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The Gamemaster’s Arsenal: Stress-Free Gaming

  • Written by John Lewis 10 Comments
    Last Updated:: August 3, 2009

    Because it’s not you against them; that would imply they have a chance…


    Welcome to The Gamemaster’s Arsenal, the column dedicated to arming GM’s everywhere with the skills, knowledge, and creative energy necessary to provide the best possible gaming experience for their players. Regardless of rules, system, or genre, the Arsenal aims to give you a variety of tools designed to make your responsibility as a gamemaster easier, more enjoyable, and to leave you and your players inspired by the stories you will craft together.


     

    Over the years my style and approach while running a roleplaying game has changed and evolved. When I was younger I spent the game session scribbling notes, rolling dice, consulting charts and tables, and frantically trying to anticipate my players’ actions and keep them on my pre-determined story track. Oftentimes the players would throw me off by wanting to go somewhere that I hadn’t planned on or designed yet, or by interacting with an NPC that I hadn’t fleshed-out, or frequently by taking a totally unexpected course of action. We’ve all been there. These are those moments of pure GM frustration, when the players go “off the map”. Sometimes I would just wing it and hope for the best; other times I would stop the game for a while to readjust and compensate for the new direction things were going. Both of these techniques worked to varying degrees but not without adding stress to my life and completely disrupting the game.


     

    These days when I sit down behind the gamemaster’s screen I do it with the confidence and knowledge that virtually nothing is going to throw me off or derail the game. I’m ready for whatever the players want to do and wherever they want to go. My personal arsenal is fully loaded and ready to tackle whatever lies ahead. I know what you are thinking. I already hear you asking; “John how did you get to this point? What’s the secret to the stress-free game? What do I need to do to approach my game with this level of confidence and self assuredness?” Well my friends the answer is simple really, do what I did; run games for nearly thirty years and eventually it will get easier! “Thirty Years!? But John, I’m running my first game Friday; I want to be like that now!” In that case I let you in on the secret: relax, be flexible, and don’t stress… But since that’s easier said than done I’m here to offer the following tips, tricks, and techniques for making your life as the GM easier, for making the game fun for you to play, and for putting the master back in gamemaster.


     

    Change Your Focus

    In the past when I would begin laying out a campaign I found that I was very player character-focused. My mindset had me thinking about how the PC’s would do something, or when an event would happen to the PC’s, or what the PC’s would do. Although it is critical to remember that the players and their characters are in fact the focus of the story while actually playing, they are not necessarily the focus while designing the campaign.


     

    These days when I design a new campaign I start by focusing on the setting and the NPC’s. I like to establish a feel for the places and things that are going to be important during the campaign. Even before I have a theme, a primary antagonist, or plot line in mind it’s critical for me to know the setting, to have an understanding of how its components work together without interference. When I have a feel for the setting in general I begin thinking about the people within it, more specifically, who they are, why they are there, and what they want. This frequently brings to mind possible plot or sub-plot ideas. Once I have some idea about the people in the setting I move on to thinking about my antagonist. At this point I don’t need to think about goals or motivations, just what type of antagonist the campaign will feature. This could be a power-mad despot, a criminal organization, a psychotic serial killer, or even an everyman out for revenge.


     

    Once I have an idea about the campaign’s antagonist I beginning thinking about what they want and how they are going to get it. In my mind I begin telling the story from the villain’s point of view. I think about where the villain will go, who he will ally with, what he is going to do, and what he has already done. I have found it is much easier to envision the antagonist’s plans at this point without thinking about how it will interact with the PC’s. In a nutshell I imagine how the campaign will evolve for the antagonist barring any influence or interference from outside sources or random factors. Enter the PC’s, or as I like to call them, the random factors.


     

    Changing your design focus makes it much less work to remain flexible and adapt to the infinite variety of unforeseeable things that your players and their characters do. Reacting to the characters’ actions is much easier than anticipating them. Once you begin thinking from the antagonist’s and the world’s point of view it usually becomes self-evident what will happen in response to any course of action the PC’s choose to take. A clear understanding of what the bad guys are trying to achieve makes it easier to figure out how their plans will change when they’re interfered with. When you eliminate the need to anticipate the actions of the player characters your life as a GM becomes much less complicated. Remember, focus your energy on the characters you control, not the ones you don’t.


     

    You Run the World, not the Other Way Around

    As GM’s we continually design and create worlds, even when we use published settings we still take great liberties with the design for our individual campaigns. However, in an effort to design a realistic and exciting setting many GM’s frequently back themselves into a corner. We do this without even realizing what we are doing every time we place a dungeon on a map, when we pick a specific location for some climactic battle, or even when we decided when an event will occur. Once we commit to some specific time, place, or event within the campaign we often become completely inflexible about it.


