The Secret to Being a Good GM
First, note that I am a HUGE believer in playstyle being variable. I don’t think there is one BEST way to do almost anything in gaming. I often get annoyed if people are being too silly when I want a serious story… but that doesn’t mean I am right and they are wrong. Similarly if a group wants to focus on tactical miniatures combat using RPG rules, that’s fine, as long as they are all having a good time.
But for me, and the styles I engage in the most, this is the thing that I have done as a GM, and that GMs of mine have done, that has generated the most total fun.
Ready for the secret?
“Create the environment to tell the PCs’ stories.”
That’s it. … And that is a lot.
Anything I do — building memorable NPCs, adding GMPCs, worldbuilding, props, funny voices, creating a meta-plot, creating random encounters–it’s all designed to create an environment where players can build the story of their characters.
Yes, I want to have fun doing that. But I am specifically trying to tell HALF a story. I don’t want to write how the villain falls. I want to write how he rises, grows, becomes a threat… the players will write his downfall.
To me, this idea has two main corollaries.
First: Build the details in the places the players show interest.
Yes, it can be annoying if I mention there are two people in a bar (a mysterious cloaked figure with a circle of runes floating around her head, and a dirty pig-farmer), and the players only show interest in the boring one I *didn’t* build an adventure around.
But that’s okay. All my ideas connected to the circle or runes are still available. I just get there a different way, or table them until later. If the players want to know what’s up with the pig farmer, then THAT is the story they want, and I’ll give it to them.
What IS a pig farmer doing in the same bar as women with magic halo crowns? How can he afford a drink? Why isn’t he tending his pigs?
The answers to those questions can form the same story, or a new one. I’m even okay railroading PCs… as long as I build the track through the scenery they want to see.
Second: Give PCs opportunities to change, and be changed.
Gaining a flaming sword? Kinda cool, especially for some players. Gaining the ability to make any sword you use flaming because you saved a fire elemental envoy from being killed by evil water wizards and were named a Knight of Emblazoned Honor, a peer fo the Plane of Fire?
Of course, the player can turn that down. Or then seek out other elemental titles. Or embrace the idea of fire being their birthright.
On a smaller (lower-level) scale, let players save the owner of a tavern, and get free drinks. Be befriended by an entirely mundane mockingbird. Have one horse hate them. As with all elements of telling their story put out feelers, and build on what the players enjoy.
Look at their character histories for hints on this. A summoner who doesn’t know why they can summon a chickenlike outsider? Give hints to multiple potential answers, and see which ones they build on. A fighter who carried their grandfathers sword from the Otyugh Wars? Leave hints their grandfather did more than they ever let on… and the sword may have a destiny as well.
While non-item rewards are part of this, so it just giving the players a sense that their characters impact the world in ways large and small, and the world can impact them as they interact with it.
Don’t force change. But make it available.
While, of course, trying to give players more of the things they seem to enjoy, and less of the things they don’t.
It’s the most complex simple thing in the world. 🙂
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