognizes that the boots have mud from two different sites on them?
Really?) So long as the PCs identify these things as genre conventions then they are
not, by definition, plot holes.
Here are some typical plot holes to watch out for:
Lack of clear villainous motivationMost villains do not perform
evil acts simply because theyre EEEEVILLL, but instead have rational
motivations for their actions (or at least motivations that seem rational to
them). Some may even believe that they are on the side of good, with their
evil actions being unfortunately necessary. If youre reading the adventure
and wondering why the villain is going through all the bother, then she
probably lacks a proper motivation.
The late entranceAs a rule of thumb, if you want your PCs to solve
a mystery then they need the clues up front. Introducing the real villain
three-quarters of the way into the adventure is not only dirty pool, but it
makes the players feel like they wasted the preceding sessions.
Irrational actionsIf you review the adventure and find yourself
wondering why an NPC acted a certain way, chances are its an irrational
action that the author used purely to move a plot element forward. There
are times when an NPC could act irrationally, of course, but these should
be prompted by a stimulus such as fear or overconfidence. Remember that
genre conventions arent irrationalthe evil overlord usually does blab his
entire plan before leaving the PCs in a deathtrap that they can overcome.
Too many red herringsWhile not a plot hole per se, one too many red
herrings can really derail an adventure and sap player enthusiasm. While
red herrings can make things interesting, they should be quickly resolved.
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Once youve identified the plot holes, you have two choices (technically three,
but I wouldnt recommend just ignoring them!). First, you can fix them. Some
plot holes only require a few tweaks in order to fix; others may require a bit more
work. Second, you can deem a plot hole terminal, which means that it basically
sinks the whole adventure. Fortunately, terminal plot holes are rare; almost any plot
hole can be smoothed over with a little thought. Typically, terminal plot holes are
simply ones that require too much time to fix, and you just might not have enough
time. In such cases you can simply hold off on running the adventure until youve had
time to address the plot hole.
Scene Identification
For pacing purposes, its a good idea to get a sense of what scenes are necessary to occur within the adventure and which scenes can be trimmed if time is an issue. Pacing
tends to be more important in games that meet less than regularly or when you want
to finish within a certain period of time. Its also helpful to know what scenes you can
add in if you find yourself with extra time.
Typically, there are five types of scenes or encounters in any given adventure:
Core
Supplementary
Replacement
Core scenes are those that must happen in order for the adventure to move forward.
Facing the Big Bad is the classic example; so too is the old man in the tavern who
gives the PCs the treasure map.
A supplemental scene is one that adds value to the adventure (you would definitely
like to run it), but can be left out for pacing purposes. A space pirate ambush on the
way to the colony world and a look into the complicated personal life of the PCs
superior officer are good examples of supplemental scenes.
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Conversely, a CRF scene is one that you feel needs to be excised from the adventure.
These arent necessarily bad scenes or encounters; they just dont fit with the dynamics
of the group or their situation. A classic example is a brief encounter designed to coax
the PCs to investigate a murder; this is unnecessary if the PCs are police investigators
and are simply assigned the case.
An additional scene is one that isnt included in the adventure, but which can be
added in if you need to stretch time or give the PCs a boost (e.g., extra experience,
a helpful clue, a magical artifact, additional character-building). These scenes might
be built into the adventure (youve identified it as additional, even if the adventure
doesnt treat it as such) or they might be scenes you may add from another source. The
classic additional scene is the random encounter table in all of its many permutations.
Finally, a replacement scene is one that replaces another scene. This is usually because the new scene fits the campaign dynamic better than the original. While this
may be a core scene, other types of scenes may also be replaced. For example, if your
fantasy world only has humans, then a hobgoblin ambush doesnt make sense. The
replacement scene would cast them as human bandits or change the nature of the
encounter entirelyperhaps the PCs come across a victim of a robbery fending off
hungry wolves from inside an overturned wagon.
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Fine as written.
Additional Scene - Now that the PCs are in more immediate pursuit, its likely
that the goblins may leave a patrol behind to deal with them (or they could
be tracking down the escaped Marlena!)
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Why? Because GMs can easily fall into the trap of believing that a published adventure has already been vetted and should have appropriate challenges as long as the PC
group falls within its guidelines.
Unfortunately, individual groups often dont match the guidelines for what publishers consider an appropriate PC group for their games. They make assumptions about
what the majority of groups playing in their system will look like, and this can vary
considerably from your own group. By contrast, when you design your own adventures you usually have your particular group to model it on, unless youve designed
the adventure independently or the groups make-up changed between adventures.
Here are some things to look out for when assessing challenges:
Will the players find the challenge interesting?Having appropriate
and interesting challenges is all well and good, but if the players dont enjoy
a particular challenge then it just becomes a tedious obstacle. Make sure
your challenges are a good mix of what your group enjoys and minimize
the types of challenges they dont enjoy.
Remember that assessing challenges is an art, not a science, and its okay for the occasional challenge to diverge from expectations (whatever those expectations are for
your game, play style, and genre of choice). What is important is that the players are
enjoying the adventure and that, when they fail, they still feel like they could have
won if things turned out just a bit differently. What you dont want is a bored group
that feels like the challenges are tedious or that their actions are futile.
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One word of caution before we move on: Dont be afraid to take chances and try
something new. Just because your group loves combat doesnt mean they wouldnt
enjoy a mystery adventure once in a while. Similarly, if the PCs lack a necessary skill
then you may not need to toss an interesting adventure if a minor NPC or gadget
could make those occasional rolls (as long as they arent major aspects of the adventure). The goal of this chapter is to help you determine how well an adventure fits your
group and game, not to put you in a straitjacket.
Now that youve got your appropriate script in hand its time to prepare yourself for
actually running the adventure. Well cover this in the next chapter.
4. Create a mystery that is simple and straightforward and see how many red
herrings the players generate on their own.
5. Rewrite a plot hook so that it is atypical of the groups usual hooks.
6. Ask each player to tell you something that theyd like to see in the next
adventure. Design an adventure incorporating everything they asked for.
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When it was over, Gemma said, You look into the hole and
notice that it leads down into a large open caverna hidden
cove! Theres a pulley system to lift large objects up and down,
with a ladder nearby. Anchored in the cove is a frigate. Its
flying a black flag with an embroidered red skull.
The Bloody Skull, Patti. Its our rivals ship!
Now thats funny! Renaldo said, laughing. They wanted to
take the treasure aboard their ship, and now we are granting
their wishpost mortem, of course!
Gemma nodded. You can also see that the majority of the
crew are Maroons, and the way they are being treated by
the pirates in charge show there isnt a great deal of love lost
between them.
My kinsmen! Adam said, smiling. If we take out the leaders
it shouldnt be much of a problem getting the crew to work for
us, especially since we have the means of paying them in that
treasure chest!
Then what are we waiting for? Renaldo said, miming pulling
out a sword. Lets get ourselves a ship!
Gemma grinned as the group started planning how to approach
the vessel. She quietly reflected on that steampunk adventure
she had almost used. While a skyship sounded cool at the
time, she had to admit that the secret cove fit the campaign
much better and the group was really getting into it. Besides,
shed found a few encounters in that airship adventure that
shes easily modified for tonight, including this assault on the
ship; the players would never know the difference.
It was going to be a fun session!
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Chapter 8:
Preparing the Shoot
After swaying the crew to their side, the intrepid pirates sail
their stolen ship out of the hidden cove on a gust of wind
provided by a magical rune embedded in the coves wall.
Patti, having researched real-world piracy and the ships of
the Golden Age of Piracy on her own time, quickly took the
lead in ensuring that the ship was sailing smoothly. Renaldo
was having fun engaging the crew in friendly banter while
Adam climbed up to the crows nest.
Gemma quickly glanced at her notes and addressed the
group. Okay. Thanks to the Sea God rune in the cove youre
underway and your sails catch the wind as you emerge into
the sea. Renaldoexcuse meFrancois leads the crew in a
rousing pirate song as Paolos . . . Give me a Hard Perception
roll, Adam.
Adam made the roll, adding the appropriate modifier for the
increased difficulty. I succeeded! he said. And by a healthy
margin.
Good, Gemma nodded. Paolos uses his spyglass and
notices another ship coming around the island flying a black
flag.
Frank and Kate, weve got company! Adam said.
Wonderful, Patti said, sighing. Yet more rivals.
Obviously, Renaldo said. He smiled. Why risk the dangers
when you can wait for someone else to do it and just take it
from them?
Were we the only pirates stupid enough to brave the dangers?
Adam said. He turned to Gemma. How big is the ship?
Preparing the Shoot
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Chapter 8
Note that this section isnt titled Set Your Goal or even Acknowledge Your
Goal, but Understand Your Goal. The goal is to be prepared, inasmuch as
possible, to run a fun session; understanding comes from keeping the following
points in mind.
An adventure is rarely a straight lineUnless youve created a rigid,
linear scenario (Room A leads to Room B leads to Room C), chances are
your group will have choices to make at various points. These choices can
affect the shooting goal.
You dont have controlIts all well and good to sketch out every scene,
but your players arent married to your script and will often go off in
directions you didnt anticipate. You need to plan for this and adjust your
goal accordingly on the fly.
Time is relativeGame time and real time rarely match; so too with
anticipated game time and actual game time. You never know what the
players are going to cling to or let go; you also have little control when the
rules contract or extend a scene. You may think that a scene involving a
couple of brigands trying to hold up the PCs will only take a few minutes,
only to find that parlay and several interesting combat rolls have eaten
up an hour of session time.
Rules reflection and arguments take up timeThis can be folded into
the above bullet point, but its worth parsing on its own. Nothing can
bog down a session or eat up more time than having a rules argument
or flipping through rulebooks to find the correct implementation. In
addition to taking time directly from the session, rules arguments can also
indirectly influence the pacing of the rest of the session. A player unhappy
with a rule may drag the pace down, or the correct implementation of
a previously forgotten rule may bypass a key scene, bringing the group
closer to the session goal ahead of time.
If you arent prepared, it can be a short sessionBeing prepared is more
than just having enough material to get the players to the goal you have
prepared. You also have to have enough material to move the goalposts
when the original goal looks like it may be achieved early or the players
deviate from your anticipated path. If you dont, then you may end up
wrapping your session much earlier than intended.
Now these points are all well and good, but how specifically can you prepare for a session? Preparation involves three areas: rules, scenario, and players. With those areas
in mind, were going to look at three methods of preparing for your shoot: cheat
sheets, flowcharts, and insurance.
If you like to wing it or run games with minimal prep, those topics might sound intimidating or time-intensive, but they really arent either of those things. Heck, you
might even find that spending a few minutes doing these for each session may actually help you make things up on the fly.
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Three points of note when making a rules cheat sheet. First, dont bother writing down rules you know off the top of your headmost games have a core
mechanic thats easy to remember and you dont need to give it prominence
on a rules cheat sheet. If, however, you have players that dont understand the
base mechanic (which is pretty likely if youre running a store event, convention
game, or simply have a new player in your group) then you may find it helpful to
put the core mechanics on the sheet.
Second, dont feel that you have to regurgitate everything from the rulebook.
While I recommend putting everything down and simplifying rules for public events, your home game is more informal and generally unfettered by time
constraints. Its usually easier to flip to the appropriate page and find a rule
rather than waste prep time distilling everything into cheat sheet format. That said,
technology does simplify that process: If you have the rules in a digital format, you
can bookmark, hyperlink, and sometimes cut and paste to your hearts content. Some
games even have sites hosting hyperlinked rules.
Third, personalize your rules cheat sheet based on your session. If youre running a
superspy campaign and anticipate an exciting car chase this session, then you should
have the vehicle rules highlighted. If you had the car chase last session and dont anticipate one this session, remove the car chase rules from the cheat sheetit reduces
clutter and opens up space for other circumstantial rules that may be useful in this
session.
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StoryboardingDesigning a Flowchart
In film, storyboards are essentially comic books that illustrate how scenes should
play out. They enable directors and others involved in the films production to understand whats supposed to happen during a shoot. You cant apply this concept to
gaming in its entirety because of the unpredictability of player actionsand other
thingsthat can, and usually do, send sessions off in unexpected directions.
What you can take from storyboarding is the element of mapping out likely paths
for the PCs. This gives you an idea of what you need to prepare (and which rules to
highlight on your cheat sheet). To create a flowchart, simply map the decision points
that you expect your players to make during the session and then draw lines to the
next scene based on each decision.
A session flowchart is very similar to a dungeon map: On a dungeon map, each door
and corridor on the map represents a decision point; on a flowchart, the scenes are
the decision points. If the PCs entered Room 5 and there is a door to their left and
another in front of them, chances are that their next moves will be to explore whats
behind each door and then make a decision as to which one to go through. You can
make similar guesses about what theyll do next on a flowchart.
Figure B1 provides an example flowchart for a supers campaign. In the last session,
the PCs discovered an alien attack on a government research facility and they forced
the aliens to flee. For todays session, the GM knows the starting point (the aliens
flight) and the likely endpoint, getting inside the alien mother ship.
While brainstorming the flowchart, the GM anticipates that the PCs will pursue the
aliens, but its also possible that the PCs will let the aliens go for now and try to figure
out what attracted them to the facility. Shes listed both options on the flowchart.
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Chapter 8
Figure B1
START
Aliens are
fleeing facility
Yes
No
Pursue?
Investigate
whats important
at the facility
Space Chase
Mothership
Defenses
Interview staff
Poke around
Uncover alien
ship held in
secret hangar
Into the
Mothership
Yes
FINISH
Seek help
accessing
computer
Access
computer?
