Monday, January 20, 2014

GM Advice: Keep Yourself Humble

No tag for Under Sleeping Suns this week, because this is not a Loris-specific essay.

This week (sorry for the delay, folks, life got in the way), I'm going to talk about something that a lot of GM's, designers, and world-builders often forget:

It pays to be humble about your creation.

When I say that, when I use the word humble, I'm not referring to you being meek about your goals: don't say "well, it's obviously not that good because Joe didn't like it." I'm also not suggesting that you be submissive in what you want to see in your game world: no giving in and putting everything in that your players want and nothing they don't (well, unless that's your thing).

No, when I say humble, I mean that you should have a state of being unpretentious about it. You should strive to let go of your ego in the building of your game world and be willing to accept input and criticism about the way that your game world (and therefore, your game) is developing. I mean that you should ask the players at the end of each session "Did you have fun?" and if even one of them did not, step back and take a good hard look at why they did not. Is it a difference in play style? Is it that the player feels that their character didn't get enough spotlight this session (and the last several sessions)? Is it because of personal issues on the player's side?

The art of being a good GM stems from the same root as being a good world-builder, or being a good host and friend. It requires practice, patience, and the understanding that sometimes you're going to get things just plain wrong. You aren't a "bad GM" if you make a mistake during a game. You're not a "bad GM" if you forget to follow up on a promise to a player to delve into a particular plot-hook. And you're not a bad world-builder if you let certain aspects of your world get away from you and go running off onto their own tangents at the expense of others. But here's the thing: Just as you can't be a good GM if you're not paying attention to your mistakes, you similarly can't be a good GM if you only ever pay attention to your successes. The art of getting it right – whether it's just for your regular game group, a convention tournament, or for the thousands of people you hope will one day buy your adventure module – is a constant process of comparing and contrasting your successes with your failures. You must learn from both equally if you want to succeed.

Sure, this is pretty common-sense stuff, but honestly in my day I've seen a lot of games, and I've played in just as many, and I've had good experiences and bad. All of the bad experiences were identical in their failures: the GM didn't take time to really think about the outcome of the actions of the NPC's, the world-building was rushed, set in stone, left little room for adaptability to player actions, and the GM's game style was not compatible with the play style of the group. The good experiences all shared identical qualities, as well: The GM was adaptive to the actions of the player characters, the world was established and firm but still malleable enough to adapt to the events of the game, and the GM (even if their play style and that of the players wasn't the same) was able to figure out what the players needed in their game and provide it to them.

In other words, the "good" games in this list all come from a place of humility in their creation. The "bad" games are inflexible, unconcerned with player actions/ingenuity, and generally fairly rigid in their premise and execution. Under the premise of this essay, then, a successful GM and world-builder must therefore be able to accommodate these things, and enact changes in their approach when necessary.

So why bring this up today? Frankly, because one of my players pointed out that I had done something in my game world that was not consistent (and we do know how I love to be consistent) with the rest of the worlds cosmogony. He asked several astronomical/cosmology related questions, and in seeking to answer them, I discovered that I'd made a few blunders that were not only inconsistent, but outright contradictory to what I'd written elsewhere. Now, blatant contradictions is good for in-game philosophy or religious texts, but it's really bad for observable phenomena such as the worlds orbiting Loris and how they interact. Since I don't want to just hand-wave his questions and say "my world my rules" (and especially since I have made a point of trying to remain internally consistent), I had to step back and ask myself how I was going to answer him while keeping the previously related items.

I did find a way, but in the doing, I had to change a few things. The orbital "dance" of Loris' two suns, to be specific, and the method in which the planets move through the cosmos around Loris herself. But in the end, I think the game world's believability has come out the stronger for it.

Of course, all of this long-winded essay can be summed up with a few short sentences:

* Don't have an ego about your work.
* Be willing to accept your defeats with as much enthusiasm as your victories.
* Get your players input, and apply it where you can.
* Make sure everyone's having fun.
* That includes you.

2 comments:

  1. Hmmm. I think there's important advice here. As someone who started on the path to writing through the realm of roleplaying sessions, this is something that's useful to keep in mind.

    It extends into "proper" writing as well, I think. If you treat your readers as the players, this analogy extends well and sums up things you should keep in mind.

    I think another important thing to consider, that extends off of the last two items listed, is this: make sure you pick the right group for what you want to do. Just like how readers have favorite genres for novels, players have styles and settings they're going to prefer, and you should make sure to work with what you've got. The same group that works well for, say, Exalted, may not be the best for a game of Paranoia. Everyone needs to know what to expect going in so that no one winds up too disappointed.

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    1. Absolutely! The customers, as it were, of the GM/Writer, are the players/readers of the fiction. World-building, whether for a game or a novel, is about telling a story that can engross and immerse the participant. If you approach it from a perspective of "this must appeal to all people," you'll rapidly find that it appeals to none. Similarly, writing it only to appeal to a niche group may find it starving and choking on the vine. It's tricky to find a good balance on those things some times. I find this one of the useful reasons to provide my players with a short set of introductory paragraphs about the world they'll be playing in before I start a new game. This usually takes the form of the "lead-in" to the various house rules I may be using, and often times has the same effect that the "Back of the Book" blurb has on a novel's cover. "Here's a few words about what you're getting in to when you read this thing. If you don't like the blurb, you're probably not going to like the story."

      So far, it's really helped me to gauge player interest and adjust my games accordingly.

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