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Roles and responsibilities of a GM

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Reaver

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« Reply #15 on: <09-18-12/0401:04> »

It's the GMs role to make sure all the characters "mesh" well into a group. Now, I don't mean to say that the group has "X" roles filled (like a Sammy, a face, a mage, and a hacker/rigger), I mean that all players characters are "on the same level" at play start. While we all have differing views on what is a playable character and what is "unplayable", I try to follow these guidelines when directing my players to make characters.
No, it's really not. You can't argue for player agency and players being the center of the story later and then insist that the GM should control the character makes. Sure some veto power should be used, but it should be used sparingly. Got a guy wanting to play a ghoul in a Docwagon campaign? You gotta give him the bad news. But otherwise making sure the team rounds out the bases isn't your problem, sure you can suggest they might have a shrotfall but otherwise your forcing folks to play things they don't want. Likewise it's not my job to make sure that because someone's playing an elf someone else doesn't take Prejudiced: Elves.

 Likewise I seldom make people conform to certain skill requirements or even try and fight dumpstating. If people can afford to dumpstat regularly then a better fix is to start looking at why they are able to avoid using their intelligence stat or their strength stat and start to do something about that.

Honestly GM's come about some combination of the following ways:

1) No one else wants to do it.

2) One person likes GMing

3) People are unsatisfied with the current situation in the group.

So while looking at things through that lens here is my advice:
1) Prep: There are people who run off the cuff very well. I am better then most but still not all that good. Even the best off the cuff storyteller would be improved by some amount of prep.
2) Set the tone: For the group, for the game world, for everything. You have to draw the world in their minds eye and you have to set the tone for how people interact at the table. Want to be respected? Show people respect. Likewise it's not really fair to the players if they make pink mohawk characters and your running a trench coat world and then jsut kill them over and over again.
3) Overturn the rules anytime you feel like it, but try and be consistent in your purpose. Are you trying to make things more fun? More realistic? Just more playable? Pick the goal that your going for and make sure your players understand that's what informs your decisions. Likewise don't be afraid to reverse yourself if your new rule is causing a problem. Also get player input early and often.
4) Encourage your players not to game the system and reciprocate accordingly.
5) Reward creativity
6) Build a story that allows the players time to shine and do cool things, but don't hand them anything they don't earn. Anything they don't earn they won't value.
7) As a corrolary to the above, don't ever let the players be the only thing moving the story. For example always know what happens with the run if the runners don't take the job.
8) Cheat sparingly and cheat openly but always with a purpose. Sometimes responding to outrage and annoyance with a poker face and a "There are reasons" is enough to quell even the most shrill protests.
9) Get your players (and yourself) out of an us vs GM mindset. Establish a report
10) Recall that you are GMing to have fun, and that you are (hopefully) putting a fair amount of effort into doing it. That point alone is ultimately where all your authority stems from. If players can't respect that someone should find another game.

I think everything else is pretty much a style issue. That's not to say Reaver's advice is invalid, just that it seems to mostly fit their game group, whereas what works for my group might not work for theirs and the reverse also being true.

Actually, you are 100% right, these are a list of guidelines that I have come up with after 20+ years of gaming a fairly stable crowd of players. They are what work.... FOR ME and my groups. And yes, that means they may not work for you and your groups. I am not trying to tell you, or anyone else how to GM their gmaes, just trying to pass on some "wisdom" in the field of being a GM to those who are interested as well as hear how others view the role and what they do. After all , I am sure there is areas of my GM style that could use improvement and I am always looking out for that great gem of "wisdom" others in the community have.

If i posted something that made you go "Hmm, interesting" then great. If I posted something that made you go  "Bwhahahah! MORON!!!" I apologize. Just trying to expand all our thoughts on how we tackle the  job of being a GM. Now i didn't post everything in one go (that was an 8 page write up in Word as it was) and I felt it was enough to get the ball rolling. I am glad you all took the time to add in your own thoughts to what I had to say, that's how we'll get a good guideline going for ourselves and others (ESP those who are looking at GMing for the first time) going!
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Reaver

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« Reply #16 on: <09-18-12/0555:20> »
Hey all, a couple of people have expressed opinions about the way I handle character creation. So i thought i would elaborate a little more and try to answer some or there feeling on this matter...


All4BigGuns said:
"I disagree on a couple of points. The two that placed concept and background entirely above the stat block of the character. I feel that the basic concept should come together as the attributes, skills and what-not do. As to background, perhaps one or two sentences at first, and let the rest come along as play progresses. It might work the other way for some, but, in my opinion, expecting both in full detail before any stats are assigned is asking too much and bogs things down."