No
Following the flowchart gets the PCs to the mothership one way or another. They
may do this by directly pursuing the aliens or by discovering an alien ship inside the
facility that is transmitting a beacon. If the PCs break off their pursuit, then they may
still get the information they need by going back to the facility. Simply following the
flowchart gets the PCs to the session goal.
Lets take a deeper look at two things about Figure B1. First, the flowchart can also
highlight the rules needed for the session. Theres obviously going to be some combat,
but if the PCs directly pursue the aliens then chase rules may be involved. Investigating the facility requires skill checks and social interaction, as well as possibly tapping
a computer-specialist contact. Youll want to note page numbers on the rules cheat
sheet (or even just jot them down on the flowchart).
Preparing the Shoot
99
Second, while this flowchart seems fairly exhaustive theres always an opportunity for players to go off the trail. In this case, they may
break off pursuit and decide not to investigate
the facility. The GM could then either have a
government scientist from the facility approach
them or have the aliens (after determining that
the PCs are a clear threat) send another strike
force to destroy them, leading the PCs back into
space.
In any event, a flowchart can help you avoid losing your place and keep the session generally
on-target, making allowances for player innovation. Obviously, your planned endpoint (FINISH on the flowchart) may not be where the session actually finishes, but you can pick it up next
session, using the actual endpoint as the new START.
Another benefit of creating a flowchart is that it makes you think critically about every decision the players make, and may even flag a question or decision point that you
hadnt thought about. It also may prevent leaps of logic, where you expect the players to go from Point A to Point B without giving them enough of a reason to do so,
because you can see what the players have to work with in terms of decision-making.
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Figure B2
101
An insurance sheet should be developed prior to the campaign and updated as necessary as the story progresses. There should be an entry for each character on the
insurance sheet, noting the characters role, absentee notes, and considerations. There
should also be a general understanding as to a quorumhow many players need to
show in order to play?
The characters role is what she brings to the table and what you need to replace if
she doesnt show. In practice, this might be unnecessaryyoull likely remember the
roles of each player.
Absentee notes is what happens if the player doesnt show for a session. This is generally where you note if someone else is playing the character, if she becomes an NPC,
or if shes moved off-camera for the session.
Considerations is a catch-all for anything you need to remember if a character
doesnt show. This is a good place to note those parts of an adventure where the PC is
expected to shine, how the regular player generally plays his PC, and how to replace
the character if he is moved off-camera.
6. Run a game without opening a rulebook. Use a one page cheat sheet
instead, if you like.
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Chapter 8
Gemma was surprised that the group cut right to the chase,
but she was prepared. Shed anticipated this possibility when
designing her flowchart and she had notes on her cheat sheet
covering the chase rules. Without skipping a beat, she opened
the rule book and flipped to the appropriate pages.
Okay, the chase is on! Make a navigation roll to judge the
winds and the pirate ships speed.
Preparing the Shoot
103
104
Chapter 9:
And... Action!
Gemma cursed under her breath as she took the elevator up
to her apartment. She hadnt intended to spend all afternoon
shopping and she certainly hadnt counted on the bus being
late. As it was, she was 15 minutes late for the game. Adam
and Patti were waiting by her door; Renaldo was late, as
usual.
Gemma greeted her friends and let them in. She quickly
gathered her gaming stuff, not wanting to waste any more
time. Adam and Patti continued their conversation from the
hall; Adam was enjoying the foibles of Pattis latest crazy
date. Gemma had only just turned on her laptop as Renaldo
burst through the door.
You wont believe what happened to me on the way here!
he said as he sat down.
Gemma cut him off. Save it. Lets get started.
She began describing the scenethe PCs were deep in
negotiations with the strange inhabitants of a remote island.
Unfortunately, no one was listening. Patti, complaining about
the restaurant staff from the previous night, didnt hear
Gemma cut Renaldo off, so she asked him what had made
him late. Frustrated, Renaldo launched into a tirade about
traffic etiquette and someone who had cut him off and stolen
his parking space.
Trying to take command of the room, Gemma raised her voice
and said, You are negotiating with the tribe.
Adam cocked an eyebrow. Wait a minute, negotiating with
the tribe? Werent we fleeing from another ship when we left
off?
And... Action!
105
No, Patti said. You had to leave a bit early. Were past that
point. We set anchor near an island.
Thats right, Renaldo said, nodding. What were we
negotiating again?
Forget that, Adam said. What are we doing for dinner? Im
starving!
Gemma sighed as the players debated the merits of Chinese or
Italian. It was going to be a long session.
All of these elements need to work in tandem, as missing any one of them can hinder
the flow of the session. Similarly, the excitement generated with a strong opening
can carry the players well into the session, helping them gloss over the slow bits and
encouraging them to move forward when they get stuck.
Social Hour
Gemmas main problem in the opening fiction was the lack of a social hour. She assumed that Adam and Patti already had their discussion in the hallway and she wasnt
about to sacrifice more time for Renaldo, whod arrived late. As a result she had to
fight a losing battle between starting the session and the more immediately interesting conversations that had nothing to do with the game.
Generally, giving everyone a chance to socialize or vent between the time they arrive
and the start of the session helps minimize such disruptions during a session. This is
especially true of older gamers who dont have a lot of free timethe session is their
social hour, no different than a poker night or catching a movie with friends. They
want to talk about their week and hear similar stories from their friends.
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Chapter 9
In spite of the name, social hour doesnt have to last an hour. You can also
combine it with a meal if your group is in the habit of eating during a game;
in fact, in these cases your social hour may even be mid- or post-session rather
than at the beginning.
And... Action!
107
Write a short cut scene that players can read to set the moodThis is
mild metagaming (as the PCs likely wont have this knowledge) but its a
fun way to subtly encourage the players to get involved in the adventure.
See Figure C1 for an example of a cut scene that sets the stage, gives a
little metagaming insight into important NPCs, and points the players
towards a possible plot.
All of these suggestions have one thing in common: They offer a concrete signal that
the game is about to begin. This signal minimizes the problem of trying to talk over
players, as it grabs their attention in the way that adding yet another voice to the din
cannot. Once you have their attention, though, you need to get them focuseddo
they remember where they are? With that in mind, lets move on to recapping.
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Chapter 9
Figure C1
And... Action!
109
Its worth noting at this point that you shouldnt jump to the conclusion that if the
players cant remember what happened during the last session then theyre obviously
not interested in your campaign. Im thinking of one player in particular (though
Ive known others) who regularly forgets adventures hes played in yet really enjoys
playing, and he has nothing but good things to say about our games. He just deals
with a lot of pressure in his work and family life and doesnt have the bandwidth to
remember adventure details.
Figure C2
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Chapter 9
Virtual
Recapping
One way to ensure effective recapping is to post
it on a wiki, in a shared
cloud, or in some other
virtual space. This not
only enables the players
to read the recap when
convenient but, if theres
technology at the gaming table, enables them to
refresh their memories during the session.
If you go this route, dont
be afraid to hand it to another player to maintain
(or players, if its a shared
file). This helps even busy
players stay engaged
with your campaign.
111
If the characters are a mercenary band, throw a combat scene at them. You
can frame it as the climax of an unseen adventure or simply a particularly
challenging random encounter on the way to their next mission.
Have the PCs aid or run afoul of an NPC that seems incidental now, but
who then pops up later as important to the session. This works well if the
NPC crosses swords with them, only to turn up down the road as the
trusted henchman of a powerful NPC who the characters need to work
with.
Drop the mystery on them. The PCs are at a grand ball when a butler
opens a closet and a body falls out, or theyre out for dinner when they
hear the sound of muffled gunshots from the kitchen.
Have the characters arrested for being at the wrong place at the wrong
time. If your genre supports it, maybe the true culprit shares a face or
enough similar characteristics to one of the PCs.
In any case, its important that these openings arent particularly challenging or lethal. Remember, youre trying to get their creative juices flowing; empowering them
with successes in areas that they are supposed to be good at will do that, having them
dramatically fail or die will not. Finally, be careful with opening scenes where you
need the PCs to fail in order to establish a plot point; players generally dont like
scenes that smell like railroads.
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Chapter 9
Of course, sometimes you arent ready for what they throw at you! Fortunately,
this is the topic of the next chapter, Keep Filming!
3. Begin a session with an action scene, even if the previous session ended
with no hint of one.
4. Ask a player to tweet a recap (no more than three entries, or sentences).
5. Work an NPC into your opening who wont be used again for at least
another session.
6. Put your social hour in the middle of the session rather than at the
beginning.
And... Action!
113
Gemma was upset about being late, but she knew it wasnt
her fault. She promised herself shed keep a better eye on the
clock next time. For now, she had to deal with the fact that she
was losing time. She looked through her notes and adjusted
accordingly. The big reveal about the island could wait for
next week.
When Renaldo arrived, Gemma let him regale Adam and
Patti about his parking lot incident. While the three were
chatting, Gemma used the time to get set up and address the
dinner situation.
After several minutes, when it seemed like the players were
winding down, Gemma dimmed the lights, lit a candle, and
played the song she always used to open their sessions. The
other three went silent as they pulled out their character sheets
and dice bags, ready to play.
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Chapter 9
115
Chapter 10:
Keep Filming!
After making allies with the local tribe, the PCs learned that
the tribe had a protectora giant octopus that the tribes
shaman could commandwhen a tentacle reached out of the
water and crushed one of the giant crabs that had almost
cut Paolos in half. Fortunately, a combination of a magical
potion that Red Kate kept for just such an occasion and the
magical salve smeared onto Paolos wounds by the shaman
put the pirate back into a half-healthy state.
As the other two were tending to their friend, a local lookout
rushed into the village and excitedly shouted that another ship
was on the horizonthe pirate ship that had been dogging
the PCs since theyd left the Island of the Templars Treasure.
Gemma smiled. Everything was in place. Now that the
characters had the villagers trust, they could easily convince
them that the new pirates were a threat. All they had to do
was let the shaman send the giant octopus after the pirates
and the PCs could escape in their own smaller ship. Gemma
could now close this chapter and move on to the next threat
for the characters to face!
What should we do? Adam said. Its obvious that the
pirates know were here.
What about the octopus? Renaldo said. As Gemma had
suspected, he wasnt ready to go toe to toe with the pirates
after what Paolos had just been through. Unfortunately, Patti
didnt see it that way.
I dont know, guys, using the octopus seems like a cheat.
This is our adventure, after all, and we should be able to
handle our own problems. I think we should take the ship out
and face them once and for all!
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Chapter 10
Adam didnt look too sure. We almost got sunk last time,
and we were just trying to slip away. I think theyre too
strong.
Patti dug in her heels. They only look strong. Gemma would
never throw anything at us that we couldnt handle with a
little thought. Besides, the tribe has been very helpful and
hospitable. If their guardian cant handle the pirates, then
wed be responsible for its loss. Thats not a good repayment
of the debt we owe.
Youre right, Renaldo said. If we die, at least our deaths
will be honorable, and if one of us manages to survive then
well know where to find the treasure.
Indeed, Adam said, nodding, and, if it comes to that, we
can ram the pirate ship and light the last of our gunpowder.
That way the other pirates dont get the treasure either.
Sounds like a plan, Patti said as she looked to Gemma.
Inwardly, Gemma was panicking. What had seemed like the
obvious and expected solution was now off the table and,
should the PCs face the pirate ship, this campaign would
come to an abrupt end.
117
Whenever you play a game that has an element of randomness, unanticipated events
are bound to happen. Some of them may even threaten the course of your adventure
or campaign. In such cases, its important to remember that these are the kinds of
things that make your campaign unique. Heck, Ive run the same adventure six times
at a convention and each ran very differently based on player decisions and random
rolls. Once youve learned to embrace the randomness, dealing with unanticipated
events becomes much easier!
In this chapter, were first going to delve into five common problems that tend to derail a session: the missed clue, bad dice rolls, roleplaying issues, team tension, and the
chaotic player. After that well look at ways to right the session, including railroads,
gentle persuasion, and letting the dice fall where they may.
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119
Figure D1
120
Chapter 10
Keep Filming!
121
Finally, you can offer a substitution. This is a mechanic that is decided upon by the
group before play. For example, you may rule that any character that dies is actually
only seriously wounded and must spend a certain number of sessions recuperating;
the affected player brings in a replacement character during this period. Once the
original character is healthy again, the player has the choice of either bringing him
back or remaining with replacement.
A word of caution: Employing some of these tactics may transform your campaign.
If you enjoy heavily roleplayed social scenes, for example, dont be surprised if such
scenes are reduced to dice rolling once youve employed the saved by the dice approach, for instance. Similarly, if an NPC sympathizer always picks up the slack,
then youve taught your players that sloppy play still gets things done.
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Chapter 10
draws the PCs into a brawl when they were trying to be stealthy simply because
they believe its fun.
In some cases this is passive-aggressive behavior, invoked because something in
the game upset the player (see the Yes, I was Being a Jackass sidebar for more
about this). Maybe the dice havent been going his way or his plan to storm the
castle was rejected. Now hes no longer invested in the adventure and is lashing
out.
In other cases, the player simply enjoys the chaos. Shes whacked the hornets
nest because its fun to watch everyone scatter. On some level she may enjoy the
unexpected challenges that crop up over the course of an adventure and is playing a bit of backdoor GM to make it happen.
