This blog is a struggle to cram thousands of words of GM advice into a limited number of actionable statements. The posts that I draw on are listed in the footnotes.
Seize, Ground, Listen
- Seize the characters
- Seize the players
- Seize the medium
- Ground in fantasy
- Ground with consequences
- Listen with popcorn
Seize the characters
Seize the characters with purpose. Give them something to do1 and at least two reasons to do it: one moral, one venal.
Seize the players
Seize the players with decisions. The core challenge of TTRPGs is making decisions,2 while also pretending to be someone who would make decisions differently to you.3 Decisions are most interesting when the number of options is limited, but no option is obviously best. So, prep three paths, make the consequences of taking each path different, and then prep three ways out of each danger.4 Prep from the characters’ perspectives.5 When prepping the way out, prep tools, but not solutions.6 Situations must be solvable, and not solved. Your prep is backup.
Seize the medium
GMing is the shaping of thought with noises. This gives you some limits, but also such freedoms. Say time has passed and it has.7 Say the players' point of view is somewhere else, and it is.8 Say one character is the tallest man in the world and they are.9 Do it! The mind is not a camera. It cannot cope with detail, but it loves extremity, and it will make a portrait gallery from a single metaphor.10 Also it can do more than see! If you tell it something stinks, it will smell it, and if you tell it cold iron has closed around its wrist, it will feel the chill.11 You are playing with speech. Use it!
Ground in fantasy
Game rules yank minds into abstractions. Bring them back to the fantasy. You are their eyes and ears and more besides, so tell them what they sense.12 Address them as their characters. Address them with your characters. Re-narrate HP drops or clock ticks back into changes in the world.13 Help everyone to dream together.
Ground with consequences
No easy choices.14 Prep consequences. Put up advertisements, warning signs and walls: write a world that says "come here!", write a world that says "you shouldn't", write a world that says "you can't", because attraction breeds suspicion, because a warning is a dare, and a forbidding is just a problem to solve.15 Prep your consequences in pairs, setup and payoff, and place the setup before the path.16 Give your players the chance to prepare.
Listen with popcorn
fundamentally the thing I enjoy about GMing is being surprised and delighted by the events at my table, by the actions of players, but also the actions of myself in response.
I agree.17 The joy of GMing is surprise, and to be surprised you have to be listening. So. Try to talk less.18 Get players to recap. It reminds them who they are, and shows you who they are. Invite players to say what their characters sense. If you have to give them information, give them what they need, then shut up until they have decided together what they all will do.19 When that plan is made, show it in motion.20 When you speak, yearn instead to be listening. After all, these are your friends, putting on the greatest show on earth. Don't you want to hear it?
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Rutskarn, Rutskarn’s GMinars CH1: Your Job ↩
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In essence, players can make roleplaying games more challenging for themselves by increasing the number of formative, foreign experiences had by the character, that must be remembered because they inform all the decisions the character would make. This is the same phenomenon as the cognitive load described by Ty in Baseline Worldbuilding, and articulated brilliantly by Prismatic Wasteland in I’d Rather Be a Mouse Than an Elf. These articles focus on the cognitive load imposed by system and GM, to articulate how this can be a source of unwelcome friction. I think they're right about this, and also, it's interesting that I have found self-imposed cognitive load, while still clearly frictional, to increase my joy rather than my annoyance. ↩
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Sam Seer, One, Two or Three Exits; Idle Cartulary, The Three C’s of Challenges ↩
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Ben Robbins, Situations not Plots; Abomination Four in Icarus' d4 Clock Abominations ↩
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Prep tools not solutions is a formulation I think I came up with, but it is definitely inspired by Dwiz, No Foolproof Illusions. And of course Ben Robbins is the one who realised that information is a tool, in Revelations. ↩
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Jason Morningstar, How to End Things ↩
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Dwiz, This one's for all the aspiring Matt Mercers out there ↩
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Ms Screwhead, make better mind pictures ↩
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Also make better mind pictures, that shit is so good. ↩
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Me! All That You Know ↩
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Chris McDowell, The ICI Doctrine; Dwiz, How I Run the Table ↩
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Sidney Icarus, d4 Clock Abominations ↩
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Chris McDowell, The ICI Doctrine ↩
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Sidney Icarus, d4 Good Reasons to Say No ↩
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Sean McCoy, Writing Rooms in Pairs ↩
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Thomas Manuel, Talkback: Apocalypse World ↩
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Ben Robbins, The Star-Pattern (part 2): Breaking Free ↩
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Dwiz, Look Before You Leap. Honestly would not have expected to be referencing Dwiz as much as I am here, given he and I like to play completely different kinds of game. But ultimately great technique transcends genre. ↩
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LS, Referee Sabotage ↩