3 Dark Truths About GMing

The dark and usually unconfessed truth about being a roleplaying GM is that you can only run the games that your players will let you run.

As a GM, and for most of my life that's been my role, I like to hold on to the conceit that I'm in control. I decide the game. I decide the setting. I decide the system. I decide the adventure. I decide the encounter. Wrong.

Actually, as a GM, I don't have that kind of power or control. I'm at the mercy of my players.

When No-one Shows Up

We've not played for nearly two months. Every reason is valid: Christmas holidays, family commitments, illness, shift work, marital celebrations. I've heard it all, Hershey. 

This is not an unusual cycle. The December till February period can often be interrupted. The break gets folk motivated, and they come back keen to play. It's also the period that kills almost any campaign, however.

But underneath all of these events is a deep, dark truth for the GM: if no-one shows then you don't have a game. Loneliness is the largest recruiter for the computer gaming fraternity, one suspects. Our social hobby requires other people. No people = no game.

As a GM you usually either take a break or you plot and scheme. This year I've started to draft my own system, work with an online group to create a new SF setting, and generally poke around games I'd like to try. 

But we're not gaming. And there is little prospect of a game soon either.

When Player's Aren't Keen on the System/Setting

GMs can propose systems and settings. Players decide. 

Players who don't want to try a game or setting will vote with their feet. See above for the effect on your GMing.

I fancy a post-apocalyptic game, a fantasy game, an SF game. I want to try Traveller5, Fate Core, Barebones Fantasy, Cortex System, and Castles & Crusades. The chances of getting a go at any of these is, however, equal to the interest of my players. If they aren't keen then I am reduced to reading the book and fiddling with solo play.

GMs propose. Players decide.

Campaigns are Fleeting

Campaigns do not happen by the effort of GMs alone. Mykenaea is on the brink of death because my players aren't available. If enough time passes without play then the campaign will die. It has maybe a month left right now.

Campaigns happen by consent. The GM works at an idea and runs a successful session or two. Players get hooked and keep attending, creating a demand for the GM to respond to. As the players' enthusiasm burns then the GM's enthusiasm is ignited and sustained. Miss too many sessions, however, and the flames die.

Campaigns happen by the play of the players. If they don't make it burn then it'll grow cold and die.

Is there an answer?

Probably. I've not found it yet though.

My suspicion is that, try as you might as a GM, if the players don't realise and accept their power then you're in for a rough ride. They need to show up, be willing to play, and let their enthusiasm show.

Of course, it's not all up to them. As GM you have to show up, provide an exciting and engaging game (easier said than done), and let your enthusiasm show too.

In the end, it seems to me, the dark truth is that if they come you stand a chance... but if they stay away then you're left with books, dreams, ideas and notes. None of those is really, really the same kind of fun.

May your players turn up.

Game on!

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UbiquitousRat's Roleplaying Dreams: 3 Dark Truths About GMing

Saturday, 26 January 2013

3 Dark Truths About GMing

The dark and usually unconfessed truth about being a roleplaying GM is that you can only run the games that your players will let you run.

As a GM, and for most of my life that's been my role, I like to hold on to the conceit that I'm in control. I decide the game. I decide the setting. I decide the system. I decide the adventure. I decide the encounter. Wrong.

Actually, as a GM, I don't have that kind of power or control. I'm at the mercy of my players.

When No-one Shows Up

We've not played for nearly two months. Every reason is valid: Christmas holidays, family commitments, illness, shift work, marital celebrations. I've heard it all, Hershey. 

This is not an unusual cycle. The December till February period can often be interrupted. The break gets folk motivated, and they come back keen to play. It's also the period that kills almost any campaign, however.

But underneath all of these events is a deep, dark truth for the GM: if no-one shows then you don't have a game. Loneliness is the largest recruiter for the computer gaming fraternity, one suspects. Our social hobby requires other people. No people = no game.

As a GM you usually either take a break or you plot and scheme. This year I've started to draft my own system, work with an online group to create a new SF setting, and generally poke around games I'd like to try. 

But we're not gaming. And there is little prospect of a game soon either.

When Player's Aren't Keen on the System/Setting

GMs can propose systems and settings. Players decide. 

