This article by Charles Franklin originally appeared in The Way, the Truth & the Dice issue 1 in the spring of 1999. It is reposted here with permission from the author.
I was watching a classic science fiction film this weekend with my four-year-old son and one scene in particular emphasized the way combat is portrayed in movies and in our games. In this particular scene an alien, accompanied by a starship pilot and a teenager, wander into a detention zone where a firefight erupts with the evil military police. Now granted, the threesome had the element of surprise, but when the shooting starts they calmly go about their business, zapping security cameras and bad guys with amazing accuracy. Meanwhile the trained military police cant seem to hit anything. Common sense tells us that this is a less than accurate portrayal of how this firefight would occur, and I think everyone realizes that Hollywood takes great liberty with reality in their action movies. This cinematic liberty carries over into RPGs that for the most part seek to model movies, not reality.
The purpose of this series of articles is not to open a debate about the glorification of violence in popular movies and role playing games. I do believe, however, that adding a dose or two of reality to our game mechanics will reduce the quantity of violence and increase the quality of role playing. I see this as a win-win adjustment.
Playing good characters is another important aspect of role-playing games. Although a good GM and good players can have a good game with bad characters, it’s much easier to have a good game when the characters are good. When players create heroes, it is far easier to have fun and eliminate many of the conflicts that often arise as a result of good role-playing. A group should be well rounded with well thought out backgrounds and personalities.
Experience Talks, Part I (WT&D Issue 1) discussed the contribution of the GM to a good gaming experience. Part II discusses the role of the players, characters, and campaigns in creating a better gaming experience for everyone.
Good Players are essential to any game, especially any role-playing game. A player’s attitude, willingness to adapt, and attentiveness can make the game more enjoyable for everyone involved. Several characteristics that are common to all good players will be addressed in this article. First and foremost is the player’s attitude, from which all their other qualities derive. Other traits that excellent gamers possess include adaptability, attentiveness, and a desire to help out wherever he or she can.
Over the past few weeks, Dave has talked about six roles the GM plays—Director, Writer, Referee, Host, Actor, and Tactician—and how each of those roles helps to make a fun and memorable game.
During the Game Summary
A good GM runs a smooth game by making his players comfortable immersing themselves in the game, by running a game that his players want to play in, and by making quick, appropriate decisions relating to his game world.
Away from the Game
Another aspect of running a smooth game is to make sure everything that needs to be prepared ahead of time is already taken care of. Read more
A GM also has to be the tactician for the NPCs. There are various ways for GMs to run the opposition in battle.
The opposition can react based on what the players characters do. If the hero brick squares off against the villain mentalist, the villain speedster could intervene. If the hero swordsman prepares to attack the enemy wizard, the enemy archer could attack the swordsman first, or else attack another hero who may be a more dangerous threat.