The intent of having the players come up with a back story and concept first is to get the "creative juices flowing". I don't really have a set amount a player has to write up in both regards. As you say, a simple 1 or 2 sentence idea is usually enough to get the idea of the character started, and from there, they can work on the back story a little bit at a time until play begins. Believe it or not, it can help with alot of little "intangables" of character creation and open up options that a simple "STATS, GEAR, GO" build style could over look.

Some players actually have gone all out in the concepts and backstory, giving me multiple page write ups and detailed histories about what their characters did, where and how they grew up, educational options when they were younger, past lovers... the whole nine yards! (They make for excellent reading!)

As a GM the concept and backstory serves a couple of little points I didn't mention. First, it gives you an insight into exactly what type of game your players are going to be expecting from you (trenchcoat, Pink Mohawk, Gun and Run, etc) so you can use them to tailor your runs to help suit your player expectations. The other thing that the backstories do is help players come up with contacts, or people that they could turn into contacts. For example, Mike's character is an ex-military commando, and the run requires some explosives... sadly the team has flubbed their fixer roles and can't get anything from their usual source in time for the mission. As a GM, you could mention to Mike "Hey Mike, you character is an ex-Commando, and you mentioned you still had a buddies in the service in your write up, want to see if you can get a hold of them and see if you can work out a deal?" Of course, this person doesn't become a contact per say rigth off the bat, but if mike works at it, then sure. Also you could plant the seeds for an upcomming adventure as Mike's Commando buddy comes calling with a favor for the explovies he aquired for the team....

The idea of the concept and backstory first is to act as a guide for the player his building his character and as a tool for me to come up with more involved plots, storylines as well as a general feel for the level of involvement (and future potential for player/GM Agro/hassell/whine) I can expect from the player(s). Since I introduced these guidelines to character creation, it is amazing how many "problem players" I have been able to spot and correct BEFORE a problem grinded a group to a halt. that's not to say that the player who gives me a 3 sentence write up is going to be a problem (some of them are FANTASTIC players!) but it is usually a sign that I am going to have to work a little harder as a GM to break them into the "Scene" of the game and get their creativity and imagination flowing. And lets face it, one of the greatest things about RPG is the creative and imaginative forces that go along with RPGs.

Lurkeroutthere said:

"No, it's really not. You can't argue for player agency and players being the center of the story later and then insist that the GM should control the character makes. Sure some veto power should be used, but it should be used sparingly. Got a guy wanting to play a ghoul in a Docwagon campaign? You gotta give him the bad news. But otherwise making sure the team rounds out the bases isn't your problem, sure you can suggest they might have a shrotfall but otherwise your forcing folks to play things they don't want. Likewise it's not my job to make sure that because someone's playing an elf someone else doesn't take Prejudiced: Elves."

I think I may have given you a false Idea. I apologise. by GM involvement in the character creation process you can avoid alot of things that eventually grind a group to a halt through player on player animosity. As well as help a player avoid a "broken" character right out of the gates. Its not a case of me/you standing there say "no, no, no, no, NO!!!" but more of a case of saying "Hey that's cool, but you might want to consider "X" skills as well for they help your concept out as well." or "Hey you know those to pieces of cyberware/bioware are incompatable right? a better choice would be.... "

Lets face it, some of us are not good at making characters, some of us are good at making characters... and of us are REALLY good at making characters... and some can only make UBER characters. Have you seen what happens when you get a group of players together, 3 of them are not good character creators and 1 can only make UBER characers? It isn't pretty; it only takes a few games sessions before there is a lot of player resentment running around the table, disrupting the game. By taking a direct hand in the creation of a character with your players, you can help those that make crappy characters, make better ones. And as for the UBER character creator, you may be able to get him to tone his build down a little to fit into the group better (but not always).

