Principles of Game Mastering
Posted: Sun Jul 12, 2009 8:06 pm
While cleaning off my dresser earlier today, I found a laminated, pocket sized aide de memoir on the principles of leadership. Reading over it, I began to think of how they could be applied or modified for Game Masters. So here it goes.
1. Achieve professional competence.
For a GM, this means, knowing the rules. Not necesarily by heart but at least be well familar with them and know where to look up a reference. There are other ways of achieving competence as a GM, such as being prepared, having a plan and using other skills to run a good game.
2. Appreciate your own strengths and limitations and pursue self-improvement.
I think this is just plain good life advice but for GM's, I would say that it can be applied to their skill sets. Not so good at using accents? Avoid using them at first but you can watch movies where accents are used well and try to imitate them in between sessions. If you're really good at describing details and drawing a picture with words, then focus on narration whenever possible.
3. Seek and accept Responsibility.
This one is a bit harder to relate directly to GM's. They probably have either already sought out the position or accepted it when thurst upon them.
4. Lead by example.
This one is very important. You wouldn't like it if your players cheated so you can't cheat yourself. You want your players to arrive on time and prepared so you must do so yourself.
5. Make sure your followers (players) know your meaning and intent, then lead them to the accomplishment of the mission (an enjoyable game).
Be clear on house rules and rule interpretations. Communicate any restrictions along with why those restrictions are in place. Explain what sort of game you're running so that everyone knows what to expect. Then carry out that game within those expectations.
6. Know your soldiers (players) and promote their welfare.
This is pretty important. Know what your players want out of game and try to give it to them. Does player A want action and adventure while player B wants political intrigue? Try to work both into the game. Does player C like building stuff while Player D likes solving puzzles? Let Player D follow some clues to a solution that required Player C to build something.
7. Develop the leadership potential in your followers (players).
You don't want to be the GM all the time, right?
8. Make sound and timely decisions.
Game pacing can be very important. A working solution now is better than the perfect solution later. You can always hash things out later when you have more time.
9. Train your soldiers (players) as a team and employ them up to their capabilities.
This ties into knowing your players. Some of the best games occur when the players all work together to accomplish their goals. There is a feeling of shared experiences and accomplishment. Knowing your players abilities can go a long way to helping them become a team.
10. Keep your followers (players) informed of the mission (game), the changing situation and the overall picture.
I'm not suggesting you tell your players what is going on behind the scenes in the game, that would ruin the game for them. But they do need to know things like a change in gaming time or venue. If a player misses a session, bring them back up to speed when it's possible to do so. If you're changing a house rule, let everyone know ahead of time.
I think a lot of GM's follow most of these rules, most of the time, without even thinking about it. I also think that a whole lot more could be written under each heading.
1. Achieve professional competence.
For a GM, this means, knowing the rules. Not necesarily by heart but at least be well familar with them and know where to look up a reference. There are other ways of achieving competence as a GM, such as being prepared, having a plan and using other skills to run a good game.
2. Appreciate your own strengths and limitations and pursue self-improvement.
I think this is just plain good life advice but for GM's, I would say that it can be applied to their skill sets. Not so good at using accents? Avoid using them at first but you can watch movies where accents are used well and try to imitate them in between sessions. If you're really good at describing details and drawing a picture with words, then focus on narration whenever possible.
3. Seek and accept Responsibility.
This one is a bit harder to relate directly to GM's. They probably have either already sought out the position or accepted it when thurst upon them.
4. Lead by example.
This one is very important. You wouldn't like it if your players cheated so you can't cheat yourself. You want your players to arrive on time and prepared so you must do so yourself.
5. Make sure your followers (players) know your meaning and intent, then lead them to the accomplishment of the mission (an enjoyable game).
Be clear on house rules and rule interpretations. Communicate any restrictions along with why those restrictions are in place. Explain what sort of game you're running so that everyone knows what to expect. Then carry out that game within those expectations.
6. Know your soldiers (players) and promote their welfare.
This is pretty important. Know what your players want out of game and try to give it to them. Does player A want action and adventure while player B wants political intrigue? Try to work both into the game. Does player C like building stuff while Player D likes solving puzzles? Let Player D follow some clues to a solution that required Player C to build something.
7. Develop the leadership potential in your followers (players).
You don't want to be the GM all the time, right?
8. Make sound and timely decisions.
Game pacing can be very important. A working solution now is better than the perfect solution later. You can always hash things out later when you have more time.
9. Train your soldiers (players) as a team and employ them up to their capabilities.
This ties into knowing your players. Some of the best games occur when the players all work together to accomplish their goals. There is a feeling of shared experiences and accomplishment. Knowing your players abilities can go a long way to helping them become a team.
10. Keep your followers (players) informed of the mission (game), the changing situation and the overall picture.
I'm not suggesting you tell your players what is going on behind the scenes in the game, that would ruin the game for them. But they do need to know things like a change in gaming time or venue. If a player misses a session, bring them back up to speed when it's possible to do so. If you're changing a house rule, let everyone know ahead of time.
I think a lot of GM's follow most of these rules, most of the time, without even thinking about it. I also think that a whole lot more could be written under each heading.