now browsing by tag
So seems it’s been one of those wired Moon kind of months where I’ve seen and joined in May conversation-flame Wars on a touchy subject in the RPG world and that’s Game Mastering for pay, of Professional GMing!
Ok let’s call them a Game Coach, or Game Tour Guide would you pay a sports coach or tour guide?
Now I know at this very point theirs nerd rage bubbling up and possibly tempers flaring, but wait I want to know real world reasons why paying some one to put 10-12 per-game hours, who know how much in photo copies, paper and paper and game books (more to that below to come), then the actual 4+ hours around the game table leading the story that you all will weave. Why is asking for less then the ticket price of a two hour movie a crime? I don’t think so and yes I even have a level of support on our Patreon page for a GM for a day.
Ok so now let’s talk game books:
D&D 3 core book $50 a pop, $150 for the GM maybe 2-5 player buy their own copy and if you’d like one of the published adventures that’s $50 more, ok so that’s a $200 investment (Don’t ask how much all the Edge of Empire or Force and Destiny costs!!!) so is you had 5 players chipping in $5 a game in eight sessions you would have paid your GM back for investing in your good time, but wait theirs more…8 sessions times 4 hours at minimum wage of we’ll say your home state is $6 that’s $192 more you owe your GM not counting mileage and food/drinks or time put in planning the game (remember that 10-12 hours GM’s put into writing). So please think of that before you flame a GM for looking for $5, a meal, ride home or book from from the group from time to time. GMing is a skill like writing, film directing, flipping burgers and programming a PC game. It’s amazing how it’s not ok to pay a story teller who pours themselves into a game, just like I know Photographers and artist who have their works stolen with not even a thank you.
Now I’ve heard a ton of complaints of what if the game sucks or it devalues the story or the GM will have to pander to the players well tough! So your telling me a GM has never pandered to his players that’s the whole point of the game to focus and be a fan of the players, and just like the social contract of gaming applies to the story, dice and natural game progression you discuss in advance of any play to pay game of what kind of game do the players/customers want to play (genre, pg rating, etc) as well as rules that can get a player kicked out (being too aggressive, abusive behavior etc) and deal breakers for the GM.
Now of course like I tell all my friends all the time in gaming and buying vote with reviews and your dollars you like a store, support it whenever you can with reviews and buy and preorder from them! The same comes from GMs! I’ve played with great GMs, some Bad GMs, some Inexperienced GMs, some Killer GMs, and heck I’ve played with Great GMs on an off day of running a game. Heck I know I’ve been everyone of those one time or another. So my best advise is just like going to a bar or steak joint if you order and eat, pay tip appropriately (and yes sometimes 0 is appropriate) and tell your friends and don’t patronize them again!
So I’m glad your still reading look at Wizards of the Coast their Adventure League has GMs and game stores running the same one hour session with the same pre written material provided by the stores to GMs with usually 3/4 provided and the last 1/4 for purchase. For all of this thrill for $3-$10 each person depending on city/store. Now this is great and the stores take care of the GMs in materials and normally some store credit which is awesome! Heck that’s a perfect symbiotic relationship between GMs and Stores generating supply for players needing a fix. Now this reminds me of an argument for paying GMs in that they are willing to pay for books and supplies but not ‘cash’ to a merc GM! Ok so how about next time you play how about you secretly pass the hat and pick your GM up a gift card as a group and invest in your GM to have him invest in your gaming and investing it you fun and hobby after all GMing is entertaining players is job full of pressure!
The more you invest in your game with stories, backgrounds, helping give story ideas, bring snack and please please please get your GM some drinks, hell take time and pay attention to your gaming table, your GM is doing the lions share of talking and asking questions that’s a fast way to get yourself dehydrated!
All in all support your GM in some way, even a bad GM puts a lot of time, money and energy into a past time we all love and enjoy as much as we can and if they ask to get paid maybe it’s worth the price of a fru fru drink or meal to spend time at the table and seeing their style, heck you may have to get on a wait list for a really good GM or Adventure League table!
Please comment and share! But before you say Chris Perkins or Matt Mercer know they get paid for what they do and it’s not just in exposure for their other projects.
And if your a GM remember to always guide all your players along a heroic journey to glory and victory!
We all have lots of great and creative ideas and one of the hardest things is organizing them, try using this outline to help craft an encounter, adventure or even a campaign story.
