Mistakes were made. Systems are confusing for a new GM. People are way more complicated than we give them credit for. Timing is always a problem. Learn from me, sympathize with me, or even just mock me; just don't do what I did. 1) Choosing Your System My rationale: I chose my first system to GM based on two things. One, I wanted a system that the group wasn’t familiar with because I feared rules-lawyers and I was intimidated by doing things wrong in the system and being told I was wrong over and over again. That may be my fear of failure coming through. Two, I wanted a setting that was familiar to all. The lore would be known for the most part and so I could focus on building my story within that lore. What I did wrong: The system I chose was Palladium Fantasy. It met my requirements of being a new system for my group and fantasy was a setting that was well known among my geekdom of friends and players. Not knowing the extent of how tough and crazy the rules were, I spent far too many minutes in-game flipping through the book. The sheer number of options for attacks and classes was mystifying. I had played Rifts… I should have known. How I should have fixed it: I could have mitigated the crazy detailed rules by limiting the range of character types that my players could be. There could have been a community of dwarves that were spurred into going into new territory due to changes in leadership, climate, or famine. They could have bonded and had a great adventure together with a shared cultural identity. I didn’t do that. I could have made some pre-generated characters to choose from. Then I could have understood the character building process and types of characters better. This would have made me more wise and understanding of certain traits each character had and I could have become an expert in those areas. I didn’t do that either. 2) People My rationale: I decided to continue on with the roleplaying group that had been started by my SO. There was already an established time and a group. It would be great to have the least amount of explanation and beginning thoughts on how we were a team. What I did wrong: There was no session zero to establish anything, really. We made the characters in a haphazard way. Meaning, I took no forethought in seeing what would be the best for the group. I never talked about how I saw the players coming together as a group. I even misread a specific player’s thoughts during the campaign which ended in the player leaving the group after it finished. It was a train-wreck that I didn’t even know was happening. How I should have fixed it: I should have called a timeout for in-character play. Once I saw that one character wasn’t gelling with the idea of the group, I should have done something. He was acting erratic and contrary to the group of heroes I saw being formed in the game. I thought he was doing it for laughs. The other players laughed and recounted the crazy stories. All the while, I had no idea that he wasn’t in on the jokes. Next time, the establishment of the group in a session zero is necessary. I also need to learn to be more direct and talk to my players. I had just made assumptions based on it already having been an ‘established group’. Even with veterans to the roleplaying scene, you need to be aware of where the group is coming from and where they want to go. The next time if things go awry, I need to speak with the individual or group. 3) Timing My rationale: This particular GMing essential is the tough part of any group. “When can we get together?” is the battle cry that we all herald. So in the next campaign I ran, I thought we could have more flexible timing. I had a group of ladies to GM for and, for the most part, we were full of first-time players. Being super busy at the time, we all figured a slightly different schedule would work. What I did wrong: I didn’t want to alienate my group, so when we started having huge problems getting together I did nothing about it. The campaign (as fun as it was) fell into obscurity with even me not being completely motivated to keep it going. How I should have fixed it: I should have set a better time, when all players could make it most of the time. I should have cleared my schedule to make sure I would be available each and every time they were. I managed to be semi-committed to everything in my life during that time and so failed to do anything really well. My urge to play again should have corresponded with the timing in my life. Next time I run a campaign, I would establish the timing as set. I would be okay to have not everyone involved if they can’t commit. If I can’t commit, I won’t. Or I will decide to run some mini-campaigns or one-shots just to have fun with my friends. But whatever we decide, we will decide as a group. These are the three things I urge GMs to take into account. GMing is not about perfection, but about steady improvement. If you are able to use any of these missteps to dance your way to a better campaign then I have done my job. Happy GMing! This article was written by Vanessa who is a sarcastic, 30-something wife and mother. She likes things and stuff, but not simultaneously. When she isn’t involved in things and stuff, she teaches and coaches debate. She thinks everyone should be roleplaying. She is also trying out this new twitter handle at @sarasma_nessa ...on second/third thought… I am terrible at twitter. Please send help! She also thinks you should support the writers here that are more clever and can figure out twitter. Picture reference: https://www.youtube.com/watch?v=HGRRalRjb7Y Leave a Reply. |
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April 2023
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