In either case, my best advice is to stop the game and have a discussion with the
chaotic player. Ive found that gentle persuasion and rolling with the punches (see
below for both) merely leads to more chaos. Similarly, fudging around the players
actions only makes him push harder. This is just one of those times when having a
calm conversation can reap big dividends, even if it means stepping away from the
game for a while.
Keep Filming!
123
Railroads
Railroading is a loaded term. Everyone has a horror story about a time when the
players didnt want to take a particular course of action and the GM forced it down
their throats anyway, only for the feared outcome to be realized. Railroads take agency
away from the players and, by extension, sap their enthusiasm for playing the game.
A railroad is not the same as a linear plot, although both have similarities. Both limit
the players actions, but a linear plot does so logically. A typical example of a linear
plot is a gauntlet, which is a series of rooms in a dungeon that can only be entered
in sequence. Another, somewhat softer, example is a murder investigation where the
crime scene only turns up a single clue. While the players are certainly free to investigate other avenues, they understand that only by following the clue are they likely to
get closer to solving the mystery.
Gentle Persuasion
So now the unanticipated has happened and you need to adjust the notes for your
campaign. Do you try to get the players back on track or do you just follow their
lead? There is no right or wrong answer hereit really depends on the nature of your
campaign and how crucial it is that the original plot be followed.
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Chapter 10
Usually when the players agree that the original goal is desirable, theyll want
to find a way to get back on track. Sometimes they may not even realize how
important the original goal is and that, if they knew, theyd certainly want to
accomplish it. In such cases you may wish to employ gentle persuasion to get
them back on track.
Gentle persuasion is exactly what it sounds like: You use subtle methods to
coax the PCs back in the right direction. The difference between gentle persuasion and railroading is that the former contains the possibility of failureif
the players just arent interested, you abandon attempts to persuade them. The
players only feel that theyre on a railroad when you force them into a certain
direction no matter how much they resist.
Here are a few examples of gentle persuasion:
The PC police investigators stumble into a drug den unprepared and end
up in the hospital. The captain assigns new PCs to pick up the investigation,
perhaps even by interviewing the old PCs.
The PCs cant transport the shipment to the waiting star system because
their transport is too damaged from a chance encounter with space pirates.
Another freighter happens by and offers to finish it for them for a cut of
the profits. The freighter captain even hires the PCs on as crew for the
mission.
The PCs abandon rescuing a prince because the evil overlords fortress
seems impenetrable. The princes sister seeks them out and begs them to
reconsider, offering a larger reward.
Each of these examples offers a different reason for the need for gentle persuasion.
In the first, the players understand that the police are going to try and take down the
drug cartel no matter who does the investigation. Its not railroading to continue the
adventure; it just makes sense that the next set of investigators would be PCs. Here
youre likely to encounter minimal resistance.
In the second case, the players still want to finish the mission but events have thwarted them. Both players and GM likely didnt think a small group of space pirates was
going to be a big threat, but a few unlucky dice rolls and critical successes scuttled
their freighter. Fortunately the shipment is intact and the players are probably all too
eager to see the shipment through. In some cases, though, the players may decide
to cut their losses and hand the shipment over to the new captain without seeing it
through. As such, this is probably moderate gentle persuasion.
In the third case, the players have made a choice on their ownthe fortress defenses
are just too strong for them. While the GM is using gentle persuasion to get them
back on track, its entirely possible that the players will reject it. If so, then the GM
has to be ready to accept that the PCs may abandon the mission (they already have,
after all). This is a case of difficult gentle persuasion.
Keep Filming!
125
Going back to Figure B2, the insurance sheet from Chapter 8, the example of the
superhero team fighting the aliens could result, as noted, in the PCs deciding not to
pursue the fleeing aliens nor returning to the government facility to see what they
were after. Based on the circumstances, this could be any of the three types of gentle
persuasion. In this particular case (see Figure D2, below) the GM has chosen to use
Dr. Escardo, an engineer working at the facility, to gently persuade the PCs to return
to the adventure.
Figure D2
START
Dr. Escardo tells
the PCs about the
alien ship & offers
to escort them.
Aliens are
fleeing facility
Yes
No
Pursue?
Investigate
whats important
at the facility
Space Chase
Mothership
Defenses
Interview staff
Poke around
Uncover alien
ship held in
secret hangar
Into the
Mothership
Yes
FINISH
Seek help
accessing
computer
Access
computer?
No
If gentle persuasion works, then youve gotten some semblance of your original session plan back on track. If it doesnt, then youre left with one course of action: rolling
with the punches.
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Chapter 10
Rewrites
Generally speaking, a roleplaying session should be like filming a live stage performance: You cant stop filming, rewind the film, and start over. If a mistake is made,
you just roll with it and move on. There are times, however, when you may wish to
consider rewriting a scene. Here are a few examples:
You misinterpreted or forgot to implement a rule which made things play
poorly.
A player misinterpreted or forgot something that her character would
have known (e.g. the player wasnt paying attention when you said there
was a sniper on the roof, but her character surely would have noticed), and
acted unwisely.
A dice roll was miscalculated or an effect incorrectly applied.
A player admits to you that something outside the game distracted her
and she wasnt at her best playing a scene and the result has tarnished the
adventure.
The PCs unwisely wandered into a total party kill (TPK) or most of them
are so grievously injured that they cant continue.
Keep Filming!
127
In most cases, its best to mitigate the fallout rather than replay the scene. If, for
example, a PC died because a combat rule was misapplied, then rather than replay
the combat just let the PC survive (he was only knocked unconscious). If a player
completely botched a negotiation then just give her another chance to negotiate later.
By doing this, you dont waste a lot of time invalidating finished scenes and you
minimize the risk of some players actually preferring the results of the original scenes
rather than the rewritten ones.
If you do feel the need to rewrite a scene, remember that the closer you are to the
rewritten scene, the easier it is. It is much easier, for example, to replay the previous
combat round than it is to roll things back 10 rounds or two scenes ago. Overusing
rewrites can lead to confusion as well as run the risk of fostering sloppy playafter
all, youll let them rewrite it if they mess up, right?
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Chapter 10
3. Run one social scene without any dice rolls and one purely with dice rolls.
Which worked better for your group?
4. Roll with the punches at least once in your next session, even when your
gut tells you to do otherwise.
5. Design a clue map.
129
Chapter 10
Chapter 11:
Lunch Break
Having left the enemy pirate ship sinkingafter running
aground on a coral reef and fighting off a giant octopus
the PCs once again set sail towards port. Thankfully, their
own ship didnt take a lot of damage and the crew were busy
making repairs.
Gemma couldnt wait to spring her next encounter on the
players, the one that would be the highlight of the evening.
A group of weresharks had capsized a vessel, with only one
passenger surviving. The weresharks tried to pursue her but
the sunlight had thus far protected her, which would change
tonight. With the woman aboard the PCs ship, the weresharks
would be attacking this evening.
Renaldo was getting punchy, as he always did later in the
session, and decided that he was going to throw an impromptu
party on board, cracking open cases of wine and dancing
amongst the crew. He tried to include Red Kate in his antics,
but Patti was having none of it as she patiently checked her
email on her phone.
Adam, youre still in the crows nest, correct? Gemma said.
Yes. Adam yawned as he checked his watch. It was getting
late and his stomach was growling.
Good, give me a roll. Gemma waited until Adam succeeded
and then responded. You spot a rowboat floating in your
direction. A young woman, fashionably dressed but with her
clothes in tatters, lays unconscious within.
Hey, guys! Adam said, barely acting in character, looks
like we have another pirate!
Lunch Break
131
132
Chapter 11
For games that run six hours or more, I recommend at least one longer break (20-30
minutes) for dinner and/or a short break (10-15 minutes) every two or three hours.
Whether you wish to include the dinner break largely depends on the time of day
youre running the game; if youre starting in the evening after dinner, your players
probably wont want to eat another full meal in the middle of the night!
While breaks are generally informal affairs in home games, you may still want to
undersell the break by declaring it to be 5-10 minutes less than what you actually
want. In my experience players tend to stretch break time and by leaving yourself a
little leeway you can maximize the amount of time you have left to finish the session.
Figure E1 is an example of a
scene sheet (which youll recognize as being Figure A2,
from Chapter 7, with a few additions) that includes breaks.
The GM figures that the
first two scenes are primarily
combat-related and will likely
consume the first half of the
session. She notes a break just
after that, during which she
can evaluate whether to add
the additional scene based on
how on-the-mark she was with
her timing.
Figure E1
Lunch Break
133
One of the problems with not having a break is that it can lead to tunnel vision or
thought fatigue, which is when the players get tired and simply dont consider alternatives beyond their initial impulses. They may race through a dungeon without
considering traps or secret doors, they may decide to attack anyone who gets in their
way, or they may continually beat a red herring into the ground because they know
that its the solution to the mystery.
Thought fatigue is compounded when the players are feeling frustrated. Whether the
dice seem to be against them, their attempts to follow a clue turn up nothing but red
herrings, or the Big Bad just seems undefeatable, the players start to feel as though
nothing they can do will overcome their problem. In this case, a quick break may be
all they need to recharge their creative energies. (Another option is to offer clues to
overcome the problem, but frustrated players tend to see this as a cheatand it does
little to end the fatigue).
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Chapter 11
Its worth noting that real time and game time are different: The mid-point
of your adventure notes is probably not the midpoint of your session. In some
RPGs combat can soak up a lot of time and in others a social encounter could
last three times as long as a typical firefight; it all depends on the system and
the dynamics of your group.
If youre running at a slower pace and you still wish to attain the original session goal then you can trim the fat by cutting out or narrating through certain
encounters or scenes. If your group needs to get to the castle by nightfall then
you can skip the orc ambush. If they need to get out of the corporate offices
right that minute then the computer security system isnt as difficult to crack.
To save time, you can identify such optional scenes before the session, so you
can readily identify what to trim.
Conversely, if youre running at a faster pace and you dont want to extend past the
original session goal then you have two choices. The first, obviously, is to end early.
This doesnt have to be a hard end; the players could continue roleplaying or pursue a
subplot in absence of the adventure proper moving forward. The second is to extend
your material with optional encounters. A quick ambush is always a fun way to accomplish this. You may wish to keep a list of optional scenes on hand to introduce if
necessary.
A break is a great time to evaluate and implement any necessary changes before moving forward. In the first example, you may want to think of ways to gently persuade
them to get back on course and implement them as soon as the players return from
the break. Alternately, if youre rolling with the punches this is a good time to jot
down two or three potential scenes (just quick notes at this point) based on where the
PCs are going.
Lunch Break
135
136
Chapter 11
Figure E2
START
Aliens are
fleeing facility
Yes
No
Pursue?
Investigate
whats important
at the facility
Space Chase
Mothership
Defenses
Interview staff
Uncover alien
ship held in
secret hangar
Into the
Mothership
Yes
Rescue Heroes
FINISH
Captured!
Poke around
Seek help
accessing
computer
Access
computer?
No
Recruited by
Agent X
who has been locked up for almost a decade. The players spend the rest of the session
designing their villains and are excited about the next session. As a final bonus, the
GM offers them the opportunity to switch villains, so awesome roleplaying can be
had when the villains meet the heroes.
The GM quickly amends her flowchart to note the changes. This new band will be
taken to the government hangar and will use the alien ship to find the mothership.
Lunch Break
137
ChallengeAchievement:
Good Evaluation During Lunch Breaks
1. Add a break to your next session.
4. Eat beforehand; use your lunch break purely to prep the back end of the
session.
5. Ask for feedback during your lunch break.
138
Chapter 11
Lunch Break
139
Chapter 12:
The Final Shoot
Gemma panicked as she checked the clock. Adam was moving
away after this session and Gemma really wanted to finish
tonight. Unfortunately, the players had spent so much time
grilling the castaway and ensuring that she wasnt a plant
that they were only now heading to the lagoon where her ship
was wrecked.
And Gemma had less than 30 minutes for them to explore,
find the booty, face weresharks, and make it back to Port
Royal with the Templars treasure. So she did the only thing
she could.
Do you explore the shipwreck?
Obviously! Patti said. Well drop a rowboat and head over
to it.
Umm, okay, Gemma said. She quickly narrated them
through the various rolls to search the ship, including the
submerged hold. Several Search, Swim, and Strength checks
later theyd pulled a couple of chests up onto the top deck,
where Renaldo used his Lockpicking skill to open them. They
were rich!
This seems a bit too easy, Adam said. I look around for an
ambush.
It was too easy. Gemma had planned for the weresharks to
attack while they were exploring the wreck, but she was out of
time. She had pulled them from the adventure.
140
Nope, dont bother making a roll. You all get the treasure
aboard your ship and sail back to Port Royal. Mission
accomplished! I hope you enjoyed your last adventure with
us, Adam!
Chapter 12
141
If you hear the same concern more than once from a player, write it down in your
session notes. This will give you a good checklist to glance at while running the rest
of the session. As an example, were going to return to Journey to the Goblin Cave and
look at the notes scrawled by the GM. The notes above BREAKTIME are her
observations; the notes below are her implementations.
Figure F1
BREAKTIME!!!
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Chapter 12
Keeping Focused
When youre in the latter part of a session, its important to build to a climax. It
may not be the end of the adventure or even a pivotal moment, but it should be a
goal that provides the players with a sense of accomplishment and/or excitement
for the next session. Building and keeping momentum is critical in this phase.
Here are a few ways to keep the momentum going:
Dont get side-trackedIf a minor encounter threatens to explode,
consider nipping it in the bud and moving along, unless the unexpected
explosion is providing a lot of entertainment and can bring the session to
a satisfactory conclusion.
