Tag Archive | RPGs

So You Want To Be A Game Master

Dungeon Master. Storyteller. Artistic Director. They all mean the same basic thing: Game Master. The person in charge of enforcing the rules and setting the stage for the players. I’ve played under some great ones, and some very terrible ones. And over the years, I’ve seen (and made) some common mistakes that many starting GMs make. Below are four tips for those thinking about running their own RPG.

NOTE: We’ve all made these mistakes. Yes, even you did. Admit it. It’s okay, I don’t judge you for it.

Tip 1: You Are NOT The Star

The first thing you have to realize is that the main characters in your story are the main protagonists. They are the focus of the game. You can create a world around them that is fantastical and awesome, but in the end the characters are the ones that should be driving the plot forward. It’s a bad idea to put a character that you control that is always with the PCs, helping them out wherever they can. If you’re short a character, having a substitute NPC is fine, but they should be a background support role, not really making any decisions for the group. Don’t make a Mary- or Gary-Sue character that represents you. Perfect characters are boring.

Tip 2: If It Isn’t Fun, Cut It

As you run adventures for your players, you’ll make mistakes that are not fun for your players. If something is boring or too hard, cut it. Ideas are worth nothing. Yes, even that one. Yes, that one too. It’s all in the execution. If your players aren’t having fun with a plot line or encounter, get rid of it. It’s not a precious baby.

On a side note, please don’t take the above as discouragement. If this happens, it’s okay. It’s a lot better for you make mistakes early so that you can learn from them and become better at running RPGs. You’ll think of something better than what you’ve done before, and your players will thank you for it.

Tip 3: Use The Same Rules As The Players

I’ve seen a lot of GMs make up their own rules far too often. It’s not a bad thing to make a rule or mechanic to go with an encounter here or there, but you have to do it sparingly. Players get frustrated when an ability or the like that normally works suddenly doesn’t. It’s okay if there’s something in the rules that prevents it, but if there isn’t, then it can be very jarring. Part of the art of GMing is getting creative while staying within the constraints of the rules as written. If you find yourself breaking the rules a lot, your game is going to suffer as a result.

Tip 4: Say No To Your Friends

While your job is to be the game referee and to maintain story continuity for the players you’re entertaining, you’re also not a door mat. If a player gives you a character background that would start them with a gross advantage, say no. Unless the other Player Characters are millionaires too, they can’t start with a massive fortune. No, they can’t have the magic sword of superdoomkill, it doesn’t matter if their dad gave it to them on their 16th birthday. If your players are smart enough, they won’t need to have a big starting advantage anyways.

These are all common problems that a lot of starting GM’s make. I hope that for those reading this that are thinking of starting their own games get some insight on what makes a great GM. Happy Gaming!

LARPing And The Aesthetics Of Play

It’s almost late, but I’ve posted after two weeks of inactivity, as promised!

I’d like to talk about Aesthetics Of Play, and how they relate to LARPing. Aesthetics Of Play are essentially what makes a particular game fun for the player. In a paper at Northwestern University entitled “MDA: A Formal Approach to Game Design and Game Research,” the three authors describe eight different aesthetics of play: Sense Pleasure, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression, and Submission (or Abnegation, as some prefer to call it). Every game may have elements of all of these, but only a few are considered core to a game and why those that play a particular one fun. Killer Instinct does have a story and plot, but that’s not why a lot of people play that game, so Narrative isn’t a core aesthetic of said game.

With all of that said, how can each one be used in a LARP’s design? I’m going to go through all eight of these (and throw in a ninth one, as identified by Extra Credits, as it makes a lot of sense to put in) and look at how it can be used as a core aesthetic.

  1. Sense Pleasure

Sense pleasure as an aesthetic is one where your senses are stimulated: Sight, Sound, Smell, Touch, and Taste. Games you keep going back to for a great soundtrack or stunning visuals uses this as a Core Aesthetic.

LARPs can use this by setting the physical space in the right way: decorations which reflect the intended setting and genre, music and sound effects to reflect the theme. What would be interesting to see at a LARP is trying to manufacture certain scents within a set, such as the damp, musty smell of an old decrepit cabin in the woods, or the sensation of a slight touch along the skin when a ghost walks by or through a player, but the player never sees the NPC.

This aesthetic is usually not used as a Core Aesthetic in LARPs, often due to budget constraints. But it’d be interesting to see a one-off or perhaps annual LARP game try to achieve this.