Now that said, there is the "fluff" side of the game. meaning the ol' "I hate Orks/elves/dwarfs" or the "I smoke everything that burns!" or other player made fluff to be creative. I could usually care less about most of this stuff... until it starts dirsrupting the game (and sometimes it can/has) by being involved in the creation of the character, you can see it coming before it lands on your doorstep in the middle of play (so you'll be ready for it).  In fact, I encourage some of these things as it gives me an avenue (again) for good story telling! Nothing gets a player's interest more then when his coke-head whormongering character is offered a job as a guard on a shipment of Nova-coke to the local Bunraku parlour (heck, a properly played Addict might forgo cash for a share of the coke and a few hours credit at the parlour... to the fury of the rest of the team!!)
But it also lets you keep an eye out for "Mr.Disruptive" Player. You know the ones I am talking about.... He's the guy in D&D who HAS to play the evil thief who pick pockets from the team, steals party  treasure and then gets all whiny and launches into a tirade when the lawful good paladin catches him and smites his ass all the way to the grave. I am sure we have all seen this type of player at one time or an other (and if you havn't.... you have been blessed!) These players seem to get their enjoyment solely out of creating player animosity, and then act mortally wounded when the rest of the party turns on them. A shadowrun annalogy would be the player who KNOWS the rest of the team is playing elves (per your example) and then Deliberately makes a character that spends his free time stomping elf newborns into the pavement.... Can you honestly see any type of group/player cohieson here? Better to nip it in the bud before it happens then spend your time trying to get this team to work together.
Note I said PLAYER animosity... Character animosity is in the realm of the players.... I could care less if two characters spend the entire night screaming profanities at each other while in the middle of a fight fire... as long as the PLAYERS are having a great time! It's the players enjoyment (as well as my own) that I care about. As long as the PLAYERS can keep that "level of distance" between themselves and their characters, and still have FUN as a group, I am open to sorts of character posibilities.

I will admit, that sometimes (and I stress SOMETIMES) you will encounter a player that can pull off this "Mr. Asshat" character in a group and make it a rewarding, enjoyable experience for all. But that is a rare thing, and unless I know that that player is capable of it (and the other players are capable of it) I would rather have advanced warnig of it through interactive character creation then have the players make their characters at home, show up and drop the mess on my doorstep to clean up.

It is my belief that by being active in the character creation with your players you can help the game as a whole. By working with your players, you can overcome short comings in their creation, you can head off future problem players/characters, and you can start to see exactly what type of runs you should be offereing to the group to keep things fun, rewarding and challenging to the team as a whole. By being involved you open up yourself to the posibilities your players are creating for you step by step by step. By being involved you are also helping to enhance all your players enjoyment of the game, as opposed to the 1 or 2 who "know" how to make a character. By being involved, you open your eyes to the potentials of player animosity can guage what exactly you are going to have to do to run an enjoyable game for all. By being involved, you are opening yourself up to a host of potental runs/missions that the players themselves hand to you in their character concepts and backstories. Your players are an other tool you have on hand to create adventure and fun for the entire group; use them as the resource that they are!!



« Last Edit: <09-18-12/0602:25> by Reaver »
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All4BigGuns

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« Reply #17 on: <09-18-12/1351:47> »
Hey all, a couple of people have expressed opinions about the way I handle character creation. So i thought i would elaborate a little more and try to answer some or there feeling on this matter...


All4BigGuns said:
"I disagree on a couple of points. The two that placed concept and background entirely above the stat block of the character. I feel that the basic concept should come together as the attributes, skills and what-not do. As to background, perhaps one or two sentences at first, and let the rest come along as play progresses. It might work the other way for some, but, in my opinion, expecting both in full detail before any stats are assigned is asking too much and bogs things down."

The intent of having the players come up with a back story and concept first is to get the "creative juices flowing". I don't really have a set amount a player has to write up in both regards. As you say, a simple 1 or 2 sentence idea is usually enough to get the idea of the character started, and from there, they can work on the back story a little bit at a time until play begins. Believe it or not, it can help with alot of little "intangables" of character creation and open up options that a simple "STATS, GEAR, GO" build style could over look.

Some players actually have gone all out in the concepts and backstory, giving me multiple page write ups and detailed histories about what their characters did, where and how they grew up, educational options when they were younger, past lovers... the whole nine yards! (They make for excellent reading!)

As a GM the concept and backstory serves a couple of little points I didn't mention. First, it gives you an insight into exactly what type of game your players are going to be expecting from you (trenchcoat, Pink Mohawk, Gun and Run, etc) so you can use them to tailor your runs to help suit your player expectations. The other thing that the backstories do is help players come up with contacts, or people that they could turn into contacts. For example, Mike's character is an ex-military commando, and the run requires some explosives... sadly the team has flubbed their fixer roles and can't get anything from their usual source in time for the mission. As a GM, you could mention to Mike "Hey Mike, you character is an ex-Commando, and you mentioned you still had a buddies in the service in your write up, want to see if you can get a hold of them and see if you can work out a deal?" Of course, this person doesn't become a contact per say rigth off the bat, but if mike works at it, then sure. Also you could plant the seeds for an upcomming adventure as Mike's Commando buddy comes calling with a favor for the explovies he aquired for the team....