Dont let intra-party squabbling build too much during this part of
the adventureWhile such scenes can be fun, they can also lead to
frustration, bad blood, and the premature exit of PCs.
Dont let small encounters take up too much timeIf you want to build
to a climax but you realize that the kobold attack is going to eat up too
much time, have them flee once a couple of them are killed, or downgrade
their health scores behind the scenes.
Dont let a player side-quest his way into eating up timeKeeping the
group together is often better than allowing one player to hog the spotlight
for an hour. If the PC really must go off on his own, ask the player what he
hopes to accomplish, come up with an appropriate skill roll and difficulty,
let him make the roll, and come back to the party. Oftentimes the player
will retract the request once he realizes that it isnt going to be played out.
Cut the extra scenesYouve probably done this already, but sometimes
youll still need to trim on the fly.
All of these tips boil down to one simple rule: Do whatever you can to sprint towards
the goal and dont let minutiae bog you down.
Rules Adjustments
Were all human (well, unless youre running your game in Gondor or Mos Eisley)
and as such we all make mistakes. No matter how much you prepare or how well you
know the rules, youre going to trip up at some point. You forget when a modifier applies, you misread a power description, or you call for the wrong type of skill check.
When that happens, the outcome of a particular situation may be different because
of your mistake.
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When that happens, dont panic. Part of being a GM is making rulings, and provided
that the scene played fairly (if not accurately as far as the system is concerned) then
you probably dont need to fix things beyond implementing the rule properly the next
time around. There are, however, a few cases when you may wish to do something a
bit more substantial:
The PCs have been doing something that the rules as written wouldnt
allow them to do.
The rule makes something more difficult for the PCs
The rules would harm the pace of the adventure
The PCs are suffering from the effects of the improper rule.
In most cases, keeping your initial ruling intact is probably enough to fix the issue
until it can properly be addressed for the next session. If things went drastically off
course because of the ruling, then you may wish to consider a reshoot (see the Reshooting? sidebar).
Figure F2 is an example of a GM considering rules changes for the second part of her
session. In this case, its the first half of the same scenario used for Figure F1. In fact,
you may notice in the latter that a rules adjustment has already popped upthe GM
didnt notice that no PC had the Tracking skill and it was pretty crucial to continuing
the adventure. In this case, the GM realizes that she needs to keep using the substitute skill until at least the end of the session, and likely until the end of the adventure.
Figure F2
There are three other rules notes in Figure F2. The first and third, forgetting circumstantial rules or misapplying a rule, are common and easily fixed. Generally its best
to move on and properly use them next time rather than do a reshoot.
The second is most often a problem in math-heavy games: Sometimes there are so
many modifiers to keep track of that players simply forget or misapply them. It can
also be difficult to determine whether a particular roll was actually successful or not
when the affected player is juggling four or five modifiers in his head.
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Reshooting?
One of the reasons to stress rulings, not rules is to avoid the need for reshooting,
or rewinding the game so that a key scene can be replayed. (This is sometimes
also called retconning, which is short for retroactive continuity.) Roleplaying sessions often have elements of exploration, and once youve pulled the curtain back
on certain scenes its impossible for the players to conveniently forget them when
rewinding and moving through them a second time. Thus, reshooting is generally
an inferior option in the GMs tool belt.
Whenever a misunderstanding causes a scene to go in a different direction than
if the rules had been properly applied, ask yourself if you adjudicated it fairly
regardless. If so, then you generally dont need to rewind the scene. If necessary,
rationalize why the scene played out the way it did (the wizard was distracted
from casting a useful spell, the starfighters guns jammed, etc).
In other cases, its sufficient to adjust the consequences of the affected scene
rather than rewrite it. If it caused a PC death then he miraculously recovers. Perhaps one character only dreamt that the scene occurred or idly mused about how
an encounter with an NPC would go; now you can reshoot the scene without
actually reshooting it!
Similarly, if it looks like your session goal is moving out of reach then you may have
to reassess your goal. Can you finish within a few minutes after your normal quitting
time? If so, then you may be better off asking for the groups indulgence rather than
cutting the session short. If not, then you may wish to establish a new goalpost (using
an earlier exciting encounter) and finish a few minutes early rather than push on to
the time limit.
The Final Shoot
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3. Make a list of any player gripes you hear during the beginning of the
session. Implement a solution for each one on the back end.
4. Have a player handle rules questions.
5. Force the group to stay together for an entire session by converting all side
quests into single-roll challenges.
6. Keep track of how long in real time a player eats up doing things outside
the group.
Gonegone nowsankterriblecreatures!
With the party being so cautious that theyd eaten up more
time than planned, Gemma improvised. She described the
castaway falling in and out of consciousness, offering only
vague hints and warnings. She knew that the party didnt
have time to go to the ship, so she decided to bring the fight to
them, instead of waiting for them to encounter the weresharks.
Shes delirious, Renaldo said.
No matter, Patti said. We need to get back to Port Royal.
I agree, Adam said. Perhaps the woman has a family
willing to grant us a reward for rescuing her.
Patti said, Rescuing her from what, I wonder?
Gemma simply smiled and told them that a storm was
coming. Patti ordered the crew to drop anchor to wait it out.
Of course, dropping that anchor provided a convenient way
for the weresharks to scale the hull and get inside the boat.
She tried not to chuckle as the group unwittingly played right
into her hands. The three pirates were about to get the fight
of their lives . . .
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Chapter 13:
Thats a Wrap!
Wow, that was epic! Patti said as Gemma turned off her
laptop and gathered her notes.
Thats easy for you to say, Renaldo said, laughing. You are
the last one standing!
Hey, with Paolos dying breath he lit the powder kegs in the
hull that blasted the remainder of the weresharks! Adam
said. Im the one that went down like a punk!
Patti giggled. You did gut two of them before the third one
bit your head off.
Im really going to miss you, Adam, Gemma said. It wasnt
truly the end, of course. Adam was still going to play remotely,
but the group said goodbyes anyway.
Well, I guess thats it then, Adam said as he grabbed his
coat. At least until next week, when Im playing via webcam!
Gemma chuckled as everyone left. In spite of Adam leaving
she still had a new campaign to plan. Unfortunately, shed
forgotten to get feedback on exactly what that campaign
should be. She hadnt bothered to ask if they wanted to stick
with the pirate theme and, if so, what they enjoyed and what
they thought could use polishing. She sighed as she prepared
to send out an email to solicit her players feedback. It just
wouldnt be the same . . .
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In this sense both positive and negative feedback is important. Positive feedback
tells you whats working and what you should be doing more of in following sessions. It may also tell you what plot elements and questions the players are most
interested in following up on as the adventure or campaign progresses. Finally,
positive feedback is good for a GMs ego: We like hearing good things about
what we do!
Negative feedback generally addresses one of two things: the absence of something a player likes or the presence of something he doesnt like. The first simply
denotes that there was something missing from a session that the player would
have liked to see. For example, The whole session was combatwe didnt get
to do any roleplaying! It could also be something that was downplayed; for
example, you may have rushed through a combat scene before the players were ready
to leave it. This kind of feedback is important, but doesnt signal major problems with
the gameand its easy for you to address in future sessions.
The second type tends to be about more serious problemsthings the players dont
want to see again in the game. Gaping plot holes, railroading, issues with someone
else at the table, heavy-handed GMing, and uncomfortable roleplaying scenes are all
examples of this type of negative feedback.
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On the flipside, the end of a session can be a time of exhausted euphoria, especially
if your session ends late into the evening. The players are ready to pack their things
and go, and your requests for feedback may fall on deaf ears. The players generally
presume that youre looking for accolades. It was fun is a stock answer, and it can
be as damning with faint praise as saying that your last date had a great personality.
You may wish to employ directed feedback (see below) to get more useful answers.
Alternately, you may wish to gather feedback at other times. Email, texting, telephone calls, and meeting outside the game are all good ways to get feedback and
often make the best use of directed feedback. Conversely, these methods mean that
you may not get the feedback that youre looking for in time for the planning of the
next session.
Lunch breaks mid-session can be great times to get feedback because you have a
chance to make changes to the rest of the session to help things go more smoothly.
Fair warning: You need to be strong for this, as getting strong negative feedback midsession can demoralize you for the rest of the night.
Id caution against getting feedback during the social hour before the game. Not only
does the same potential for getting demoralized exist as with lunch break feedback,
but you might also inadvertently be setting false expectations in your players minds
that youll employ the feedback immediately. For example, if youve planned a session
of political intrigue then getting the feedback There wasnt enough combat last time
just before the game might cause problems.
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Indirect Feedback
While the advice in this chapter is aimed at direct feedback, the kind you request, indirect feedback can be just as important. You gather indirect feedback instinctively,
by judging the reactions of your players as you run the game. A bored stare or a
leafing through a rulebook can speak volumes. Ditto for engaged excitement about
whats unfolding at the table. You can learn a lot just by being observant.
Whats important to remember is that indirect feedback is just as vulnerable to bellyaching as direct feedback. Dont judge your current scene by a players frustrated
stare if the dice had just gone against her for the third time in a row. Similarly, some
players get anxious to hurry things up when experience points are on the horizon
and they just want to acquire a new ability for their characters. Indirect feedback is
a useful tool, but only if you know how to gauge it correctly.
Directed Feedback
Instead of asking a big open-ended questionSo what did you think of tonights
game?try asking direct questions that highlight the areas where you really want
feedback. Not only will you get better feedback, but it provides some insulation from
hurt feelings.
Here are a few examples of directed questions:
How difficult was tonights mystery? Did the clues make sense?
What did you think of the villains motivation?
Are there any rules that got in your way or that we need to pay more
attention to next time?
What did you think of tonights plot twist?
Are there any lingering plot threads that you want to pull?
I usually combine directed questions with a general question at the end, just to let
players tell me anything else that may be of value to me. This even helps with negative
feedback, as the responses to my directed questions often soften me up to hear the
rest of the bad news.
Another benefit of directed feedback is that it can take some of the sting out of a bad
session. By asking probing questions, youre telling your players that you recognize
that there were issues and youre going to fix them.
Parsing Bellyaching
One thing to remember about feedback is that beauty is in the eye of the beholder.
If something personally upset a player then its going to shape how she viewed the
entire session. That doesnt mean her points arent valid, but they should be viewed
through the appropriate lens.
Thats a Wrap!
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For example, one player may be particularly agitated and frustrated due to his characters lack of effectiveness in combat (or worse, his characters death). While his
opinion is definitely colored by that experience, it doesnt invalidate his feedback that
the combats are too challenging. What it does require you to do is dig a little deeper
for additional details.
Did you misjudge the challenge level? Did the players use an appropriate tactical approach? Were there potential avenues to try or weaknesses to exploit that the group
just failed to capitalize on? Or does the player just loathe combat scenes? Finding out
will help you decide how to react to that feedback.
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2. At the end of the session, have your players ask you directed questions.
3. Ask each player for feedback individually. Does it change from when you
ask together?
4. Send a list of directed questions to the players after the session.
5. Design a series of encounters; have each one address the negative feedback
from a different player.
6. Ask for feedback in the middle of a session and again at the end. How did
the feedback differ overall?
Thats a Wrap!
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Gemma said, So Red Kate and the castaway row into Port
Royal with the treasure and the credits roll.
Nice, Patti said, smiling.
Okay, guys, Gemma said, before we say goodbye to Adam,
do you want to continue with the pirate campaign or should
we try something else?
I think with Adam leaving its a good time to wrap this and
start something fresh, Renaldo said.
Patti nodded. I agree. Adam wanted to try space opera, and
hes playing via remote now. It kinda fits the theme.
Definitely, Adam said.
Okay, then. Space opera it is, Gemma said, smiling. Now,
can each of you give me one thing that you really liked and
one thing that you thought needed improvement in this last
session?
Sure, Adam said. Ill go first . . .
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Chapter 14:
Quiet on the Set
The three agents sat at the briefing table while their handler,
Agent G, gave them the mission briefing.
Agents, this mission is critical for national security. You are
to locate and arrest this man: Sebastian Sorrow, a known
arms dealer here in the U.S. on business. He is staying at
the
Oh man thats funny. Look at this, said Agent Stone as
he passed his phone over to Agent Remo, who laughed in
agreement. They stopped when they saw Agent G glaring at
them.
Oh, sorry, Stone said, slowly lowering his phone.
Agent G continued, Sorrow is staying at the Remington Hotel
on Steele Street, in the penthouse suite. He is expected to be
there for the Another smart phone vibrated loudly on the
table.
Agent Sylk picked up the phone and rolled her eyes, and then
began typing out a message. Sorry, its my Mom, she wants
me to bring home some milk.
Come on, guys! Gemma said, slamming her hands on the
table. You guys arent paying attention. Are you sure you
want to be doing this tonight?
Patty slowly put her phone in the bag at her feet. Renaldo
slid his phone back into the pocket of his jeans. The smile on
Adams face faded away.
The three apologized and sat up straight in their chairs. The
three agents returned their attention to their handler, and
Gemma took a deep breath and started again.
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The most important reason that you need to keep the focus on the table during play is
to keep everyone on the same page story-wise. A players ability to contribute to the
overall story is going to heavily rely on her staying in sync with the other players and
GM. When the players mind drifts she runs the risk of falling out of sync with the
rest of the group.
