This subject is probably one of the hardest for aspects of a game for a GM to pull off properly as most people aren't fond of the idea of losing a character. Whether it's part of the story or the dice just fell wrong character death happens. If handled with tact this can be an opportunity for a rich storytelling experience. If handled poorly you will alienate your players and they might never play with you again. I offer a few tips to GMs to prevent this from happening.
Provide a warning- If you've planned a game where a character might die give your players a heads up before the game. You don't have to tell them how, just that it might happen. This way they will be more accepting of the death if it does happen. This goes for in-game as well. If you have a player is walking into a dire situation then give them a warning. A simple "Are you sure about that?" is all you need to provide.
Give a chance for success- This seems pretty basic but it bears
mentioning. This usually applies more towards story events rather than
combat as combat all ready provides them a chance at success. Nothing
will piss off your player faster than just killing off their character.
If they are in a dangerous situation then you must provide them the
means to succeed or at least escape. It doesn't have to be easy but it
does have to exist.
Make the death meaningful- It is a waste of a perfectly good story opportunity to mindlessly murder a character. The death of a character provides a profound moment of tragedy and reality for the other characters. Whether the character sacrificed themselves to allow the others to survive or was brutally cut down by an opponent this provides motivation for the other characters to act. Most groups will want to try to bring the offender to justice or will be effected by it in some other way. This provides some great story points for the upcoming games.
Don't make it personal- The worst thing you can do is take a personal issue out on someone's character. This is petty and vindictive but it does happen. Killing a character for personal reasons will halt your game and may devolve into an actual fight. I do not blame the player who punches their GM in the face because of this.
Showing posts with label GM. Show all posts
Showing posts with label GM. Show all posts
Wednesday, November 6, 2013
Tuesday, September 10, 2013
Pregame: The First Step to Adventure
You
picked which game you want to play, gathered together a group of like-minded
individuals, and now it’s time to write a storyline or create some characters.
Not so fast; like any form of creative writing there are a few things that need
to be done before then. Even though most of what you think up will change in
some way by the end, it’s good to start planning.
The
first step is to read the book. A GM
should be familiar with every aspect of the book in order to field any
questions that may get brought up during play. It’s also helpful to know about
the world so you don’t sound like a jack ass. Speaking of knowing about the
world, it is also important for the players to read through the book, at least
to the section for GMs. Unless your character was born yesterday or suffered
from amnesia they would have a basic understanding of how the world works and,
by extension, so should you.
Then
it helps to get together and discuss what you all want from the game.
I’ve always thought of rpgs more as collective
storytelling rather than a game with the “collective” part as the most
important. Since there is no real winners or losers it’s all about having a
good time. While which game you select will come with some things already
decided such as setting and mechanics, there is plenty that will need to be
discussed. This includes subjects like aspects of the game that particularly
interested players, the general tone of the game (tragedy or comedy), and any
variations to the canon material that you may want to add.
Players should figure out what kind
of characters they want to play. I would advise against running off and drawing
up a character before chatting with the other players. This way no one has to
go through the entire character creation process (depending on the game that
could be anywhere from five to thirty minutes) just to find out that someone
else is doing almost exactly what you wanted to do. It also helps make sure
that your idea fits into the type of game you’re playing. If the game is about
investigating crimes it doesn’t make a lot of sense if one of the characters is
a rampaging murder machine (unless that’s the twist, then by all means
slaughter with great vigor). If they have any twist they would like to include
with their characters then they should mention it to the GM so he can plan for
it during the game. All of this should
be done before filling in the character sheet.
For the GM starting out, I would
recommend jotting down several story ideas. Brainstorm as many events, places,
situations, and action sequences as you can; don’t worry about not using them
because you never know where the game might lead. If you need a dash of
inspiration trying watching movies or tv show or reading a book that is in the
same genre as the game you selected. However I would strongly advise against
taking an idea directly as it tends to either be easily predictable, especially
if they’ve seen the movie/show/book you ripped off, or really confusing as it
doesn’t really seem to fit well into the game. The trick is to not worry so much about the specifics as whatever you put
down is most certainly going to change a little as you progress your story.
I
know this post is vague but it feels wrong to tell someone how they should
brainstorm. I’ll cover more of the specifics of character creation, gaming, and
story writing in later post.
Let
the good times roll
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