The idea of the concept and backstory first is to act as a guide for the player his building his character and as a tool for me to come up with more involved plots, storylines as well as a general feel for the level of involvement (and future potential for player/GM Agro/hassell/whine) I can expect from the player(s). Since I introduced these guidelines to character creation, it is amazing how many "problem players" I have been able to spot and correct BEFORE a problem grinded a group to a halt. that's not to say that the player who gives me a 3 sentence write up is going to be a problem (some of them are FANTASTIC players!) but it is usually a sign that I am going to have to work a little harder as a GM to break them into the "Scene" of the game and get their creativity and imagination flowing. And lets face it, one of the greatest things about RPG is the creative and imaginative forces that go along with RPGs.

I just feel that it's asking too much to expect practically an 'essay' on the character's personality on background (if that's too far, then I'm sorry, but it almost seems that way). I've given up on trying for that much, but I've discovered there's little point, as every time I've done it the backgrounds have been utterly ignored, so I stopped doing more than a bare minimum. I mean, why put that much effort in when it'll just be wasted?
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Reaver

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« Reply #18 on: <09-18-12/1501:52> »
I hear what your saying there All4, I too would probably only put in the minimum effort as well if I knew that it was all going to be a wasted effort on my part. However (with ME at least) its not a wasted effort.

Looking back at the last campaign I ran (2 full years of actual game time, once a week for 5-7 hours a game) a full 35-40% of the runs where somehow tied to at one character's backstory and at least 2-3 missions were pulled from each player's efforts. That's pretty signifigant!

Believe me, I don't intentionally waste my player's time, if I ask for something there is usually a reason to it. For new people to my groups, they often complain about the effort the first time around too. But when the time comes to make a new character (for whatever reason) they are usually all over the.concept and backstory. Heck, I've had players retire characters cause they have come up with a concept/backstory they think is awesome and want to play!
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« Reply #19 on: <09-18-12/2205:03> »
I just feel that it's asking too much to expect practically an 'essay' on the character's personality on background (if that's too far, then I'm sorry, but it almost seems that way). I've given up on trying for that much, but I've discovered there's little point, as every time I've done it the backgrounds have been utterly ignored, so I stopped doing more than a bare minimum. I mean, why put that much effort in when it'll just be wasted?

I think thats a shame All4BigGuns, but then every GM and every game is different.  When my guys give me backgrounds (wether half a page, some dot points or just a series of emails back and forth discussing the character), I not only incorporate them into the game, I generally build the campaign around their background.  So the juicier the better.  I generally go, one offical adventure, one character based adventure and so forth.

I even have a class diagram sitting on my computer fleshing out how each character's background hooks into the other and how the whole 'story' might tie together.  Its something I use to plan the character based stories, but its also fairly dynamic.

I think the adventures that hook the character's background in have a greater enjoyment factor for players.  Runs against old enemies, finding the truth about your betrayal, etc, are just very cool.

But, you know, thats just the way my guys run the shadows...
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All4BigGuns

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« Reply #20 on: <09-19-12/0006:19> »
I just feel that it's asking too much to expect practically an 'essay' on the character's personality on background (if that's too far, then I'm sorry, but it almost seems that way). I've given up on trying for that much, but I've discovered there's little point, as every time I've done it the backgrounds have been utterly ignored, so I stopped doing more than a bare minimum. I mean, why put that much effort in when it'll just be wasted?

I think thats a shame All4BigGuns, but then every GM and every game is different.  When my guys give me backgrounds (wether half a page, some dot points or just a series of emails back and forth discussing the character), I not only incorporate them into the game, I generally build the campaign around their background.  So the juicier the better.  I generally go, one offical adventure, one character based adventure and so forth.

I even have a class diagram sitting on my computer fleshing out how each character's background hooks into the other and how the whole 'story' might tie together.  Its something I use to plan the character based stories, but its also fairly dynamic.

I think the adventures that hook the character's background in have a greater enjoyment factor for players.  Runs against old enemies, finding the truth about your betrayal, etc, are just very cool.

But, you know, thats just the way my guys run the shadows...