This often manifests itself when a player hesitates when his turn comes around, trying
to recall what just happened in the game. Sometimes the player might subconsciously
have picked up on what was going on and, after a few moments, will jump right back
in. But if not, hell make a move that seems ridiculous or bizarre because hes acting
on old or incorrect information. He might attack an NPC who just surrendered, or
may start talking to the prince after missing that the prince just left the room. This
forces a pause while you and the other players update him and then wait for him to
take appropriate action.
Then there are times when a player is totally lost and has to ask someone to recap what
just happened. This also halts the game, as you have to rewind and either replay the
previous exchange or summarize the current scene for the player. When this occurs,
you run the risk of losing the attention of the other, more attentive players, who
dont need to hear the recap, further perpetuating the problem.
Quiet on the Set
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Fatigue
There are times when physical factors like hunger, lack of sleep, mental stress, or the
onset of an illness can cause a persons focus to waver. A person who is feeling fatigue
is not going to have the same mental acuity as someone who is relaxed and well rested.
In times like these, Taking a Break or Calling It are the best ways to regain focus.
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Splitting the party is the most common cause of this sort of divided spotlight.
Often a plan will require the players to split up and perform two different tasks
at the same time. By aggressively switching between the two subgroups, even if
youre in the middle of one or more separate combats, you will help every player
stay focused by setting the expectation that their turn will be coming up shortly.
Gadgets
Its impossible to talk about focus and attention without talking about portable
electronics at the gaming table. Some items, such as phones, may not be necessary to the game and can be silenced or put away. Others, such as tablets and
laptops, may be tools for the game as they can contain character sheets, digital
copies of books, or other reference material. These devices all have connectivity and
the ability to multitask, so while theres a great game use there are also a myriad of
non-game uses, from status updates to email to browsing online.
Much of the GM advice Ive seen regarding this topic calls for banning devices at
the table, or for setting restrictions like using airplane mode to prevent email and
other notifications from distracting players. In my experience, though, gadgets are
only a distraction for a small percentage of playersgenerally the ones who cant get
away from their gadgets no matter what the situation. Everyones group is different,
thoughyour group might run most smoothly with a few ground rules.
For most players, checking their device(s) is a symptom of boredom, fatigue, or other
problems noted in this section. If you see someone checking their phone who doesnt
usually take it out during the game, and its not an emergency, consider what might
be causing his attention to drift and take appropriate action.
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When you pick a location to game, try to scout it out and get a feel for how busy the
area around your gaming space will be. Ideally, find a room or alcove that provides
more privacy. When that isnt possible, then look for the least noisy area in the space
available and position yourself there.
In some situations, especially in convention games, there may not be a way to control
where you play or how much ambient noise surrounds your table. When this happens,
you need to use Loud Voices and make sure youre heard.
Its almost inevitable that, at least once during the average session, someone at the
table will lose focus on the game. When that happens, you have a number of tools
at your disposal for bringing back their attention. Here are some of the best options:
The NudgeA small vocal prompt (my favorite being Pssst) that
reminds the player to return his attention to the table. The Nudge works
best when the rest of the table is paying attention and you have one
straggler.
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Loud VoicesSpeak up. Raise the volume of your voice, or have an NPC
make a sudden outburst. Theres a reason why theres cannon fire in the
1812 Overturebe the cannon. This technique works best when the lack
of focus was caused by your delivery. It will get attention without breaking
immersion.
Ninjas Bust Through the DoorWith credit to Fred Hicks and Rob
Donoghue of Evil Hat Productions, from whom I learned this technique,
have someone kick in a door and start shooting. Nothing gets the players
attention like an immediate threat. This technique is best applied when
you realize you have been having a story pace or flow issue.
Fast Forward ButtonSometimes a scene just isnt working, or is taking
too long. In either case it may be time to get the scene over with and move
to the next scene. You can trigger this by switching to a more narrative
mode, summarizing the remaining part of the scene, and asking if anyone
else wants to do anything before moving on. Then move into the next
scene.
Take a BreakTake five. Stretch your legs. Get a coffee. After a long
stretch of gaming, it helps to take a break and move around. Use the break
to socialize, talk about what just happened in the game, share a funny
video, or otherwise relax. This is a good solution for when fatigue has set
in.
Call ItSometimes a break wont cut it: You just need to stop playing
and pick things up next session. If its early in the night, consider
using the extra time for some socialization or some casual gaming.
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2. Split the party and use aggressive cutting to keep everyone focused.
3. Use Ninjas Bust Through the Door during a session.
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Chapter 15:
Safety on the Set
Sebastian Sorrow sat in the chair, hands cuffed behind his
back. His fine silk suit was soiled and ripped due to his
attempted escape from the agents at the hotel. A bandage
was wrapped around his leg; Agent Sylk had shot Sorrow to
slow him down. A dark red spot was slowly appearing on the
bandage.
Sorrow smirked and said, I want my lawyer.
There are no lawyers where you are, Sorrow. Agent Remo
leaned in from behind and spoke close to his ear. Now tell us
where the dirty bomb was delivered, and you might get out of
this with only prison time.
Gemma looked at Renaldo as he rolled the dice. A four.
Screw off, Sorrow said. Im not revealing any of my sources.
The next time you see that bomb it will be raining plutonium
over 20 city blocks.
Renaldo glanced over at Patti; she looked frustrated. Precious
time was ticking away and they needed Sorrow to talk. Patti
shook her head, shrugged, and said, Any other ideas, guys?
Adam smiled. I got this.
Agent Stone walked over to Sorrows chair. He knelt down and
looked Sorrow in the eye. Last chance, scumbag. Wheres
the bomb?
Gemma looked at Adam, but Adam held up his hand to ask
for a moment.
Agent Stone then reached out and grabbed Sorrows wounded
leg and began to squeeze.
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Stone puts his fingers into the wound and was all Adam
could get out before Renaldo cut him off.
Whoa . . . Youre going to torture him? Are you serious?
Renaldo jumped to his feet. I did not sign up for that kind
of game. The other three looked at him in surprise.
Thats when Gemma knew there would be a bigger discussion
that evening.
Roleplaying games are a social activity, and one that is enhanced by interacting with
different people. As people, were the sum of our experiences, both good and bad.
Weve been raised in one or more cultures, with a set of morals (be it prescribed by an
institution or based on personal reflection), and those things can be in alignment or
conflict within ourselves. This makes us very complex social creatures.
Given all that, its inevitable that every one of us will at some point do or say something that seems perfectly normal to us, but which will create ill feelings in someone
else because of their unique matrix of experiences, culture, and morals.
When these conflicts arise they often come with a flush of emotions, which can
drown out the more intellectual aspects of our brain and cause us to react rather than
discuss, or to go silent. This tends to result in the conflict not being handled in the
best way possible, whichcoming back to gamingcreates emotional responses in
others at the table. Left unchecked, this leads to sides being drawn and, as arguments
and tempers flare, what started out as a pleasant evening of gaming becomes a volley
of personal attacks.
This chapter is about avoiding that.
How? By ensuring that everyone at the table has an enjoyable experience, that we
minimize emotional conflicts as much as possible, and that when they do arise we
resolve them quickly. The goal is for everyone, player and GM alike, to feel safe.
Youll see we used a lot in this chapter because were all in this togetherwe share
the responsibility for and benefits of feeling safe at the gaming table.
Defining Safe
In terms of roleplaying and gaming groups, the definition of the word safe includes
the following elements:
Respect for each other
No bullying
We compromise
We are candid
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No Bullying
We do not tolerate any one player or group of players who, through force within or
outside of the game, exert pressure on others to get their way when the group is making decisions. No one at the table should ever be made to feel the helplessness, fear,
and frustration that come from being bullied.
We are Candid
We agree that when someone has been made to feel unsafe they have every right to
express that to the group without being judged for it. The best way to express those
feelings is to do so with plain, simple speech, and as rationally as possible. Some
people are comfortable doing this face-to-face, while others might prefer the emotional insulationand ability to choose their words more carefullythat come from
using email.
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We Compromise
We agree that when we have reached a conflict of ideas we can work together to
find a way to resolve the conflict and move forward. We look to create a win-win
situation where all parties are satisfied, rather than one side getting their way at
the expense of the other.
Cultural Differences
The culture in which were raised as children imprints on us during those formative
years, imparting customs, norms, and taboos. These are often sources of friction. For
example, one person might have been raised in a household where corporal punishment was the norm, while someone else was raised to believe corporal punishment
was repugnant. If the first persons character slaps a kid in the game, that action is
likely to make the second person feel uncomfortable.
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Differences in Morals
Our morals are a combination of societal influences and personal psychology. These
result in a rigid or loose code that we follow through life, and when our code conflicts
with others codes it tends to produce an emotional response. The characters we play
in games also have morals, sometimes similar to and other times quite different from
our own. If one character tortures another during play, as in this chapters opening
fiction, that could easily bother others at the table.
Simple Misunderstandings
Sometimes missing a bit of information, failing to pick up on someones
tone of voice, or misinterpreting a social cue can lead us to misunderstand
another players actions in-game.
Without that subtext, we see only the
more overt portion of the action, and
that portion can seem hurtful.
Personality Issues
Personalities come in all shapes, sizes,
labels, letter codes, and quadrants.
Some personality types are a natural fit
for the collaborative experience of roleplayingfor example, those who are
naturally outgoing, good at collaboration, or empathetic. Other personality
typessuch as aggressive, boisterous,
and callousarent as ideally suited to
gaming, or are more likely to offend
someone or make another player feel
less safe. These folks may mean well,
but tend to be the ones the rest of the
group has to reign in from time to time.
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Being Offended
The feeling of being offended is subjective
and unique to the offended party. What offends one person may not offend another.
Because taking offense is by nature subjective, just about anything can be offensive
to someone, somewhere. A person with an
aggressive personality might be offended
by someone elses perceived passivity.
Likewise the more passive person might be
offended by the other persons more aggressive behavior.
Its important to understand that being offended is a valid emotional response. Even
if the person who gave offense doesnt
believe she did anything wrong, she must
respect the feelings of the person she offended. This tends to require tuning ones
actions and behavior to the people around
you, and thats not a sign of weakness. Its
a vital life skill that allows people to work,
play, and otherwise interact with people
who arent exactly like them.
Creating Safety
The majority of the time, safety is compromised by accident. This means that
we can mitigate the chances of someone being made to feel unsafe with a bit of
forethought and planning. This planning often involves establishing boundaries
so that everyone knows the comfort zones of each player as well as the acceptable tone and actions within the group. Once those zones have been discussed
there are also ways to help to maintain them during play.
These three categories will be different for each person at the table. One player might
be uncomfortable with a plot that involves the children in harms way, while another
may consider that topic forbidden. Its important to discover and understand what
topics are forbidden and uncomfortable for you and your players, and doing so is
much easier than trying to list every topic with which people are comfortable.
Social Contract
The best way to establish comfort zones is to incorporate them into your groups social
contract. Social contracts are a big topic and are outside the scope of this chapter,
but in a nutshell a social contract is a written or unwritten understanding among
the people in your group about conduct during gaming sessions. (Search for social
contract on gnomestew.com, as well as other gaming sites, for much more information
on this topic.)
As part of your social contract, create a list of the topics that are uncomfortable and
forbidden for each person in your group. Its entirely possible that the same topic will
fall into a different comfort zone for different people. If this happens, assign those
topics to the most sensitive zonefor example, if a topic is comfortable for one player
and uncomfortable for another, it gets flagged as uncomfortable for the group.
The resulting list will establish a set of boundaries for your group at the gaming
table. For you, the GM, it also acts as a list of which topics are acceptable to include
in adventures (comfortable), which ones you need to pay extra care and attention to
when they come up (uncomfortable), and which ones to avoid entirely (forbidden).
Safety on the Set
171
For the players, the list informs them of what in-game actions are permissible, which
ones they need to be cautious about, and what sorts of actions should never come up
during a game.
Campaign Framework
In the previous volume in this accidental trilogy, Odyssey: The Complete Game Masters Guide to Campaign Management, we talked at length about campaign frameworks. A campaign framework is a document that the group creates (facilitated by
the GM) which defines what will be included in and excluded from the campaign.
For example, a campaign framework might specify no steampunk or lots of aliens.
Adding a section to this document for triggers and comfort zones is a great option.
In-Game Warnings
Another way to maintain a feeling of safety at your gaming table is to have a warning
system on handa simple way that anyone in the group can indicate that the current
scene or topic is making them uncomfortable. There are lots of options you can use,
ranging from those that pause the game entirely to those that more subtly indicate to
the group that the tone of a scene needs to change.
The X-Card (goo.gl/EBuAhP), created by John Stavropoulos, is a silent tool used to
indicate when a player is uncomfortable without stopping the game. In its simplest
form, its just an index card with an X drawn on it. Picking up or touching the XCard signals to the group that youre uncomfortable with the current scene, and that
topic is immediately edited out of playno questions asked. No one has to explain
why theyre using the X-Card, and anyone can use it at any time.
Another method is to use safewords, a technique which arose from the Nordic
LARP scene (nordiclarp.org/wiki/Safewords). Brake is a safeword that signals to another player not to increase the intensity of a scene any further. Cut can be used to
signal one of two things: that content has gone too far and play needs to stop, or that
someone is in actual danger (by any definition, physical or otherwise) and the game
must be halted.
New Players
The introduction of a new player, whether permanently or for a guest spot, can throw
off your groups safety dynamicsnot because the new player intends to do so, of
course, but because he brings his own set of mores, comfort levels, etc. The new player
also isnt aware of the groups social contract or established comfort zones.
