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Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ?

Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art.

All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your game

39 comments
  • I start,

    My most "classic tip" is never lock a clue behind a roll if they need to find the love letter hidden under the bed to find-out about the affair explaining the murder, just make sure they find-it (the failed roll can still mean they are caught searching the room)

    Another of my classic one is to ask players about their character friend and foes, it helps populating a setting, you have a black smith the warrior met while serving in the army or the young ambitious political advisor the bard went in a tavern fight with and gives pretty great plot hooks So your little sister is in the school witchcraft club, and looks like they summoned something too big

    For one shot, I recently experimented a lot with LARP-style black boxes in order to play a scene which occurred before the game start, as it helps giving a clear view about everyone character and their ties while keeping these scenes shorts. It's IMO a good compromise between loosing time in playing mundane life to get a feel on the character, and jumping to the action with unclear character ties/roles or expectation about normality

  • A few favourites from the Alexandrian:

    • Don't prep plots. Prep scenarios. If you give the players a goal and a world, they will make the plot themselves, and it'll be more interesting. And it's not like you wouldn't need those things for a railroad plot anyway.
    • Don't plan contingencies. Instead of explaining everything the party could do to get past the guard, just describe the guard. It's a lot more flexible, and it takes less time to prepare.
    • With the 3 clues rule, make sure to have different clue types. If all your clues are pieces of evidence, then a party who prefers to talk to people is clueless.
    • If you feel the need to ask "are you sure you want to do that", there might be a miscommunication to figure out. Maybe you didn't explain the situation clearly, or a player misheard you, or the player has an item to help things work out.
    • When creating a system within your setting (eg, nobility), add two exceptions to the neat and tidy rules. "Each region is ruled by a count, except for those over there which are ruled by comtes." This adds history to your world while making it less daunting to add more exceptions if you need them later.
  • I put my top tips here after about 15 years of collecting the best tips from hundreds of GMs:

    https://slyflourish.com/top_advice.html

    • Let the Story Unfold at the Table
    • Set Up Situations and Let the Characters Navigate Them
    • Be On the Characters Side
    • Use Tools and Techniques that Help You Prepare to Improvise
    • Focus on your Next Game
    • Build Your World, Campaign, and Adventures from the Characters Outwards
    • Pay Attention to Pacing
    • Focus on the Fiction First and Mechanics Second
  • I hope it's ok that I don't put links. I think the ones that are from blogs should be easily found

    • Lazy GM - creates a habit of loosely planning the plot, so you can have a bag of things to use, without having to railroad, and changing the plan because of players' actions doesn't hurt
    • don't plan plots, plan obstacles - when you get into the habit of thinking what could be an obstacle in a situation, you don't have the game to go this or that way. You only switch between applicable obstacles
    • onion plots - "who needs what, what for, but they can't because of what". That way coming up with a follow up is easier
    • run combat like a dolphin - mainly, remember to describe things. Yes, I have to actively remember about doing that
    • stars and wishes - to me this is the most constructive form of after session summary. If I ask "what you didn't like?" (roses and thorns), to me it is not clear how to improve. When it's about "what you wish/wished for?" it's much easier to decide whether there was a problem with expectation management or maybe a cool idea that I passed up
    • yes and+no but - mainly, even if we are playing a more trad game, I don't ask for a roll if I (the plot, of course ;) ) need the thing to happen. I ask for it to answer an additional question "will the character do this well enough to uncover additional details?". Unless we are in a simulationist wounds&initiative combat, the roll to me is a plot device, not plain success/failure

    And thing I came up on my own but might be only because how my mind works:
    Do split the party
    What I often do is present the obstacle, ask around what the characters are doing after learning that. Then I choose the sequence that I feel has the most meat on it - story to be told and go one by one. Even if an idea surprises me, I've found that by the time another player rolls their dice I already know what to do with the previous one. And when scenes have fewer participants, it's easier to manage spotlight and have lower stakes per scene

  • I talk only as much as is necessary to paint the scene and hurry to prompt player action.

    There's an old bit of advice I read somewhere that the sooner you ask players, "What do you do?" the smoother your game is running.

    Those really old AD&D modules with 3/4th the page taken up by boxed text? People tend to zone them out. WotC did studies on this and figured attention starts to drift after 2-3 sentences.

    But it goes beyond boxed text. Any time the GM is sitting there talking, be it narration, exposition, or -- worst case scenario -- two NPCs having a conversation, that's time the players have to sit there trapped in an unskippable videogame cutscene.

  • @Ziggurat When putting a settlement on a map that you don't expect the party to go anywhere near soon, you only really need three pieces of info (beyond its location, anyway):

    Name
    Size (city/town/village)
    Product (apples, silk, sheep, etc.) or service (government, knowledge, trade hub, etc.)

    Why a product or service? It helps establish how trade happens, gives the town a reputation for the group to hear, gives you a hook from which to improvise NPCs from there, and so on.

    1. You can storyboard ideas/set pieces with no idea how to get there. Get them written down somewhere with some extra cool details. I can guarantee now you have that list that you will see a cool option stick one of them in now and then.
    2. your players don't have to defeat every encounter, letting your players lose (without killing them!) can be really fun. It gives them someone to hate, let's you evolve a story and makes your players think more.
    3. embrace chaos! My players love throwing charged dust of dryness capsules at things, definitely makes fights more dynamic!

    Disclaimer: I can't run a campaign without an adventure to follow. The above are really helping me go beyond the adventures as written.

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