I imagine it could be, and if those times hadn't pretty much killed my desire (and even ability) to come up with detailed backgrounds like that, there'd be a chance I'd give it a shot. I think the biggest excuse I ever heard was a claim that using a character's back story in a campaign put that character in the spotlight along with a claim that the other characters could never get the spotlight if it's done, so that's pretty much when I gave up. Not sure about the current main GM of my group--a good chunk of the current group runs at some point--but, well, the block remains.  :-\
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Mara

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« Reply #21 on: <09-19-12/1031:13> »
The Role of a GM is probably one of the more complicated roles in gaming. You have to be part lawyer, part actor,
part nanny to a bunch of people who all have varying degrees of craziness...and then there are their characters.
However, as much as I love playing, I love GMing, as well.  Over the years, my technique has evolved into a more
free-form style, because, frankly, my players will never do what I plan. No, seriously: my last campaign ended with
half the party dead, the other half laying low after burning permanent Edge to survive when one of the players
hacked the signal through the building....setting off the trapped structural charges. Worse is I gave him PLENTY
of hint through the AR of the constant signal(a laughing skull and crossbones) that it was NOT a good idea to
mess with the signal....

That said, I operate on some basic rules with chargen:
1: I also expect every character to be at least average in all their attributes.
2: I expect all characters to have ratings in AT LEAST: One offensive skill, one defensive skill, Perception, and Etiquette
3) I expect them to have a backstory for their character. I don't expect them to write it all out, but they should be able
    to, at the minimum, tell me a) Where they are from, b) Why they are in the Shadows, and c) answer any of the 20 Questions.
4) I expect them to have at least one Interest skill in their Knowledge skills. 

Beyond that, my job is throw challenges at the characters and the players, to help them tell the character's story, develop
the character into something OTHER then a psycho-murder machine....(Or....if that is what they want, at least an INTERESTING
psycho-murder machine...e.g. Brock Samson, Rambo from Rambo 4, Gunner from Expendables 1 & 2). If someone was playing
an ex-noble from Tir Tairngire, and another was playing an Ork ex-ganger from Redmond with Prejudice: Elves? I could have
fun with that! (Heck..I am getting ready to be playing in a game in the forseeable future, and one of my back up characters is an Elf Mystic Adept who is one of the ones who, while not technically forced out of the Tir, did leave voluntarily...who has a prejudice against non-elves. Doesn't hate them....pities them, because, after all, they aren't elves)

Finally, my job is to make the game about MORE then just the runs. The players have lives outside the game, their PCs should
have lives outside the runs. The more they get attached to their characters, the more fun they have. I had one player who had the "Living by Committee" lifestyle flaw...and I actually drew that into the game, having him have to vote with the home-owner
association on things, and even had him have to appologize for missing a meeting here or there. (This, BTW, is why I try to encourage the PCs to go no worse then Low Lifestyle, and encourage them to use the advanced lifestyle rules)

Which is the final job of me as a GM: deciding which optional rules the group will use and sticking to that decision. THe optional rules you use can colour the whole game. Using the +1 drain value per net success on Direct spells makes either Over Casting or Indirect Combat spells more likely to be used, allowing Adepts to buy power points makes Adepts more powerful in the long run, every optional rule is a powerful tool for shaping your game world. I will, for example, never use the "Treat Technomancy like Magic" optional rule again, because it kept breaking down at points.(Which is another thing..you need to be able to sit down with the group and say "Look, guys..I made a mistake allowing this optional rule..we are going to drop it, but here is how we are going to fix things so that no-one is screwed over by the change."  Any GM who is not willing to admit to their group they made a mistake is not a GM I would want to play with..)

Walks Through Walls

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« Reply #22 on: <09-20-12/2228:37> »
The Role of a GM is probably one of the more complicated roles in gaming.

I couldn't agree more. I might be a bit biased as I believe I have GMd more Shadowrun games than than I've played in by a factor of 10 or more. I love making the bit NPCs that add flavor to the game.

Finally, my job is to make the game about MORE then just the runs. The players have lives outside the game, their PCs should
have lives outside the runs. The more they get attached to their characters, the more fun they have.

You are absolutely right in this. However, you get the investment into the character this is what makes great role playing sessions into the epic ones that everyone talks about for years to come. I've noticed that often the person who doesn't invest much time in the background story is the one who gets bored with their characters and plays the revolving door character of the week.
However, this investment doesn't have to come from background it can and often does come from in game. My current group has a running joke that someone has to bleed in the OCD elf's vehicle at some point in the run or it is was a failure.
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