If a new player is joining the group permanently, its important to revisit your social
contract and incorporate her comfort zones into your groups master list and update
that list accordingly. This may move some topics to more sensitive zones (e.g., something previously listed as uncomfortable might be forbidden after the update).
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If you have a guest player, or youre at a convention and no one knows each
other, you should set expectations up front by talking about the tone of the
game (serious, silly, etc.), the level of cooperation vs. competition among the
PCs, your GMing style, and any forbidden topics. You should also employ the
X-Card, safewords, or some other warning system to enable players to sidestep
uncomfortable topics. By doing these things youll help everyone feel safeand
mitigate the chances of a scene or topic changing that.
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You may wish to change the narrative style of the game from first to third person to
make the scene less personal. You can also break character briefly and provide a bit of
GM commentary to take everyone out of the moment.
An uncomfortable scene should have a distinct purpose, and should never be included
just for the sake of pushing boundaries or making anyone squirm. Once the purpose
of the scene has been met, quickly close off the scene by using a summary question
something like, You get the information you need, is there anything else youd like
to do before we move on?
Check In
During an uncomfortable scene, take a moment to make eye contact with each other
player and make sure that they seem okay with the scene. If youd rather be more
overt, you can pause and ask everyone if theyd like to continue the scenemaking
it clear that its okay for them to say no. After assessing the group either visually or
verbally, look for signs of increasing unease in your players and adjust the pace of the
scene accordingly.
Take a Break
When the scene concludes, call for a break. Give everyone time to take a deep breath
and unwind. This will reduce any tension caused by the scene and allow everyone to
talk about how the scene made them feel while its still fresh. That will give you useful
information about how to run uncomfortable scenes in the future.
Stop!
The best thing to do is to stop the scene. If your group uses safewords, someone will
cut the scene and play will cease. This will give everyone who no longer feels safe a
chance to get comfortable again.
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The worst thing you can do is push through the scene to try to get back to more
comfortable territory. This will only emotionally injure the players who no longer feel safe. Instead, just stop the scene right then and there.
Next Steps
If a break is needed, take one and let everyone do what they need to do before starting
up the game again. Everyone recovers their feeling of safety in different ways: by relaxing, getting some space, seeking comfort, changing the topic, having a discussion,
etc. After everyone feels safe again, you, the GM, have several options:
Summarize the sceneRecap the scene, avoiding any deeper discussion
about the forbidden topic, and then move right into the next scene.
Rewind and start againBack up the story to the point just before the
forbidden topic and resume play. Now that all players know to avoid the
topic, play can continue forward along a different path.
Move forward carefullyIf the players who lost their feeling of safety
are comfortable enough, resume play but follow the tips in the When
Safety Is At Risk section (above).
Stop the gameSometimes time and distance from the game will be
necessary, and resuming the game that night isnt the best thing to do.
Playing the game is never more important than the people who play in the
game, so end the session and pick things up next time.
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Removing a Player
Its possible that the best option for making the group as a whole feel safe will be
removing a player from the game. Unless the player in question is malicious, this
should only come after trying to preserve safety in other ways. (Well talk more about
removing a player in the next chapter.)
Always Be Safe
Roleplaying games gives us a medium to explore the complexity of human (and nonhuman) interactions. We can don personas vastly different or remarkably similar to
our own. The experiences that occur at the table, while devoid of any real-world
consequences, are in their own way genuine experiences. From time to time these
experiences can be more than were comfortable with, and when that happens people
can be emotionally hurt.
By understanding what makes us uncomfortable and what we cant stand under any
circumstances, and sharing those feelings with the group, we can work together to
make the game a safe place to explore the gamut of human experience. When we do
go too far, by taking care not to push too hard, or by knowing when to stop, we can
make sure everyone at the table feels safe and enjoys the game.
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2. Lead a group safety discussion and have everyone identify a topic that
makes them uncomfortable.
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Chapter 16:
Playing Company
Agent Sylk unlocked the door and the team entered the
nondescript suburban housethe safe house of the terror
cell that Sorrow had rolled over on two nights agowith
their guns drawn, expecting a confrontation. The living room
was sparsely furnished but made up for it with a makeshift
explosives laboratory in the center of the room. The three
agents surveyed the room.
Lets sweep the rest of the house, said Sylk, her voice a low
whisper, as she gave the team a hand signal.
You do that, said Agent Stone. Im going to check out
the explosives lab. He moved to the table full of household
chemicals and hardware pieces.
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A Productive Group
What defines a productive group? In my experience, productive groups possess
manyif not allof these characteristics:
They share a common goalEven if they have some secondary goals or
objectives, the players and/or their characters all share a common goal that
keeps them aligned and gives them something to work toward.
They respect each PCs roleWithin the PC party, each team member
has a role and the group trusts that character to take care of the things that
fall under their role.
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Not every group has all of these characteristics in equal measure, but the closer a
group is to this ideal the more productive they are the gaming table.
An Unproductive Group
It will come as no surprise that the unproductive group fails in all the above areas.
Heres a glimpse of what that looks like:
Divided or conflicting goalsThis is a group where individual goals are
placed above any shared ones. These individual goals may directly conflict
with one another, and that conflict will end up in the middle of the game.
Lack of respectSome members think of themselves as above the others.
They think of themselves as better roleplayers, or more experienced with
the system, perhaps because of their tenure as gamers. They look down on
the other players decisions.
Niche-crashingOne or more of the characters has been designed to be
awesome at multiple things, and thus marginalize those characters that
were designed with a specific role in mind.
While its rare for a group to have all of these problems, it is possible. Its more likely
that one person (or perhaps a small number of people) in the group will display some
of these traits. Unfortunately, it only requires a couple of folks with these issues to
disrupt the productivity of the whole group.
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Create Opportunities
Once the game is underway, your next avenue to guide a group towards collaboration
is the creation of scenes and plots that require a productive group. Any scene where
advance planning is required makes for a wonderful opportunity for the players to
exercise their ability to collaborate. When you create one of these situations, you need
to design it to reward productivity and deal a punishmentnot too severeto an
unproductive group, as negative reinforcement.
Sometimes a group will need assistance becoming productive, and you can employ
an NPC to help mentor the group. The key element here is mentor. You dont want
the NPC to force them to collaborate, nor do you want the NPC to do all of the
PCs work. Rather, you want the NPC to nudge the group into better collaboration
through friendly advice or leading questionsbasically, to get your players thinking
along collaborative lines.
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make sure that the group of players is playing fairly. You need to provide some
amount of refereeing for the group, heading off any negative behaviors and suggesting positive alternatives.
Here are some things to look out for that might prompt this kind of intervention:
The big pictureRemind the players about the goal that the PCs are
working towards, and about the nature of the bigger picture.
RespectIf one player disrespects another, politely call out that behavior
and make it clear that its not appreciated. That includes dismissing other
players ideas and being abrasive to those who speak up.
Niche protectionIf Player A is trying to encroach on Player Bs PCs
niche or role, jump into the conversation by asking Player B a leading
question, such as, As the thief, whats your take on that trap?
Take the temperatureTo make sure that no one gets drowned out,
before the players commit to an action go around the table and ask every
player for their opinion. This can help an introverted player, or someone
who has been ignored up until that point, express her opinion.
Call for a breakIf a discussion becomes too negative or too heated, call
for a break and give everyone a chance to get away from the table. This
will let stress levels drop and, if needed, give you an opportunity to talk to
players individually.
The direct approachIf youre the type of person who can eject someone
from the group directly while avoiding a major confrontation, this is
always the best option.
End the game and start a new groupAnother option is to end the
campaign, wrap things up, and announce that you want a break. After
a short while, start up a new game and only invite the people who work
well together.
Leave the groupIf the majority of the group is okay with a play
environment you find unproductive or toxic, then you may be best off
leaving the group and finding a new one that better suits your preferences.
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Doing It Together
Much like a skilled acting troupe, a collaborative gaming group is an amazing thing
to behold. The players attack problems head-on, develop ingenious solutions by combining ideas, and overcome even the most daunting challenges. In both the gaming
group and the acting troupe, collaboration is a skill that starts with feeling like a team
and actively communicating with one another.
As the GM, you can foster collaboration among the players and cultivate productivity through the structure of the game, as well as through NPC mentors. With some
time and care, a group can reach a collaborative state that allows them to face greater
challenges and adventures.
2. Create a scenario that requires the players to come up with a plan (such as
a heist). Have the PCs roleplay the planning.
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Chapter 17:
Improvising Lines
The raid had been fruitful, and the three agents were driving
back to the lab to start analyzing the evidence. Sylk and
Stone were startled when Remo, sitting in the back of the
SUV, suddenly clapped his hands.
I know what to do! Skip the lab and head downtown,
Remo said, I have a contact, umm . . . Dr. Daiyo Teng,
shes a leading mathematician and she can help us crack the
encryption on the laptop so that we can find the location of
the target.
Gemma tried to hide her surprise. Who was Dr. Teng? She
had never heard Renaldo mention her before. She hadnt
prepped a scene with this mysterious NPC. She had set up
a different path of clues for the agentsthe encrypted laptop
was supposed to be a dead end.
Renaldo, Gemma said, how does Remo know Dr. Teng?
Shes one of my contacts. I picked her at character creation.
Gemma had forgotten that Remo had taken the Contacts
trait. Her mind began to race. She would need to make up a
scene fast, and figure out how to adjust her plot so that this
clue would lead them to the target. She took a long sip of
water and let her mind go to work.
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In Chapter 10: Keep Filming, Walt talked about the need to adjust the story
on the fly as the players do unexpected thingsimprov in action, if you will.
This chapter looks at improv from the angle of cultivating a group thats able
to engage in and is receptive to improvisation. As the GM, you can help your
group with their improv skills and create scenes that provide practice for everyone.
Being Improv-Ready
All games are improvised. Once you start playing, no matter the style of game, the
interplay of actions between player and GM is all improvised. But not all groups are
improv-ready, meaning that they are not all skilled or comfortable enough to insert
an unplanned scene or make up a game element (be it an NPC, an organization, or a
magic item) on the spot.
Improv-ready GM doesnt mean GM who only improvises. An improv-ready GM
can still do plenty of prep and run a linear, planned-out plot, while introducing small
amounts of improv in the form of on-the-fly NPCs or the occasional side scene. So,
too, can an improv-ready GM rely much more on improv and prep very little (or not
at all) before a session. Both GMing styles employ the same improv skills, but they
apply them in different amounts.
But the fact is that if the group, as a whole, isnt improv-ready, then improv will yield
little fruit. Improv is a two-way street, and so both the GM and the players have to be
improv-ready. Only when the whole group has reached this state does improv shine.
What then are the signs of an improv-ready group? How can you tell if you and your
group have the right skills and mindset? To figure that out, lets start by looking at
the skills required to be proficient at improvisation.
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Sense of Story
Improv involves creating a scene within a story. Having an understanding of how
scenes and stories are constructed and how they unfold will give you a sense for what
is the most appropriate for the next beat. This knowledge can be learned formally
though literature, but it can also be absorbed by reading books and watching movies
and TV shows.
Pattern Matching
Improv is also about reading a developing scene, recognizing what is the logical
next step, and connecting it to something you know. The more you hone this skill,
the better your choices will be when you develop an idea on the fly to contribute to
a scene.
Mental Reflexes
Finally, improv is about action and reaction. The ability to think quickly when called
upon helps a scene develop smoothly and avoids dead air. In many ways, the improvisation of a scene is like taking a test: You have a general knowledge of what the test
is about but you dont know what you will be asked until you read the questions. You
need to think quickly and synthesize an answer.
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In addition to these skills, there are also three traits a group needs to possess in
order to be able to improvise well.
Trust
Improv requires a tremendous amount of trust between everyone in the group.
Using the Yes . . . and technique (see below), for example, requires you to accept what someone else comes up with, without knowing what they are going
to offer up in advance. That can be scary, and can make you want to keep No
in your back pocket. For improv to work, everyone has to trust that the group
is out to create a fun story. From a players perspective, the group needs to trust
that the GM isnt going to put them in an impossible situation. Players also have
to trust each other in the same way (i.e., knowing no one will build a scene to doom
anyone elses character).
Safety
Along with trust, safety (discussed in Chapter 15: Safety on the Set) is required.
Because improvisation is spontaneous, there can be accidents when someone broaches
an unsafe topic. The risk of this happening is compounded when the entire table is
contributing to the improvised narrative. Review what is safe for your group, and
make sure you have a way to note when safety is being threatened (e.g., the X-Card).
Collaboration
Improvisation is not about members of the group wrestling for spotlight or narrative
control. It is about the group creating an interesting and engaging story together.
Your group needs to be collaborative and able to work together to develop the story
which is why we talked about collaboration in the previous chapter. The group, as a
whole, should be doing a good job of incorporating each others ideas, as well as sharing the spotlight by pulling other players into a developing scene.
If any of that sounds daunting, dont be discouraged. These are things that can be
learned and honed, either through practice, through repeated use in improvised
scenes, or both.
Improv 101
While Unframed provides an in-depth look at improvisation, this next section is a
cheat sheet of the most basic improv concepts. If youve studied improv, you can skip
to the next section. For those less familiar, consider this a gentle introduction.
Like other aspects of GMing, improv encompasses a number of techniques and activities. Here are three basic improv skills that yield the most success with both novice
and experienced practitioners.
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Yes . . . And
If there is one core skill in improv, it just might be this one.
Yes . . . and (sometimes rendered as yes, and) is about the inclusion of others
ideas. When someone puts out an idea, the worst thing you can do is to say no.
