GAMEMASTERING: Style or Evolution?
Kevin Mason identifies four different styles:
- Rules
- Story
- Fun
- Balanced
What if the game is teaching itself to us? We all see these examples floating around, we suggest to new gamemasters to avoid traps and perils, usually from our own experience, but what if that is exactly what we are supposed to do? We learn more from making mistakes than we do from somebody telling us anything . . . at least I do.
My next evolution was one of story-telling. I wrote overly detailed notes and didn't realize that I was removing the players from the scenario. In essence, I was playing the game during prep. The story was great, and my players did enjoy this aspect of the game. Mastering this state is also one of trial and error. Spending 20-40 hours prepping an eight-hour session is a waste of energy. I learned by cutting back and experimenting with levels of story elements until I found one that satisfied the players, but was told not at the prep stage, but during play itself. If the players cannot interact with it, it isn't a game.
We buy modules, and we want a good collection of different styles. Sometimes we run them, sometimes we don't, but they are nice to have. They aren't all that practical though, by their very nature they are self-limiting, which forces the DM to either accept this limitation or start tinkering and molding modules to fit the style of the players, which eventually leads to writing your own material, and then cutting back until you are actually playing the game the way that it was originally designed to be played. At this point, I think that we start another evolution.
We discovered that the rules can either work against us, or for us. We become obsessed with them and say weird stuff like: If you aren't following all the rules to the letter, you aren't playing System X! We keep our story, but we force it to bend to the will of the rules. We become inflexible and this leads to predictability and stagnation. But, we have to know the rules before we can disobey them. This is a natural stage. Going back through the core handbooks and applying everything that we know thus far to the rules and seeing what complies and what doesn't.
We are building upon our knowledge base, and the trick is to find players who will put up with our learning the game until we decide that enough is enough. Once we get tired of looking up rules all the time, being controlled by the system, being interrupted by mechanics that we feel offer nothing to the game, we get a feel for how these specific rules function and can begin improvising our own mechanics quickly, and in a way that complies with the ruleset itself. We have mastered the rules and can once again return to the beginning, applying what we now know into the structure of a fun game that satisfies all elements in a style and is ours. Balanced! We've earned the title Gamemaster, and can now come up with our own designs.
I don't think that any of this is a mistake. Perhaps, just as a player's character advances in level, so does the DM. I remember my mother once asking me what level of DM I am, just wanting to connect with me, but maybe she wasn't all that far off base? Perhaps DM's do have levels, we do evolve, and I bet you that we all evolve the same way. This means that the system itself is teaching us how to play the game as if it were self-aware and completely independent of us. A natural progression that taps into the human mind, and maps it.
There are, no doubt, more evolutions than just the three before we hit the stage of balance, or perhaps we go through a short stage of balance prior to taking the next steps of evolution. Maybe if we can figure out what these specific evolutions are we can better understand how our minds function.
The problem with this line of thinking is that it may make the journey too easy. Are we better DM's because we took this evolution with no outside aid of any kind? We had to fight for each evolution without the knowledge that we were evolving? Or, on the other hand, if we spell it out for new users, can we as a whole benefit by them applying the established evolution faster and beginning evolutions that we will never know?
The time required before fully exploring an evolution is individual, there is no one size fits all. We can spend years on an evolution without achieving any groundbreaking success at it, or cycle through a phase fairly quickly, easily mastering it. Perhaps when we say things, such as, "My style of DMing is Character-driven" we are detailing the personal evolution which we are currently exploring?
Thoughts?
Sunday, April 23, 2017 | Labels: Miscellany, rants | 5 Comments
Gygax's Seven Principals of the DM's Function
There has been some online complaints made by dungeon
masters who feel that they had already played their best game. This thought is
one that I do not find acceptable; in fact, by entertaining thoughts like that
we are allowing ourselves to become complacent. If this happens, than it is
probably time to sit on the other side of the screen for a while. The DM has
many many functions, and it is his duty to never stop working on improving his
ability to become better; true mastery, I feel, is unattainable. If we lose the
ability to critique our work, we cannot grow. We must be critical of ourselves,
but what is it exactly that we actually do? According to the games co-creator,
Gary Gygax, he identified seven principal functions which we are responsiblefor; while it is very easy to become good at each, a true level of mastery is
not actually possible, we can always improve our skills.
