Let me say that this is not really my intention, and I do understand his point. When I run Multiverser games, even at conventions, I try to keep the game to four players at a time, and if it stretches beyond six I usually try to get someone at the table to work with me as a second referee to run some of the players. But E. R. Jones and I had the experience of being two of maybe half a dozen known Advanced Dungeons & Dragons™ Dungeon Masters in our small county, and when we ran the game the rule was always that anyone who wants to play is welcome at the table as long as someone already there will vouch for him. I sometimes ran thirty players in my living room/dining room; he sometimes ran fifty in cafeterias and snack shops.
So I’m writing to tell you how to do it, or at least how I did it, and what I know of how he did it, having watched him from the player’s seat. Read more
Trickles of sweat stung his eyes and slowly worked down his back. This jungle wasn’t anything like the New Jersey Pine Barrens he grew up in. He viewed the dark with the special night vision goggles that made everything look like some bizarre green seascape. Ten years as a city cop had not prepared him for humping through a tropical rain forest. “Pepsi, check, over…” He was supposed to observe radio silence but hearing a friendly voice helped take the edge off. ‘Pepsi’ Kohler was a lifelong friend and a former Marine, a comforting companion for his first night on patrol.
“Check, Woody, wait one…,” came the reply. There was an edge to the brief transmission. Woody Marks quickly turned and began scanning in the direction of his teammate. Still a novice with the NVGs, he suffered a temporary green out of his vision as he scanned right over the team’s campfire. With a muffled curse, he pushed the goggles onto his forehead and searched the night with his naked eyes. He spotted Kohler on one knee, 40 meters away, SMG at the ready. Woody followed Pepsi’s line of sight, trying to see what had spooked him. A hint of movement in his peripheral vision brought his attention back around behind Pepsi. The biggest, meanest looking Bengal tiger Woody had ever seen was stalking his friend! Read more
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.
Now that we have good players, heroes, and villains, we have to put them to work. A campaign is an ongoing series of adventures in a game world, made up of several ingredients. First, the campaign’s premise must be sound. Good campaigns are consistent with the world you adventure in and have clear and worthy objectives. A good campaign is built from a good premise. “What if” questions are good starting points for finding a good premise. What if aliens secretly contacted Earth governments during the Wild West era? What if superheroes were all created by a single time-traveler? What if the barriers between dimensions begin to break down? Take the basic premise, and follow it through in as much detail as desired. Read more
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.
GMs also need to take on the role of actor. When heroes encounter villains, allies, or neutrals, they want for them to be interesting enough to be able to tell one from another. When the NPCs perform their heroic or dastardly deeds, they should remain feasibly consistent with what the players have already learned about them.
Cult of Personality
NPCs are people too! They need to have personalities. Often, by taking an existing character that the GM knows well, whether its Barney Fife, Ferris Bueller, or his own second cousin, he can use the existing personality for an NPC (without letting the players know about the hidden connection). This will guarantee consistency, as long as the GM keeps straight that Miles Brogan, barroom brawler, is actually Rambo in a different body and an Irish accent. Read more