No negates the statement and shuts down the person and the scene. Rather than say
no, you are encouraged to say, Yes . . . and. Yes acknowledges the other persons
statement and contribution, while and gives you the opportunity to build upon that
statement.
Lets take a look at how that might play out at the table. Here are Gemma and Renaldo setting up the scene with Dr. Teng:
All of these, and more, are physically represented by a tool thats too neat not to share:
Daniel Solis Writers Dice, which enable you to roll up combinations of yes, but,
or, and related terms. Lots of inspiration can also be found in the Writers Dice
Guide: https://dl.dropboxusercontent.com/u/7247980/Writer%27s%20Dice/WritersDiceGuide.pdf.) As you become comfortable with Yes . . . and, you can try to work these
other variations into your improvisation.
Listening
The next technique is listening. While this sounds like a basic skill, it does take some
training or practice to really listen to what the people around the table are saying and
to digest what is being said.
With improv, the person speaking is often giving clues to what they would like to
have happen next or what they would like to have happen in the scene. If youre too
focused on just tossing out something you thought of during the next pause, youll
miss the chance to pick up that message and in turn provide what that person is looking for.
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When this works well, the people in the scene seem to read each others minds
and the scene develops organically. When you fail to listen, the scene may make
strange twists and turns as people are introducing ideas but failing to play off of
each other, or there may be an awkward silence as the scene stumbles. Actively
listen to everyone around the table.
Reincorporation
The skill of reincorporation goes hand in hand with listening. Reincorporation
is simply taking something that was introduced earlier in the scene, or in an
earlier scene, and bringing it back into play. This technique is best demonstrated
in a good stand-up comedy routine, where the comedian makes an early joke
and then, at the end of her set, her final joke ties back to the early joke, enhancing the
comedy by creating a connection between them.
This can be done in gaming, too, and its done through listening to what others have
introduced in play, as well as remembering the elements you have introduced. If a
player introduced his characters friend Aldo, a city guard, and then in a later scene
the group is chased by the city guard and caught, have Aldo be among the pursuers. This will enhance the scene, as the character already has a relationship with this
NPC.
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Improv Exercises
There are a wide variety of improv exercises that you and your players can try out,
either as a group or in pairs. Developed by improv troupes, these are often quite
entertaining. A quick web search will reveal dozens of options; you might start here:
improvencyclopedia.org/games.
If your group is not into doing pure improv exercises but you still want to work on
these activities in your game, there are some simple things you can do at your table to
practice. Here are three suggestions:
The pointed questionAsk a player a pointed question about their
relationship to an NPC? (Why does the mayors champion always look
at you with anger in her eyes?)
Whats going on?For the sessions opening scene, ask a player whats
going on right at that moment and then play off her answer. (Whats
making all the ruckus at the tavern as youre trying to enjoy your evening
ale?)
If youre using these techniques for practice, its best to employ them during the opening scenes of the session, when youre not deep into a plot or in the middle of combat.
These techniques are also great for those sessions when youre transitioning between
major plots.
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When picking out a tool, consider both the need the tool fills as well as the
method used to get results. A smart phone app is great if youre playing somewhere with limited space, while a deck of cards might be better suited to a larger
table. Dice are portable, but have a limited number of sides (and, therefore,
outcomes) and wont offer the depth of a deck of cards. Finally, consider your
own preferences for various media. Do you like to roll dice, or flip cards, or do
you have an awesome phone or tablet you love to use? Use what youre comfortable with.
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ChallengeAchievement: Winging It
1. Use Yes . . . and or one of its variants when one of your players makes a
suggestion or statement during a session.
6. Dont prep some of the peripheral scenes for an upcoming session, and rely
instead on improv to play out those scenes.
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Chapter 18:
Permits and Regulations
The agents fanned out in the park. There were scores of
innocent people there, all unaware that a terrorist carrying a
dirty bomb was among them. The agents looked around, but
there were all manner of people in the park, and too many of
them had bags and backpacks.
This is hopeless, said Agent Sylk, whispering into her subvocal microphone. We need a way to find the carrier faster
or this is going to be a catastrophe.
Scanning another group of people in the park, Agent Stone
replied on the teams secure channel. We need a way to get
this jerk to stand out. Quickly.
Ive got it! Agent Remo said. We know the carrier has a
burner phone, and that theyre supposed to get a text with
the final location for the bomb. We have the phone number.
Perhaps I can hack the phone and cause it to start playing
music on full volume, drawing them out.
Out of character, Renaldo said to Gemma, Can I do that?
Um . . . I dont know. That sounds like a use of the Computers
skill, but these rules were written years ago, and I dont think
smart phones existed back then. Let me look at the rules.
Gemma picked up the core book and started reading.
Adam got up from the table to get a drink. Patti excused
herself from the table. Renaldo sat patiently waiting for a
verdict. Gemma could feel the tension of the scene draining
away as she searched through the rulebook for the definition
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of the Computers skill. The book was not well organized and
of course there wasnt an index . . . She couldnt find the
skills section.
Renaldo came over to help, and the two of them flipped
through the book. Patti caught Adam in the kitchen and they
started talking about a TV show theyd both watched the
night before.
Gemma was getting a bit anxious. They were just moments
from the climax of this campaign, and everything was being
held up by trying to figure out if Agent Remo could hack the
phone.
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The type of learner you are will determine the best way for you to learn the rules. For
example, a good visual learner may only need a simple reading of the text. There are
lots of ways to learn rules, and combining different approaches can be valuable. Here
are some of the methods Ive used over the years:
Learn from an experienced GM/playerHaving someone teach you the
game is a good option, but your mastery will only be as good as their
understanding of the rules.
Find the FAQ/errataOften if a game has been out for any length of
time, questions about the rules will arise and be brought to the attentions
of the designers. Designers will often create a FAQ or errata page, and
these can be valuable tools.
No matter which approach or approaches you use, the end goal remains the same:
Know the rules. But what rules do you need to know? In a typical traditional RPG,
you have to understand the core mechanic of the game and how to make skill checks,
and you have to understand the basic combat system. From there, the characters in
the game and the structure of your campaign will determine what other rules will
play a prominent role in your game (e.g., hacking rules when theres a hacker PC,
rules for exposure to cold in a Viking campaign).
Learning is also a continuous process. Once you have read the rules and have a number of sessions under your belt, go back and reread the rulesyou may be surprised
by what you have missed or misinterpreted. If youre running a long-term campaign,
plan on revisiting the rules several times.
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One of my favorite analogies for GMing is that being a GM is like being a radio
DJ. In radio, theres nothing worse than dead air. In GMing, nothing hurts the
flow of your game, drains off any tension youre building during a session, or
loses your players attention faster than pausing a session to look something up
in the rules. The less that happens, the better.
No matter how many rules your game of choice includes, situations will arise when
no rule exists to determine how to adjudicate them. When this happens, you make a
ruling a keep the game moving forward.
A ruling, as I learned it from my days of Advanced Dungeons & Dragons, is a temporary interpretation of the game rules to resolve a situation not covered by an existing
rule. There are two key parts to this definition. The first is that there is no existPermits and Regulations
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ing ruleyoure coming up with something that has fallen outside the scope of the
rules. The second is that the ruling is temporary; its not a new rule youre adding to
the game, but rather a patch applied to keep the session going.
A rule, on the other hand, is a permanent mechanic for handling a specific situation.
It is applied to that situation every time it comes up in the future. (Well talk more
about house rules shortly.)
To work well, rulings require knowledge of the rules as well as a sense of impartiality.
To create a ruling, follow these steps:
1. Understand whats at stakeTake a moment to talk to the players
involved about what theyre trying to accomplish. Knowing their desired
result will help you determine what mechanics to use.
2. Is there an existing rule that covers a similar situation?If so, you can
then modify that rule and apply it to your situation.
3. If not, create the ruling from scratchIf there is no similar existing
rule, youll need to come up with something from scratch. Use the core
mechanics of the game, or other already extant elements (e.g., character
attributes), as your baseline. The goal is to invent something that feels like
the rest of the game, not something novel.
Example 1
A player wants her character to try to make money by gambling for an evening, but
the rules for the Gambling skill only address how to play out a single hand.
Whats at stake?The PC wants to make more money than the amount
addressed by the Gambling skill.
Example 2
A player wants his character to make money by gambling, but theres no gambling
skill in the game.
Whats at stake?The PCs action isnt covered in the rules.
Existing rule?No, theres no skill for gambling. The ruling will need to
be created from scratch.
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The key to making a ruling is coming up with it as quickly as possible, implementing it, and then moving on with the game. Rulings are not perfecttheyre
temporary, kit-bashed solutions. Theyre intended to get the game moving again.
Rulings get sticky when the outcome could potentially affect the life or livelihood of one of the PCs. A ruling can evoke strong emotions in a player if she
believes that her characters life depends on a quickly-made ruling. If a ruling
might have this kind of impact, its best to ask the player if shes comfortable
with the ruling before proceeding. If not, then call a break and use that time to
research the rules, check a FAQ online, or otherwise do a bit more homework.
It doesnt have to be the same as the rulingThe ruling was just a patch
to keep the game going. If after doing some research or working on it on
your own, you want to come up with something different than the ruling,
thats fine. This is the more thought-out solution.
If possible, test it outOutside of your normal sessions, give the rule a
test drive either on your own or with some players. Tested rules are always
more sound than untested ones.
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Be willing to change or kill itIf after youve run a few more sessions
with the house rule you find its not working, dont be afraid to go back
to the drawing board and change (or eliminate) the rule based on that
experience.
Who rolls for hidden checksAt some tables the GM will ask the player
to make a roll; at others, the GM makes rolls for the players in secret.
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Dice falling off the tableDoes a die that falls off the table get rerolled,
or does it count?
Cocked diceIf a die ends its roll leaning on another die, is it rerolled?
These may sound like silly things to address with rules, but when a PCs life is
on the line, or a whole battle comes down to one climactic roll, youll be happy
that you have an established table convention for these topics. Not having these
rules can lead to tense discussions in the heat of the moment. Creating a house
rule for any of these things is no different than creating other house rules; you
can follow the same steps discussed above.
Fudging
I shudder to even get into this topic so late in the chapter, but its one that bears
some discussion. Fudging is when the GM bends or ignores the rules in order to accomplish a specific goal. Its also the equivalent of politics and religion in roleplaying
circles, so I will tread lightly. To make my own position clear: I have fudged in games
in the past, but dont currently fudge. This section will pass no judgment on the practice, but I want to discuss it because it rounds out any discussion on rules in a game.
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Choosing to Fudge
Its best to discuss fudging with your group
before the game. If your players are under the
assumption that all rolls are above-board, and
they discover that from time to time you have
fudged rolls or outcomes, they will feel cheated
out of their successes. Agreeing on the presence,
and the level (including none), of fudging in
your game will prevent many potential problems
down the road.
If you do fudge, be subtle:
Roll behind a screenFudging the
occasional outcome is a lot easier if the
players dont see your die rolls.
The GM Rules
(And You Can Take That Any Way You Like)
As GMs, were often called on to be experts in the rules of the game, as well as to use
our judgment to make rulings when needed. Our ability to master the rules of the
game determines how efficient we will be in this role. With a deep understanding of
the rules, we can move scenes along smoothly, as well as be able to use the rules to
facilitate a players action when theyve ventured outside the rules as written.
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Rules not only cover whats in the games rulebooks, but also the rules surrounding how we play the game at the table, including whether we choose to
always follow the rules or selectively ignore them from time to time. Through a
combination of learning, documentation, and communication we can make sure
that everyone at the table is playing by the same rules.
3. Create a cheat sheet either for you or your players regarding a rules-heavy
part of the game (e.g., combat).
4. Listen to an actual play podcast for the system youre running to hear how
others are playing the game.
5. Engage a user community about a rule of the game that seems unclear,
and get clarity from the community.
6. Work with your group to set table rules about dice falling off the table,
cocked dice, and the like.
Permits and Regulations
207
208
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209
210
Chapter 19
My first experience with this was in a Savage Worlds game run by Sean Patrick
Fannon. Sean would find the player who had the fewest Bennies and have them
shuffle one of the initiative decks (he used two, one active and one ready to be
used next), and give that player a Benny for helping out. This freed Sean up to
keep running the game, and the extra Benny for the player who was running
low helped to keep them engaged in the game. A win-win.
In many respects these tasks are improv exerciseslike the ones in Chapter 17. When
the players encounter a minor NPC, rather than making her up yourself, hand the
NPC off to one of the players: Tell me about this bartender. What makes her stand
out? There are two major benefits to doing this:
The resulting NPC will likely be outside of your comfort zone, and this
will help avoid some of the stock descriptions you (probably) fall back on
when describing a minor NPC.
The player will be more invested in this NPC because he created her. He
will be even more invested if you use reincorporation to bring back this
NPC at a later date.
As with other types of in-game improvisation, there is a strong need for trust between
you and your players involved, particularly in the area of what makes sense in the
game world. In a fantasy world without sophisticated technology, it wouldnt make
sense if the player described the bartender as having a clockwork arm. Similarly, the
player needs to trust that you wont veto his description of the bartender.
Handing off narrative control isnt always easy, nor are all players willing to take on
these responsibilities. Discuss this with your players and find out their feelings on the
topic, rather than springing this on them cold in the middle of a session. (If some of
your players are also GMs, youre likely to find them receptive to this idea.)