  1. Fantasy

Fantasy is the ability to step into a role you can’t step into in real life. However, in many games, this role is chosen for you. In Call of Duty, you’re a soldier. In the GTA games, you’re a psychotic criminal.

While in many LARPs, Fantasy in surely core to a game, but often goes hand in hand with Expression. However, the games mechanics often set the limits of that expression. It’s not a bad thing, necessarily. It depends on the kind of LARP you’re trying to run.

  1. Narrative

Narrative is games as drama. This is what drama unfolds which the player witnesses, as opposed to the Fantasy they play through. Final Fantasy, Journey, and so on, all use Narrative as a Core Aesthetic.

LARPing is supposed to be interactive. You don’t passively watch events unfold passively. So this one is often passed over for Fantasy. Still, there are times where certain plotlines in many long-term LARP games may not interest your character, and you just want to sit back and watch the drama unfold.

  1. Challenge

This one is defined as an obstacle course of sorts. It’s a group of enemies in a module, or a puzzle. It’s a challenge where players must overcome in order to progress through the game.

In LARPs, this is often represented by groups of NPCs looking for a fight. Players have to use their skills, such as magic, or weapon skill abilities, to fight and take down the opposing NPCs. It’s pretty common. They can also be represented by logic puzzles, or even actual physical obstacle courses.

  1. Fellowship

This is working as a team to achieve a goal. Dungeons in World of Warcraft, team deathmatches in FPS games, and so forth.

This is often a vital Core Aesthetic in a LARP. Whether you’re playing a class-based or skillpoint-based game, often times you will need to rely on another character’s skill set to get you through things. Fighters need healers to keep them alive, mages need fighters to prevent others from killing them with ease, etc. If one person gets through an encounter meant for a group, you done goofed.

  1. Discovery

This is the act of discovering something new within a game. This can be discovery of a new land, or a new item that can be created, and so on.

While there is a bit of this in some LARPs, it’s not often used as a Core Aesthetic. Players who like to make things often like to find new things to make, whether it’s raiding a dungeon with big hero-types to find a new formula for a magic ritual, or discovering it on their own through experimentation. I’d like to see Discovery used more in LARPs.

  1. Expression

This is the ability for a player to express an aspect of themselves through the game. Character creation in games such as World of Warcraft or Skyrim are all forms of expression.

This is core to LARPs where the player creates their own character before they play their first game, and is used very often. I would even say that this it a defining feature of LARPs, and is a Core Aesthetic to all of them (or all of the ones I’ve played, at least).

  1. Abnegation

This is game as a pastime. This aesthetic is one where players play to just zone out and disconnect from everything. Skinner box games, or games that require grinding, are examples of Abnegation.

This one is often not intended as a Core Aesthetic in LARPs. Still, there are people who like to just role-play with their friends, and not participate in the plot. It’s just chilling out by a fire and just unwinding, which is still a valid way of enjoying a LARP.

  1. Dominance

This is the aesthetic that the Extra Credits added to their list if Aesthetics of Play. It’s the urge to show dominance over others. Call of Duty, PvP areas in World of Warcraft, even GTA Online uses it to some degree.

Naturally, all of these are examples of PvP, which I’ve already expressed my thoughts on. But despite my views on it, I still see it as a valid Aesthetic of Play that can be core to a LARP if the ones running it want it to be.

So what are the Core Aesthetics of any LARP? That’s a loaded question, as different LARPs over different things. Expression and Fantasy often go hand in hand to create role-play, however. And Fellowship often goes together with Challenge to create a group dynamic to overcome obstacles as a team. So those four are often the big ones in a LARP. If you can focus your mechanics to deliver the dynamics necessary to achieve those aesthetics, I think you’re on your way to creating a great LARPing experience for your players. But don’t forget that the other five are still valid, and experimenting with them is something that not a lot of people have really explored in a LARP.

I hope that you find this something to consider, as I’ve recently have been pondering.

See you in two weeks, max, folks!

Happy New Year and A Couple Of Interesting Links

Hello everyone, and Happy New Year! It’s been too long since I’ve posted here, and frankly, I’ve been very lax on posting things here in the first place. So I’m going to try to post at least once every two weeks with SOMETHING. For now, here are a few links to LARP-related articles that I found interesting.

First, an article about The Circle Of Jerk, a concept where only the oldest, most powerful characters get to have any fun, a situation I’m too familiar with, unfortunately.

The other is an essay regarding the lack of LARPs in Japan. A bit wordy, but interesting none the less.

I hope you like the articles, and I’ll be posting something of my own very soon.