     

    I use to do this all of the time. I would design a great location for some fantastic encounter, make it the scene for the final confrontation with some arch-villain, and then I would place it somewhere on my map. The only problem was the minute I placed it somewhere, whether on a physical map or in my mind’s eye, I felt committed to its location and its circumstances. I would place myself in a position where I was forced to find a way to get my players to that location or to make those circumstances occur. By doing this I allowed the world to control my game and dictate the things I needed to do to make my story work. The secret to overcoming this is for the GM to not fear having a lack of commitment. I know this goes against everything your parents, boss, and significant other has been saying to you but it is one of the secret keys to stress-free gamemastering. I like to think of it as the Schrodinger’s Cat Theory of campaign management.


     

    For those of you unfamiliar with Schrodinger’s Cat (and if you call yourself a geek you should be familiar with it), it is a thought experiment in which a cat is placed into a box wherein there is a 50/50 chance of the cat being killed. How the cat might die is irrelevant here (maybe it’s a one hit point minion) but Schrodinger suggested that until we actually look into the box we don’t know the cat’s fate, and furthermore the cat’s fate may in fact, be undetermined until we look into the box. So what does Schrodinger, his cat, and your lack of commitment, have to do with being a better GM? Simple, be flexible. Remember, only the part of your world that the characters are actually interacting with, needs to be in solid, sharp focus with a sense of permanence. Many of the aspects of your world can be safely tucked away in the box with Schrodinger’s Cat. They can exist in a state of flux, ready to be used when and where you need them until the characters open the box and “reality” is forced to take shape.


     

    When I gamemaster there are many “static” features in my campaign; most of the villages, cites, and geographic features of the world are fixed and in permanent locations. However there are still many aspects of the campaign area I leave “in the box”. Say for example, I design a haunted tower, I won’t commit to it’s location until I’m forced to. Then when I need to use it I can place it in the characters’ path. Of course it won’t appear in a place in which the characters have actually been and they know there has never been a tower there (unless it is some sort of “ghost-tower” or something), but it will appear when I need it and once the characters “look in the box”. This reduces GM stress in a couple of ways; first I don’t have to worry about how to get the characters to the tower. I don’t have to drop a bunch of “subtle” hints or worry about “railroading” the characters. And secondly it helps maintain the illusion of free-will for the characters. This approach works for events, locations, NPC’s, almost anything. Many of the elements of your campaign are things that can remain in the box until you decide that it has been opened. Remember; flexibility is the hallmark of the stress-free GM.


     

    Just say “Yes”

    One of the things stressed to GM’s in the 4th edition of Dungeons & Dragons is the idea of saying “yes” to players instead of saying things like “no you can’t, or no your character wouldn’t do that”. I’m a huge fan of this concept. Nothing kills the illusion of free-will like saying no to the players. Don’t be afraid to let your players attempt anything. Remember, even if success is virtually (or even completely) impossible it doesn’t mean that some fool, I mean PC shouldn’t be allowed to give it a try. It’s completely fair to let the players know that the chances for success are slim to none, but never simply tell them no. Besides running the risk of making the game less enjoyable for your players, you are missing a golden opportunity to let the game grow on its own accord instead of you always having to be at the helm.


     

    Why are some gamemasters unwilling to say yes? There are a lot of reasons. Sometimes the GM hasn’t anticipated the character’s actions so feeling the pinch, they say no. If this is you go back and read the first section Change Your Focus. Others may not feel prepared for where a “yes” may take them. If this sounds like you go back to the second section, You Run the World, not the Other Way Around, and read that again. But for many of the GM’s I know they are afraid to say yes because they are unsure of a game mechanic or feel they don’t know the rules well enough. Never let the rules get in the way of a good time. In some cases rules aren’t even necessary, but if you feel they are keep in mind that virtually every game out there has some sort of “core mechanic”, use it. Pick a stat, roll against it. When all else fails simply assign a percentage chance for success and roll away.


     

    The important thing to realize is that saying yes actually makes your job easier by allowing your players to exercise their character’s free-will and being able to do virtually whatever they want; players love that. It also helps build player/gamemaster trust. In some campaigns the GM begins to seem like an unyielding authority figure, someone who is always telling the players no and forcing the story upon them. When a group of players has trust in their GM he becomes a partner in the story-telling, not a dictator, and he shares in the group experience. This kind of relationship eliminates many of the problems that can come up at the table greatly reducing GM stress, and that is the key to allowing your best game to come forward.


     

    Let the Players do the Work

    One of the most stressful parts of being the gamemaster is the responsibility of continually providing new, thrilling, and creative adventures that characters are emotionally invested in and players are excited to go on. In fact the pressure to turn out great stories and adventures can easily cause GM burnout and make running a game feel more like a job than a beloved hobby. The key to staying fresh and keeping your creativity up is remembering that most of us GM’s do a lot more work than is strictly necessary when it come to creating great stories. As GM’s we tend to forget that our number one resource for inspiration and motivation are the players sitting around our table.


