RPGs are fantastic avenues for social
stimulus among a group of people. But sometimes, that can be
difficult to achieve. It is my opinion that what amounts to an
enjoyable gaming session is a unique chemistry within the group.
Sometimes it takes a few gaming sessions to develop, at other times,
the chemistry begins as soon as the GM and the players enact their
first encounter of the game. When an RPG hits its stride for both the
GM and the players is when good gaming group chemistry is
accomplished (I will label this GGGC for short).
GGGC is a challenge for many, myself
included. Some game masters have that je ne sais quoi that creates an
enjoyable atmosphere for the players. It also must be said that
players need to have a measure of this too. There are a few people
out there, game masters and players alike, that have charisma, a
natural affinity to bring people together and help create a fun game.
This is few and far between. Personally, I can think of two people
that have that charisma (and yes, they are gamers). RPGs, in my
opinion, is interactive storytelling at its finest, with everybody at
the gaming table contributing (ideally) to a great gaming experience.
GGGC can be maintained if both the GM
and players are active particpants in the game session. This is a
tricky balance. Every human being is different, we were all raised in
different households, different families, even different cultures.
Part of keeping the chemistry alive is having everyone (regardless of
their background) come together on common ground and socially
interact with each other, staying in character (when possible) and
accomplishing some amazing story dynamics with their characters. This
is easier said than done. For me, as a GM and a player, it is a
personal challenge. Every game I struggle with this issue.
Paizo has made an effort to address
keeping GGGC alive by giving advice to the Game Master in their book, Game Mastery Guide. Now please keep in mind that there are other
publications out there that cover this is as well (For example. I
believe Robin D. Laws wrote a book about addressing GGGC and the
title escapes me at the moment). So if any blog readers have other
publications in mind, please comment, make your voice heard.
Actually, if any blog readers have any tips they'd like to share on
keeping great chemistry in an RPG, please comment, not only will you
be helping me, but you will be helping any readers of the blog!
(Apologize for the digression)
Getting back to Paizo's Game Mastery Guide, the second chapter of the book, entitled Running a Game, has
oodles of information for what a GM can do to help assist with
providing GGGC in a game. The chapter examines styles of running the
game, creating a atmosphere for your players, what type of adventure
to run (relating to styles of running the game), and other things.
There's a great section entitled, 'Don't Stymie the PCs.' In chapter
3, there is an interesting section that can prep a GM as to what type
of personality a player may have at the gaming table (the book
outlines 14, yes fourteen, types of player personalities you may run
into when Gming a game!). I would recommend any GM to peruse this
publication at the very least.
If you want even better advice on game
mastering then you could go straight to the source, find a great GM
and mine his/her brain for great suggestions on running a game. One
great way to do this is sit in on an Iron GM competition. Iron GM
challenges Game Masters to run an adventure with three random topics,
at the end of the competition, the Gms are judged and the best of the
best are given prizes. If these guys and gals are willing enough, you
should talk to them for tips about running a game. Another
alternative is to go to a gaming convention, be observant, ask
questions, try and find a GM that is captivating his/her players at
the gaming table, and after the gaming session is finished, see if
you can get some good gaming advice.
To achieve the best GGGC, it takes two
to tango, as the saying goes. I've briefly covered how a GM can get
advice and tips to help with GGGC. However, the players are just as
important in contributing to GGGC. Players need to have to team
work, and they need to be observant when a GM gives them a chance to
shine in moments of role-playing. I was playing a game and a GM
presented me with an opportunity to role play and I completely blew
it. It was one of our first gaming sessions and I was playing a
gnome rogue. The GM set me up as a bookie for two other PCs in a
failed gambling operation, and rather than taking this facet of the
game and running with it as a role play opportunity, I froze, because
I wasn't accustomed to the game and I think my ego got in the way.
Not a good thing! Which brings us to another to another difficult
concept for players.
As players (hell, and game masters
too!) we need to remove our egos from the gaming session. Remember
that this is an interactive experience! That means everybody at the
table MUST contribute to the gaming experience. This is a team sport!
We need to help each other out when we can. The antagonists are many
in an RPG, and some do require actual team work to overcome them,
whether it be physically or intellectually. We need to fight those
selfish desires of wanting our character's needs addressed on a
significant basis in a game. Be patient, share the story with our
fellow players and the GM. We need to let our fellow players breathe,
watch them grow into their character roles, encourage them to role
play, commend them when they do role play. Be positive, play to our
fellow players strengths! Don't focus on the negative. Unless, of
course, a player is being a complete jerk, in that case, send them
out to the firing squad! Just kidding.
Always be congnizant of any way that
our role playing can actual enhance the storytelling of our fellow
players. Look at my mistake, rather than contributing to role playing
with a whole gambler angle with my fellow PCs, I just shut down, I
didn't contribute! There is a fine line here too, we need to keep a
balance and make sure we're not stealing our fellow PCs thunder all
of the time! Share the story! We need to give our fellow players some
slack, allow them to grow into the game with their character's
experiences.
Getting back to the game masters and
the egos, a GM keeping his ego in check is one of the hardest things
to do in a game (at least for me anyway). Especially in a homebrew
campaign where we spend hours on plots, NPCs, stat blocks and
adventure hooks and in one session the players can destroy all that
hard work or go in a completely different direction. It is
frustrating! But the players are making the story, we provide the
stimulus for action, and they take it where they want to go. It's not
our story, even though a lot of times we think it is, but it's the
players that give it life, they create the magic. And sometimes,
let's be honest, the magic isn't what we thought it was going to be
in the first place. We make a really great NPC that has an incredible
backstory and what do the players do, completely ignore them or
worse, kill them or rob them. Yes, as a GM, we need to prepare our
hearts to be broken sometimes in the game. Remember, everybody's
different, so our player's motivations on what they do in the game
may surprise us. Just roll with the punches. Let the players breathe
and feel our world, and be prepared for them to do something unusual.
We can't dictate what our players do, even though at times we wish we
could, but that ruins GGGC. As game masters we need to keep things
fluid, let the players run amok, within reason. If the players make a
dumb decision, well, they pay for it, that's part of our job.
Well, that's some of my thoughts on
generating GGGC. If anybody reading these blogs would like to chyme
in and give their input, it is most welcome (unless it's belligerent
of course). Cheers folks!
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