GM Tips

(Note, this essay was written for the SinaiMUCK player's guide and therefore much of its contents reflects that environment's style of things in particular, but I feel that a lot of  it's content is sound in other instances and environments and therefore have decided to post it here.)

One thing we try to encourage on Sinai besides simply role-playing is the  occasional GMing of a plot. Since there are lots and lots of PCs and only a few  active GMs on Sinai, the staff is eager for the help. This document is meant to  be a "how to" guide to make GMing a bit easier and to give you a basic idea  about how the "style" of GMing we use works. This isn't meant to be a definitive  writing on how one should go about GMing, as everyone's style is different, but  it should be a useful introductory guide to help you along.


Things to avoid:

  • Be careful to avoid describing something to a PC in first person through log  narration. Phrases like "You see a meadow and a lake, the wind whips  through  your hair" get weird when someone else reads the log who isn't the main  character participating in it. If your main character is an orange calico Kattha  named Jeremy, then the narration should follow with phrases like "Jeremy sees  a meadow and a lake," or "The wind whips through the Kattha's blotchy  colored fur."
  • Don't craft a plot where the PC is nothing but an observer. Some PCs are  content to sit and do nothing while things happen around them, but behavior like  that shouldn't be encouraged, nor should the PC be left with nothing to do but  pose internal reactions to the things they see. Give a PC a role to do something  or to change something, otherwise you risk losing your player's interest.
  • Be wary of having personal pet NPCs. If an NPC does more or gets more  attention than a PC, then something is wrong. Sinai exists for the PCs to do  things, not for the GM's NPCs to overshadow them constantly. If you get so  attached to an NPC, then you might consider turning it into a full-fledged PC,  and letting another GM run things for it. Your plots should focus on things that   PCs do, instead of thinking about "cool things" for an NPC to do to show off to  other PCs.
  • Don't let your players fall into a time warp. Sinai's time moves almost in  "real" time with PCs progressing through the days and weeks. If your plots don't  spread time out, you might end up with a PC that is months behind everyone else  on the Sinai timeline, which could cause problems if your PC is in a position to   leave any kind of mark on Sinai news or history.
  • Avoid PC limbo. If you are running something for a PC and have let a plot  stagnate for more than two months without any kind of fair excuse as to why,  then you might risk having the plot yanked out of your hands or get strongly  encouraged to wrap things up and free up the PC.

 


When developing a plot:

  • Don't create new races and countries on the fly unless you're willing to  develop them and come up with a reason why these new lands and species haven't  shown up in any logs in the years we've been running Sinai. We have plenty of  established races and people and don't need more invented.
  • Avoid using terms like "always" or "never" in regards to organizations or  races or such. There will usually be exceptions to every rule just like there's  a stereotype.
  • Remember that not everything you do needs to be epic-scale and  world-reaching. Quite often we look for GMs who can run incidental things: a  chase through the Bazaar after an escaped fuff'nar, a gathering at the Three   Thieves for a drinking contest, a night at the casino, a visit to Moz Eisley  Asylum, a shopping trip ... small incidental things that last maybe one or two  logs, but can include a PC who would have otherwise been inactive.
  • Always check with the GM if your plot touches on another GM's territory.  Tell them what you plan to do, and what you plan to have show up. Good  communication is very important; it could turn out that another GM will be able  to give you an idea or two to spice up your plot even more.
  • Try to keep the wishes and the interests on the player in mind. If the  player doesn't like violence or gore you shouldn't run them through Darkside.  Sometimes the player's actions make this difficult, but your initial plans for  the  plot shouldn't plunge them headfirst into something they obviously won't  like.
    • Along that same note though, a player's wishes shouldn't be used as a  "safety net" to protect his or her PC, if the PC does something obviously wrong  that any other PC would suffer consequences for. If the PC who hates violence  screams insults at an Inquisitor and his guard, kicks dirt at them and doesn't  budge when his guards threaten  him, then he'll get a pummeling, dislike of  violence or not.
  • Communicate with your player. Make sure they're having a good time and  aren't getting frustrated with things or getting bored with your plot. Encourage  them to talk about their plot and give you feedback. This is also useful because  it allows the GM to know what's on the player's (and the PC's) mind. Has the PC  figured out a puzzle ahead of time? Is the player totally confused and need  another useful clue? Is the player frustrated by your pace? Most of the time a  player won't just come out and tell you these things, so it's always good to  ask.
  • Seek feedback and confirmation on things from the other GMs. You might find  out that something you plan to do or show is directly contradicting a precedent  already set by Sinai in a previous plot, or you might be setting a wrong  precedent for something that hasn't been established yet.


Useful things to know:

  • First and most importantly, you are never obligated to GM a plot for anyone.  If a PC you are running things with suddenly turns into a brat, or frustrates  you, then you are welcome to drop the plot -- but, you should make sure  to notify the other GMs of this, and let them help you bring the plot to a quick  closing point instead of leaving a PC in limbo. The GMs understand how difficult  "problem players" are, and will most assuredly not hold it against you if you  wish to drop a plot. However, the PC still has the right to be freed up from the  plot so that he or she can be picked up by someone else for something new if  another GM desires.
  • Don't be afraid to bonk your PCs if they get too pushy, or if they try to do  things they're not capable of. If a PC tries a fancy jump maneuver and doesn't  have any skill in Agility/Reflexes, then he might fall on his face. If a PC  tries to use a weapon with no fighting skills to her name, then she might hurt  herself or someone she didn't mean to hurt. If a PC pretends to shrug off pain,  when he doesn't have any Toughness, you might have to remind him that he has a  broken arm or suchlike.
  • If you come to a difficult moment in a plot where you think you need to stop  and discuss what to do with your PC and/or the other GMs, then don't be afraid  to stop the log and wait until you can get things cleared up before you resume  things. Although, do keep in mind that your goal should be to get things  resolved as rapidly as possible and not to leave a PC dangling in limbo for  weeks on end.
  • If a PC continues to be a frustration and a bother, then the best thing to  do might be best to turn the PC over to an administrator and let him or her deal  with the  problem PC. It's what they're there for. Nobody will blame you for not  wanting to deal with a problem PC.
  • It is a good idea to schedule. Tell your players when you are available to  do things and set a time to start. It's fair to leave a "buffer zone" of some  increment of time before you give up on them for being late (usually an hour).  Once your available time is established you'll be able to work up a consistent  schedule (usually once a week). Keep in mind that the time you GM something  doesn't necessarily have to be at the same times that the other GMs run things,  if it's not convenient for you.
  • On the scheduling note, remember to be reliable. If the other GMs find that  you can't keep the schedules you agree upon, they won't be as eager to give you  other plots to run.

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