     

    Earlier I talked about designing the campaign without focusing on the PC’s. Although this helps reduce the frustration of anticipating the characters’ actions it doesn’t do much to “connect” them to the story. This is where character hooks become the bridge between your story, and the characters’ stories. Need to motivate characters into action, use an old friend or ally. Want the players to care about a community, make it a character’s hometown. Need an assassin for your arch villain to send against the characters; of course it’s an old enemy with a vendetta. All of these NPC’s may seem like a lot of work, but let me share a little shortcut with you; make the players do the work.


     

    When I’ve finished laying out a few general aspects of the campaign (see Change Your Focus above) I sit back with the players while they create their characters. I like to help the players come up with interesting backgrounds, character hooks, and ties to each other. Among other things, I ask players to come up with some NPC’s, at least three friends or allies, three rivals, three mentors or contacts, and at least one true enemy. These don’t have to be more than a name and a one or two sentence description, but right away I have 20 – 40 custom made NPC’s for the campaign that tie directly to the characters. This, combined with a background consisting of at least a place of birth and two or three notable life events, and I have plenty of inspiration for dozens of great adventures.


     

    In my campaigns I usually have one or two primary plot arcs designed for the overall story. Oftentimes however, that isn’t enough to carry an entire campaign, or they simply don’t dominate every part of the campaign level-to-level. Enter the character hooks; they are an excellent resource to mine for adventure ideas and sub-plots. These act as mini-stories within the greater plot line that help to tie each individual character into the campaign and make each of the players feel like they are part of something greater. This not only takes some pressure off the GM by giving him some ideas to work with, but also helps build verisimilitude in the world.


     

    Using your players’ own creativity to help fuel yours goes well beyond simply assisting you as the GM; it also makes the players “connect” with the world and keep them emotionally invested in the events that transpire there. Once your players feel that their characters are the story and not just in the story, the game truly becomes a shared experience, and that motivates the entire group to work together to produce an excellent game. Sharing the workload is another key to stress-free gamemastery.


     

    Sit Back & Enjoy the Ride

    All of the ideas presented here were designed to help you, the gamemaster relax and have more fun while running the game. By using the tips and techniques presented above you should find the stress and anxiety that sometimes comes with running a roleplaying game to be greatly reduced. With time you may even find yourself feeling more like a player and less like the person in charge. Hopefully you will be able to shift your role as gamemaster from director, needing to control everything and keep the players on track, to story participant, watching events unfold around you and being pleasantly surprised by where “your” story takes the group.


     

     

     

10 Comments
  1. #1 Decay says:
    August 3, 2009 at 1:43 pm

    Just finished the articel and I loved it. I’ve been wanting to run a campaign for a while now but have been afraid because of some of the more tedious mechanics of it. After reading this, I sorta feel like I can take a game on and not worry too much. As long as i can construct a story that’ll keep the characters interested, i’m not gonna sweat the small stuff.

    Seriously, thank you.

    Decay

  2. I glad you found the article helpful. Over the coming weeks I will be expanding on each of these points. One of my goals her at RoleplayingPro is to help gamemasters run better games and encourage would-be gamemasters to give it a go.

  3. @ Decay – Honestly, grats on deciding to take that step. Super glad that you were able to take away something from the article. I don’t know if it is your first time GM’ing or first time with a specific system, but good luck.

  4. I thought you should know that this was a really good article and much appreciated.

    I’ve been GMing off and on since the eighties and have certainly been there as a stressed GM. Through the years I’ve come across these concepts, but your article puts them all in sharper focus than I’ve seen before.

    When I start up a campaign again, I will certainly have to make sure that I’m employing them in my approach more fully than I have before.

    - Thanks

  5. Wow, great article. This is the stuff I’ve been slowly realizing over the years but had no words to put it until now. Keep up the good work.

  6. @ Jake: Thank you sir. Over the next few months I will be expanding on each of the topics covered in this article, taking an in-depth look at each.

  7. #7 Androner says:
    October 4, 2009 at 10:57 am

    that’s a great article! thank you very much.

  8. #8 Bryan Lovely says:
    November 12, 2009 at 12:47 am

    Late comment, but so be it. I independently came up with the Schrodinger’s Cat Method a couple of years ago in a SF campaign — an example of which literally involving a box that appeared in the first adventure that I refused to decide the contents of until somebody got around to opening it, which took over a year of weekly sessions. I kept to the same method for the various factions’ plots as well: when I started the campaign I had a vague idea of what the good guys, bad guys, criminals, intelligence agencies, etc. might be up to, but I didn’t crystallize anything until it was necessary to reveal it to the players.

    I found that it was a bit more work at times because I occasionally had to retcon an NPC’s motives for a prior scene, but in general it worked very well with my improvisational style.

  9. #9 Littlewing says:
    December 9, 2009 at 11:37 am

    I esspecially liked the part about saying yes .Just let them fail than saying no =).

  10. #10 DrDraxium says:
    March 2, 2010 at 11:18 pm

    I have recently got into GM’in for a group of my friends using GURPS. We’ve never roleplayed before, so the entire science of GM’ing was foreign to me. After a couple months of trawling I have to say that this is hands down the best philosophical approach I’ve seen regarding this topic. Excellent work.

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