Film Crew
211
When you are ready to try out some of these techniques, incorporate them into early
scenes, before the main plot is in full gear. If a player freezes or the narration goes
flat, dont let the player floundercome in and gently take control of the scene and
move it forward. As we said in Chapter 17, improvisation is a skill and it improves
with practicedont worry if things dont go perfectly.
Scene Framing
Scene framing is the act of describing the set, NPCs, and other elements in a scene
as the scene begins. It often ends with the question What do you do? In many
RPGs, scene framing is part of the GMs purview, but it doesnt have to be. If youre
not playing a game that already spreads this responsibility around, you can easily shift
the framing of some scenes to your players.
If your players are new to this idea, start by providing a list of the elements the scene
requires (e.g., where it takes place, who else is there, and whats going on) and letting
them take it from there. (Players experienced at scene framing likely wont need this
sort of introduction.) For example:
GM: Youre confronting the Hyena at the hotel where hes hiding out. Hes in a
suite, and hes not alone. Set the scene for ushow does the confrontation begin?
Player: Hes having breakfast in bed with his lover when I kick in the door.
Both men look up at me in surprise as I stride into the room, grab a nearby chair
and put it next to the bed. I sit down and say, Surprised to see me, Hyena?
Oftentimes, having a player frame a scene may result in a scene where that players PC
comes across as cool and competentand thats great. The PCs are the protagonists,
and this is just one more opportunity for them to shine.
Close-Ups
Interpreting and narrating the outcome of a die rollgoing in for a close-up, to
use a filmmaking analogyis a fantastic moment to hand narrative control over to a
player. For example, So thats a critical hit. What does it look like? or Wow, you
totally tanked that Find Traps check. How do you wind up setting off the trap? If
your group is used to you narrating outcomes, this can take a bit of getting used to,
but once theyre used to it this technique can really deepen everyones engagement
with the game.
Spotlights
Spotlight scenes, those that focus on a particular PC and her growth, are great places
to hand narrative control to players. Because these scenes are usually independent of
the main plot, giving a player control over scene framing and how the scene plays out
is unlikely to affect the overall structure of the session. If necessary, you can prompt
the player with a bit of direction and then let him take over (e.g., Youre having lunch
at a restaurant when you see a mugging take place outside . . .). You can also ask
other players to take on the roles of NPCs in the scene.
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213
Co-GMing
The ultimate delegation of GMing duties is to actually share the role of GM with
another person, which is usually referred to as co-GMing. This is a pretty rare
practice, but there are those that have found this arrangement to greatly enhance the
games theyre running. Since this chapter is dedicated to delegating GMing responsibilities, well finish it out by exploring this GMing style.
Split Brains
Two GMs work in concert, but they each run separate groups. Each GM is responsible for running the game for their group, but the sessions are designed in such a way
that both groups are playing in the same story and the actions of one group affect
the other. There may be cases where the two groups come together, or when players
swap groups. This configuration works when you have a large number of players and
a complex story. It requires a free flow of information between the GMs, so that each
can relay the other groups actions to their group.
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Chapter 19
Even Split
Finally, there are pairs of GMs who just split the role in some sort of organic way,
not really following any one of the above models (or employing some kind of hybrid
of more than one co-GMing arrangement). This configuration tends to be unique to
the two specific GMs involved.
Compensate weak areasThe GMs can fill in for each others weaknesses,
making the overall GMing stronger than if either GM were on his own.
Manage larger groupsWith two GMs, you can run larger groups and
allow them to play in separate scenes
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215
CompromiseWith more than one idea and opinion about most things,
there will be times when you dont agree on an idea and you will need to
compromise to reach an agreement.
Prep will take longerThe need for communication and the potential of
having to compromise on ideas will lengthen game prep.
Depleting the player poolIf you dont have a large group of players,
then taking one away to be a co-GM reduces the number of available
players.
Helping Out
The job of GM is multifaceted, and sometimes you can use a hand managing all the
things that are going on at the table. Luckily, theres a group of people around that
very table who can help. By sharing GMing responsibilities with your players, you
are freed up to handle the more critical aspects of the role. Beyond simple tasks, you
can also turn over greater authority to players in the areas of scene and NPC creation,
among others. And if it works for your group, you can extend this all the way to fullon co-GMing.
Delegation is best done in small increments. Give up a thing here and there, and soon
you will have players framing scenes and creating NPCs, giving you more mental
bandwidth to keep your table focused and creating better and better games.
ChallengeAchievement: Manager
1. Distribute some of your minor tasks to your players, such as initiative
tracking.
4. Ask a player to describe a critical success (or failure) during the game.
5. Ask a player to run a spotlight scene.
6. Co-GM a single session.
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217
218
Chapter 19
Conclusion
In GMing, theres nothing more important than running a good game. You
can have the fastest, shortest, or most elaborate prep, but it wont matter unless
you can run a good game. You can have the most intricate campaign idea, with
plot twists and intertwined story arcs, but that doesnt matter if you cant run a
good game.
219
220
Conclusion
221
Move back along the timeline a bit further and youll see the cover of Odyssey. Gemma, the GM, sits there with the red die in hand, her beautifully crafted and organized
campaign plans in her head and ready to put before the players.
Stretch even farther back in time to the cover of Never Unprepared, and youll find
yourself in a scene directly out of Gemmas imagination. A character of Gemmas,
Alia Tholka reality exploreris prepping for an adventure. Standing at a table
of game elements real and imagined, Alia is gathering her tools from the chaos and
preparing to create unique worldsand on that table is a red die that ties everything
together. Lined up on your bookshelf, the covers form a complete narrative that represents every GMs personal journey when running a game.
It starts with the order-from-chaos world of prep, progresses to our beautifully crafted and intricate campaign ideas that are destined to be shredded to pieces, and finally
ends with the mixture of planning and improvisation that is the chaotic electricity of
each session. Like any great gaming experience, the covers were a mixture of planning, blind luck, and adapting to the situation on the fly that led to this wonderful
synergy and narrative.
Thank you for sharing this journey of GMing with us. Next time you pick up your
lucky red die to roll for an NPC, think of these covers, everything it took to get to this
one moment of the die roll, the moment when your players imaginations and yours
will meet and spark something wonderfulbecause it is those shared moments, full
of electricity and mayhem, that keep us GMing.
222
Index
A
Achievements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
See also: Challenges
Adventures . . . . . . . . . . . . . . . . . . . . 7, 80, 94, 127
Adapting published scenarios . . 81, 86
Analyzing. . . . . . . . . . . . . 81, 87, 90, 95, 98
Cheat sheets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Convention games. . . . . . . . . 96, 107, 136,
161, 164, 200, 217
Flowcharts. . . . . . . . 95, 98, 126, 137, 142
PC challenges . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Player interest. . . . . . . . . . . . . . . . . . . . . 82, 112
Plot holes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Plot hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Railroading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
ScenesSee Scenes
Storyboarding . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Structure. . . . . . . . . . . . . . . . . . . 81, 85, 87, 98,
103, 118, 134, 141, 160
See also: Sessions
Area, playSee Play space
Assistant director roleSee Roles
Atmosphere . . . . . . . . . . . . . . . . . . . . . 12, 107, 108
223
Delegation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
FictionalSee Fictional gaming group
GMs role . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 183
Improv requirements. . . . . . . . . . . . . . . . . 191
Productive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Social contract. . . . . . . . . . . . . . . . . . . . . . . . . . 171
Unproductive . . . . . . . . . . . . . . . . . . . . . . . . . . 180
See also: Players, Safety
224
Index
Kipple. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Lighting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Comfort zones. . . . . . . . . . . . . 171, 173, 177
Descriptive terms. . . . . . . . . . . . . 59, 62, 65
GMing wishlist . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Player concerns. . . . . . . . . . . . . . . . . . 142, 147
Playlists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 71
Recap checklists. . . . . . . . . . . . . . . . . . . . . . . 110
Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Scene. . . . . . . . . . . . . . . . . . . . . . . . . . . . 87, 98, 135
Social contract. . . . . . . . . . . . . . . . . . . . . . . . . . 171
Papercraft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
PCs . . . . . . . . 100, 110, 112, 122, 152, 176
Challenges. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Skills. . . . . . . . . . . . . . . 88, 99, 119, 141, 182
Personal Story sidebarsSee Sidebars
Photos . . . . . . . 17, 22, 26, 27, 35, 36, 43, 45
Player charactersSee PCs
Players. . . . . . . . . . 114-16, 21, 57, 69, 82, 88,
103, 122, 141, 157, 172, 183
Behavior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Concerns. . . . . . . . . . . . . . . . . . . . . . . . . . 142, 147
Delegation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Engagement. . . . . . . . . 12, 22, 32, 36, 40,
67, 106, 138, 159
Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Safety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Play space. . . . . . . . . . . . . . . . . . . . . . . . . 12, 23, 108
Arranging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Atmosphere . . . . . . . . . . . . . . . . . . . . . . . . . 14, 21
Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15, 18
Selecting . . . . . . . . . . . . . . . . . . . . . . . . 13, 15, 18
Shared . . . . . . . . . . . . . . . . . . . . . . . . 18, 161, 164
See also: Distractions, Set
Plot holes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Plot hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Prep . . . . . . . . . . . . . . . . . . . . . . . . . 83, 90, 94, 196
See also: Adventures, Campaigns
Problems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Bad rolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Botched scenes . . . . . . . . . . . . . . . . . . . . . . . . 122
Chaotic players. . . . . . . . . . . . . . . . . . . . . . 122
Clues. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103, 119
Railroads. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Props 6, 25, 40, 54, 63
Clues. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18, 54
Foam. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Terrain. . . . . . . . . . . . . . . . . . . . . . 16, 40, 44, 52
See also: Building stuff, Miniatures
Index
225
R
Railroading. . . . . . . . . 80, 83, 112, 124, 149
Recaps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108, 113
Checklists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Cut scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Sample. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Retconning. . . . . . . . . . . . . . . . . . . . . 127, 145, 146
Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5, 6, 8
Assistant director. . . . . . . . . . . . . . . . . . . . . . . 23
Co-GMing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Delegation. . . . . . . . . . . 210, 211, 214, 216
Entertainer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Facilitator. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 7
In the group. . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
Referee. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Rules expert. . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Storyteller. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 7
Rules. . . . . . . . 96, 98, 100, 144, 199, 213
Applying. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Changes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Cheat sheets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Expertise. . . . . . . . . . . . . . . . . . . . . . . . . . 206, 213
Following. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Fudging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
House rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Learning . . . . . . . . . . . . . . . . . . . . . . . . . 200, 207
Rulebooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Rulings. . . . . . . . . . . . . . . . . . . . . 144, 201, 203
Table rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Temporary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Rulings. . . . . . . . . . . . . . . . . . . . . . . . . 144, 201, 203
226
Index
Index
227
Contributor Bios
John Arcadian is a freelance author, blogger, and art director in the tabletop gaming
industry with many awards under his belt. John writes gaming advice at the multiple ENnie award winning site GnomeStew.com as well as books and gaming content
for companies like Engine Publishing, Cubicle 7, Silvervine Games, Savage Insider, Open Game Table and many others. When not gaming or writing about gaming, John builds websites and creates videos, paints miniatures, builds custom sonic
screwdrivers, hikes in the woods, and generally causes havoc in his kilt. You can find
a complete list of publications and his personal blog at JohnArcadian.com.
Walt Ciechanowski wasnt deterred by Mazes and Monsters and has been a game
master for over 30 years. Forced to play outside during his early years, Walt has
developed a Wing It style that relies heavily on roleplay. A LARP survivor, hes been
working in the RPG industry since 2003 and is currently a line developer for Cubicle
7 Entertainment. Walt lives in Springfield, Pennsylvania with his wife Helena and
three children, Leianna, Stephen, and Zoeanna.
Robert M. Everson, aka Spenser, is an Epic Level Proofreader and Editor for the
bloggers at Gnome Stew. Hes been gaming for over 30 years, has a voracious appetite
for reading, and is currently finalizing one of his own game designs that he hopes to
have published in the not-too-distant future. This marks the fifth book in his longtime collaboration with Engine Publishing.
Darren Hardy is a web and print designer enjoying life in Midland, MI. He enjoys
hiking, kayaking, cooking, gaming, and helping others with their projects. Hes looking forward to upcoming adventures and quality time with family and friends.
David L. Johnson is an ENnie-nominated illustrator and designer from Missoula,
Montana. Hes illustrated for Pelgrane Press on the Trail of Cthulhu, Fear Itself, and
Nights Black Agents games, as well as slung pencils and inks for a variety of old school
games like Scarlet Heroes and Strange Stars. Additionally, David has worked as a concept artist for the Jan Woletz Group, as the sole artist and cartographer for Slumbering
Ursine Dunes, and published his own gonzo retroclone module, Grandpappy Cromdars Whizbang Zoo! When not making art, David can be found soaking in remote
mountain hot springs.
Avery Liell-Kok is a painter and artist. A longtime RPG player and character doodler with a fine art and art history background, she got bored of illustrating all of her
fellow gamers games for free and began seeking gainful employment. She lives in
Indiana with her fianc.
Daniel Milne: Str 3, Dex 11, Con 10, Cha 13, Wis 15, Int 15. Solitary Creature, appears as an indistinguishable man in his late 20s. Most commonly found in Salt Lake
City, this creature is known to voraciously devour video games and roleplaying books
with equal zealousness. Sudden bright light (such as sunlight) will disorient for 1d4
rounds. Takes double damage from cats and card games.
228
Contributor Bios
Contributor Bios
229