Besides creating the world, we also bring it to life. Wemust be aware of our audience, what their expectations are and making sure that
these expectations are being fulfilled. While we are all creating, it is our
duty to bring the setting to life, and to do that we have to learn proper
pacing. We seek to manipulate the emotions of the players, we speed up play, we
slow it down, we don’t want to read giant text blocks to force a specific
picture into the players heads, we have to draw simple and basic shapes and let
their imaginations fill in the rest. This is a skill that is also learned over
time. This is where your personal style and voice comes in. If you can discover
these things, then you can offer your players an experience that they can’t get
just anywhere.Tuesday, November 29, 2016 | Labels: Miscellany, rants | 1 Comments
Successful Organizing & the Framework Principle
As a Dungeon Master, I like to work. I enjoy thinking of
projects to do, love looking through maps and drawing my own. I enjoy research
and writing . . . tons of reading and writing; I’m not afraid to sit down and
just work for hours at a time gathering the tools to make my vision possible. I
think that an inability to shut off the game is what makes a dedicated DM. How
much work is too much work, though? We do have to keep focused, especially on
adult games were time is limited, but there are some guidelines that I like to
use, because I do want to get the most out of my prepwork.What we do is art! Be it our own settings or a published one, they are all our own settings. We are creating products for our players, and we want the players to enjoy our products. We are directors of epic tales; it is our personal visions of what is possible that is more important than anything that we have purchased. Our creative control is what sets us apart from all of the other DMs out there, if we run things core, what do you really accomplish? The satisfaction of running things as written by a professional is very short term, sure you can be a snob about it, but sooner or later it is going to dawn on you that this is somebody else’s vision, and you have accomplished nothing of any value except for showing your players how well you can read.
Though, recycling is also helpful: Unique Spells, Magic Items, NPCs that your players liked, can all be kept on note-cards, and maps can be placed in folders and stored away.
Sunday, December 20, 2015 | Labels: Miscellany | 6 Comments
Four Old Castles
Castles, one of the great staples of Dungeons and Dragons!
Entire books have been written about them. The blue Castle Guide has been a
faithful friend for many years now, but coming up with floor plans can be
difficult, especially for those of us that have never actually been to a
castle. Typically I used old recycled ones that I acquired with modules. MILITARYOut in the wilderness, or on a kingdoms border things can get hairy. These kinds of castles are quickly built and then reinforced over time. The purpose of them is to protect the men inside from enemies outside. Much like a ship, these structures were not made for comfort, the best room was given to the man in charge of it while the ever changing soldiers sleep and eat together. All of the requirements of the warriors are kept within it, from stables to places where craftsmen can work. During sieges food is the weakness, so food is stockpiled. All of the nonmilitary staff serves a specific function.COURTThis kind of a castle, while it may hold a king and his family, its primary purpose is to act as an office for government. A place of business, and that business is law and in making decisions for the kingdom. The fanciest room would be the Throne room where nobility and lords may address Royalty. While not as secure as a military outpost, this castle is strong enough to withstand most attacks, and is built slowly over the years to keep up with the demands put upon the people who work inside.
ROMANTICThis kind of castle is very elaborate and as far as castles go, tactically weak. They are designed for beauty and grandeur, and while they are terrible at repelling enemy attacks, they do draw people. This kind of castle brags of great wealth and noble safety. These castles take artists, architects, and careful planning. People see this and have faith in your rule. A castle fit for a king is expensive to run and offers luxury to the people who must spend their lives in it. They require a huge number of staff to operate at its full potential, and last only as long as the money and prosperity of the empire does.
CATHEDRALThese grand structures are homes for gods. They are built over centuries by many different rulers. They are built for faith, either public or private. They are awe inspiring and complex works of art that serve specific purposes such as housing powerful priests, paladins, and clerics. While beautiful on the outside as well as in, they are also strong enough to survive war. These grand structures are social symbols, perhaps a wealthy man begging for forgiveness. Much like any other kind of castle which serves a king, this castle does to. A Cathedral is much more then just an oversized church, it is a place to hold records, and make decisions which effect all of the faithful. Like the romantic castle, this is meant to be seen as a beacon of progress and safety.
Sunday, November 08, 2015 | Labels: Miscellany | 0 Comments
Ideas for Resolving Epic Issues Quickly
Because of the nature of Epic Gaming, the players have more
control then the DM. My job is to just referee the scenarios and decide what
the enemies are doing. Basically, I am no more powerful then the PCs. There is
also way too many decisions to make in moving the games forward. This is going
to be an epic battle that is much bigger than even the forces of the PC heroes.
I have to think of a way to move armies around the world, and resolve hundreds
of combat scenarios that we don’t have time to actually play.
I’ll have to create a board, and figure out a rough estimate
of how much world time is taken per turn. I may also modify how the RISK
combats are decided. That sounds reasonable; this stuff can even be resolved
after the War Council Sessions.Tuesday, October 27, 2015 | Labels: campaign ideas, combat, Miscellany | 0 Comments
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