Letters to the Editor

Subject: The Mad GM: The Basics of Game Mastering


From: Joe Zweig

An excellent article. To Peter's six points I would add three more:

  1. Just to expand on points 3 and 4, keep the combat system simple. Unless you are playing with a bunch of rule mechanics, the simpler the combat system the better. The more quickly you move through the combat, the more it will be like point 6. Until you are comfortable with it, leave out critical hits, directed hits, etc. Real combat happens very fast, so should role-playing it.

  2. Don't lead the players/characters around by the nose. If they do something unexpected (and they will) go with it. The best way to handle this is to plan a few short encounters that you can throw at the players when you are unprepared for what they do. You can't really prepare for everything, so prepare to be unprepared.

  3. ROLE-PLAY! ROLE-PLAY! ROLE-PLAY! Don't allow your players to move their characters from one encounter to another like automatons. Encourage them to role-play: go out for a night on the town, get into a bar fight, do a quick burglary, etc. I think you will find that the more you do this, the less interesting the game system becomes and the more interesting the game becomes.

From: Stuart Miller

I would add point 10 to the GMing tips: have not just one plot but many! Some players will love your idea of going to a mysterious island to hunt for a lost tome, others will think it dumb. They need a different hook to get to the island. I find it works best if every character has a unique reason for the quest. Give characters background details (with help), personality quirks, family heirlooms and their own individual reasons for adventuring and I've found that groups become very tight, and highly motivated.

Point 11: pace each session and adventure. Know when to call it a night and ask yourself: what do I want them to find out tonight and where do they have to be? Try and build each session into a climax, better yet, end with a cliffhanger (even a highly contrived one). Some sessions will be mostly bookkeeping....add some personality/character development stuff. Most of this type of session tends to occur in towns, perfect for role playing and info gathering.

Point 12...characters and plots should be like players and life... many layered with numerous secrets.


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