In our Role-Playing Careers we have all met different kinds of GMs and
players, that goes without saying. Some we meet leave us
baffled, sometimes they leave us angry.
Moreover, we have also seen the ever-so-famous "how
to run a Role Playing Game" article. These are pervasive in any RPG system,
in trying to this little beast to the uninitiated.
Heck, I
think we all have written one at one time or another,
or tried to explain what an RPG is
to a concerned parent, or a potential gamer.
Here is a different spin on
this. Instead of the how to run a game, prepare yourself for the Ten deadly
sins of GMs.
1. - Run a very easy game.
Wherein the game is so easy that the party is able to walk over a cave full of Trolls
without breaking a sweat. The chronic lack of challenge will lead players to
make severe mistakes, that they would not do otherwise. I mean, why take any
risk in this game seriously? Famous last words, "You mean I survived a
Nuclear Explosion!?!" (And yes, I have seen this happen.) It happened to my
brother in law in a game of MechWarrior. He was more than just bemused. His
last famous action was to tear the Character Sheet.
2.- I am the GM, I am God.
Well yes, that is true. The GM's word has ultimate standing in any game. That
said, this leads to a very strange trust between the GM and his players. The
GMs have no right to do as they please with Player Characters. That is an
essential breach of player / GM trust. Once it occurs, players tend to leave
games in droves.
3.- Make the game so difficult that it looks to all that the GM is doing his
best to "defeat" the players.
Yes, I too love the image of the Knights of the Dinner Table, with GM and
Players being virtual enemies. Though that image is fun, it is not entirely
accurate. In fact, this is a very easy mistake to make. After all, we want to
give the players a challenge, and making the game easy leads to a lack of
challenge. In an effort to make that game challenging the GM places
insurmountable odds in front of the party. Why? The GM is trying to "win,"
forgetting that in RPGs nobody truly wins or loses. In the end players
leave in frustration.
4.- Not giving enough detail.
Okay, this is fully open to interpretation, and likely
GMs of any and all stripes will
make this mistake.
When detailing a situation, the GM forgets to give out a
piece of very critical information. This information is basic to solve the
puzzle, as it were.
In the end something bad happens to the party. The GM sometimes is convinced
she gave all that was needed. Players know the truth, at least from their
point of view. This leads to recrimination and sometimes to a group falling
apart. Learning to admit a mistake will usually solve this problem.
5.- Giving too much detail.
Ironic I know, but sometimes you can give too much detail. If you start
describing lets say, a dinner, gauge your players. They might get bored and
lose track of what is going on. Why? Too much is going on that they do not
care for. Granted, usually this is most often
a problem with the Hack and Slash crowd,
but still be aware of your level of detail. You can indeed give too much detail.
6.- Sticking to a story regardless of player actions.
When GMs stick to a given story arc, regardless of player actions, that will
be maddening to players. In the end, the players will realize that whatever
they do is futile and move on to other greener pastures. Players are a fickle
kind and they do like to interact in significant ways with their world. When
they feel they cannot, then they pull up stakes and look for greener
pastures. Even those who designed Everquest[tm] knew that.
Even though the game
might be a tad directed at constant questing, players still feel they can
advance their characters and interact with the world. Paper and pencil GMs
should beware of trying the old "you shall do as I say-- it is cheaper than a
computer game"! Players just move on to the next game.
7.- Leading players to water
Similar to the above. When players reach a certain point in the story they
feel that they have achieved something, only to learn that they have not. The
reason for this is the illusion that player actions count, when they truly do
not. This is a harder illusion to maintain, but once it is clear, players
again do leave in frustration.
8.- Giving players all they want
Monty Haul GMs, we know them and we love them. They are the butt of many a
joke. These are the GMs who subscribe to the following school of thought:
Give the player all they desire, and that will keep them happy. Indeed they
are the best kind for the Munchkin player since she will give them all they
want in the name of "fun." At the same time, this leads directly to the first
deadly sin, making it way to easy. Most Monty Haul GMs I know also have an
intense fear of killing Player Characters.
9.- Players do not get what they want.
The other extreme of the Monty Haul GM, what I would like to call the stingy
GM. This leads to frustrated players, who will not be able to accomplish
their missions. In the end the satisfaction of running a party in a game
becomes so frustrating that the players throw their hands off and leave in
frustration. I might add, some of these GMs also love to kill player
characters.
10.- The biggest sin, and I have seen it only twice in my gaming career!
When a player walks away from a game in disgust, for whatever reason, the
Player Characters become the GMs toy. When a player wants to kill a character
it should be let stand, regardless of story arcs they are involved in or any
other silliness. Characters are very personal things that players create.
Hence those wishes should be respected.
I hope this list helps all of you to become better GMs. I am sure the list is
far from complete, but a good starting point.
Of course there are exceptions to these sins. When running a demo in a
convention you do need to lead people to water. That is one way to assure
that you do show mechanics. In that special case, it is acceptable to lead
the party down a very narrow trail.