Players who don't want to try a game or setting will vote with their feet. See above for the effect on your GMing.

I fancy a post-apocalyptic game, a fantasy game, an SF game. I want to try Traveller5, Fate Core, Barebones Fantasy, Cortex System, and Castles & Crusades. The chances of getting a go at any of these is, however, equal to the interest of my players. If they aren't keen then I am reduced to reading the book and fiddling with solo play.

GMs propose. Players decide.

Campaigns are Fleeting

Campaigns do not happen by the effort of GMs alone. Mykenaea is on the brink of death because my players aren't available. If enough time passes without play then the campaign will die. It has maybe a month left right now.

Campaigns happen by consent. The GM works at an idea and runs a successful session or two. Players get hooked and keep attending, creating a demand for the GM to respond to. As the players' enthusiasm burns then the GM's enthusiasm is ignited and sustained. Miss too many sessions, however, and the flames die.

Campaigns happen by the play of the players. If they don't make it burn then it'll grow cold and die.

Is there an answer?

Probably. I've not found it yet though.

My suspicion is that, try as you might as a GM, if the players don't realise and accept their power then you're in for a rough ride. They need to show up, be willing to play, and let their enthusiasm show.

Of course, it's not all up to them. As GM you have to show up, provide an exciting and engaging game (easier said than done), and let your enthusiasm show too.

In the end, it seems to me, the dark truth is that if they come you stand a chance... but if they stay away then you're left with books, dreams, ideas and notes. None of those is really, really the same kind of fun.

May your players turn up.

Game on!

Labels: ,

1 Comments:

At 28 January 2013 at 11:56 , Blogger Wolfchild said...

All undeniably true.
It's always such a shame when something running so well before winter season gets shafted simply by timing and fizzles out. Not only in the realm of roleplay but most any campaign activity.
I'm coming round to the conclusion that the only way to tackle this is with preparation for the inevitable. There are a few ways it could be done but I doubt any are that reliable:
- Only start what you intend to be a campaign in the spring, after the break.
- Make late autumn sessions all close off tidily so not too much is left hanging.
- Choose a termination/hiatus date if you can, to stop at pre-winter when u can leave the story at an opportune point.
- Keep a narrative running over winter, where presence cannot be achieved.

There are probably other options too numerous to list.

Another point to consider of the acceptance of this hiatus, is the discussion about it.
I've seen many groups bitch and complain about the lost gaming, all knowing it would come but the chat is all negative and "I haven't had a game ages!"
If you know it's coming and chose to break over that period, you can switch conversation to positives about when you'll return to it in a couple months time. Chat about what you want to do next with it to make the comeback better. Tweaks rather than grand gestures.
Discuss plot lines to follow up from what you already have availiable.
GM could drop some new knowledge - characters discuss....
Maybe its also winter in your gaming world and folks go back to their workaday lives, or separate on their own lil missions keeping in touch with the GM / the characters' boss and intermittent messages to each other???

If it means the group dips to very low numbers, but still at least 2 who might want to meet (inc GM) then with knowledge that the campaign will have to be dropped, chose in advance something interesting you'd like to do instead rather than dwell on what you can't do.

A lot of clubs / groups have a regular venue, which maybe hired. It becomes very expensive for the remaining few, so they'll cancel a meet, but very often a few of those remaining have the option of hosting 1 to 3 others at their house, just not the normal greater numbers. Therefore you can still make something happen, even if for that week it means there's 2 in one household and 2 in another playing different games.
Consider the flexibility of changing the day/date of your meet just for one meet so that you can carry on.

This all relies on communication and letting each other know as soon as possible what dates are available and do-able.
I'm considering drafting a calendar to prepare and plan out meet times a month, or upto 2 months in advance.
I use google calendar to organise my own shifts and timetables with my wife. We have different calendars for our own shifts/work commitments, social things, etc.. All of which can be over-lapped and shown together on Google calendar.
You can blank off the content, but keep the blocked off times for others to view if you choose the correct sharing option which is perfect for planning events which shared attendance of a few people. I'd say upto 5 or 6 max but it works.
Using that, if u hit a wall in planning an event, then it's far easier to see what your other options are.

 

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