It isn’t the solution to making every tale under Paylor, but it should help you, create a proactive narrative and a set up for a satisfying conclusion. Even if your group wanders away from the track, you’ll have a head start in crafting a compelling story!
What’s the issue?
It can be any thing, from crazy cults to mundane invaders! If you’re having problems being inspired that day, just choose a real problem in your life or something from history. The only caveat is that if you choose something trivial, you are setting yourself up to have to work hard to make it meaningful to the players, and if you choose something daunting, you could bog the players down as they struggle to find a solution. Look for a significant problem that can be solved by at least one of the players specialties, in one scene. But you can make anything work.
- The purple dragons egg is missing.
- Orc are rampaging across the land.
- The fields have been cursed.
Create the Non-Player Characters Who Have The Problem
Keep it simple. This is an adventure; there isn’t going be time to describe their middle name or family line anyway – unless those things are relevant to the problem you created. Just give yourself a few basic aspects to get into the mindset. The rest can develop as you go, or better yet as the players throw out comments!
- A young street rat
- A grandmother in the woods
- A gender-ambiguous child in danger
Be sure and Describe Why the Problem Matters to the Player Characters
The more important the problem is to the player characters, the more important it becomes to the story an the role playing! Come up with a solid reason why these people care; this has to go double if your problem is trivial. Raise the stakes until it has emotional impact with the players.
- The man the group slayed earlier bought a purple dragon egg, but he never sold it dying before finding a buyer for it. Now the egg begins to hatch in the heroes home town.
- Long ago, the grandmother of the player tells a story of how as a young child her younger brother disappeared after similar orcs raided. Tonight, her young grandchildren are visiting.
- The child has a secret urban garden that supplies a rare medicine. Unless the plants are pollinated soon, half a dozen people living in squalor – and close personal friends to the group – will die.
Separate the wheat from the chaff
When you’re finished brain storming, look over your choices and descriptions to decide if your problem is still the same as it began. In my missing dragon egg example, the added meaning has revealed the actual problem of the story: the group slayed an evil doer, releasing a complication (a classic story tool used in sequels!). I’ll need to describe why the killings will tie in with the dead villain. The other problems could also be redefined at this stage.
Bring Light to an Obstacle That Holds Them Back
Think ahead to how your PC’s could and should solve the problem. Then decide what is in their way and preventing them from getting to the finish line. What will they struggle against during the Adventure? You definitely want a character-focused story, as they are the stars of your show! This is where you introduce your players to their character arc; just make their first obstacle a personality flaw.
Be Sure to Offer One to Three Attempts to Solve the Problem
I say “attempts” because your PC’s must and will fail here and their and then face the consequences for that failure. Its ok as this builds the fun and excitement and should ramp up the suspense. Perhaps the hero runs down the clock on fruitless measures or causes more damage or consequence. After every attempt, they should be worse off than when they started.
But there’s hope! Give each failed attempt a small step toward the solution. Make sure, as the popular term goes, that the set back lets the Adventure “Fail Forward” It might be a clue, a tool, or a piece of advice that will help your character. That doesn’t mean they’ll recognize it right away. In fact, it’s better if they don’t and one of the best pieces of advice I was ever given is when things slow down: “Someone Kicks in the door and roll initiative!”
Create a Critical Turning Point “What a Twist!”
Now the helpful hints finally click together for the Adventure’s. They have a stunning realization, a clever idea, a fruitful roll of a skill or finally understand a piece of wisdom. This gives them their first opportunity to solve the problem.
If you’re planning an unhappy ending, the Adventure’s realization may be false, out of date or incomplete. Perhaps the hero latches on to the wrong solution to their problem. Regardless, at this point your Players must feel that success is possible.
Show What Happens Next
You’ve brought your Adventure and PC’s to a critical turning point. Now they’ll make a choice that determines their success, and together you’ll narrate the results. Whatever happens, their situation must change.
Go far enough with your narration that your Player’s know what’s coming next. The details might be different, but the direction is clear. This is the big wrap up point, success or failure the Adventure should be forever changed and effects will ripple along the game world. Yes, please make sure your Players feel those ripples wither its free drinks at the Tavern, NPC’s calling them out as heroes or failures and reminders a few adventures down the line.
I hope this helps even if just a little in your Adventure designing and all you plot lines get played with glee or an evil glint in your eye!