Add some bold text and spelling fixes
All checks were successful
Build and Publish Docker Image / build (push) Successful in 30s
All checks were successful
Build and Publish Docker Image / build (push) Successful in 30s
This commit is contained in:
@@ -48,35 +48,35 @@ This sets the stage for your group of players to first, act like a group. We als
|
|||||||
|
|
||||||
### The bread-crumb trail
|
### The bread-crumb trail
|
||||||
|
|
||||||
You then start to create a bread crumb trail, we offer this in the form of a friendly monk who has food for sale. This is an essential start to any game, you need to give players the who, the what, and the why, exactly as you would in a story. This is ever more important when running a campaign as you need to provide a hook that sets up the entire campaign, for this reason, I heavily recommend if you want to get started running TTRPG campaigns, use a prebuilt one as it will handle the story telling aspects of the who, what and why.
|
You then start to create a **bread crumb trail**, we offer this in the form of a friendly monk who has food for sale. This is an essential start to any game, you need to give players the who, the what, and the why, exactly as you would in a story. This is ever more important when running a campaign as you need to provide a hook that sets up the entire campaign, for this reason, I heavily recommend if you want to get started running **TTRPG** campaigns, use a prebuilt one as it will handle the story telling aspects of the who, what and why.
|
||||||
|
|
||||||
## Key GM principles
|
## Key GM principles
|
||||||
|
|
||||||
There are some key cheats that every GM can take advantage of when running a game. Consider them part of your standard GM tookit.
|
There are some key cheats that every **GM** can take advantage of when running a game. Consider them part of your standard **GM** tookit.
|
||||||
|
|
||||||
### When to roll
|
### When to roll
|
||||||
|
|
||||||
You should only ever make players roll for something when there is a possibility of a meaningful failure. For example, if a player wants to pick open a door, can they fail in a meaningful way? Such as, their picks break, they alert a guard, etc? Then have a roll. Do not make players roll to do mundane tasks that they can eventually succeed at without consequence.
|
You should only ever make players roll for something when there is a possibility of a **meaningful failure**. For example, if a player wants to pick open a door, can they fail in a meaningful way? Such as, their picks break, they alert a guard, etc? Then have a roll. Do not make players roll to do mundane tasks that they can eventually succeed at without consequence.
|
||||||
|
|
||||||
Dice rolls should never be tedious, we want them to help shape and tell a story, not inconvenience players.
|
Dice rolls should never be **tedious**, we want them to help shape and tell a story, **not inconvenience players**.
|
||||||
|
|
||||||
### Success is temporary, faliure is forever
|
### Success is temporary, faliure is forever
|
||||||
|
|
||||||
As much fun as it is for players to always succeed, the most memerable moments are when things went horribly wrong. Don't go out of your way to actively punish players, but encourage risk, play the devils advocate.
|
As much fun as it is for players to always succeed, the most memorable moments are when things went horribly wrong. Don't go out of your way to actively punish players, but encourage risk, play the devils advocate.
|
||||||
|
|
||||||
This will push the cooperative story telling and push the plot along creating memorable journeys for you and your players.
|
This will reward the cooperative story telling and push the plot along creating memorable journeys for you and your players.
|
||||||
|
|
||||||
### Carrot and a stick
|
### Carrot and a stick
|
||||||
|
|
||||||
Sometimes it is impossible to avoid railroading your players, which is when you force your players to play a game that is on the tracks.
|
Sometimes it is impossible to avoid **railroading** your players, which is when you force your players to play a game that is on the tracks.
|
||||||
|
|
||||||
I try to push players in the right direction using the Carrot and Stick method. If you need players to go somewhere, don't take away their agency, instead lure them there with a very juicy Carrot.
|
I try to push players in the right direction using the **Carrot and Stick** method. If you need players to go somewhere, don't take away their agency, instead lure them there with a very juicy **Carrot**.
|
||||||
|
|
||||||
For example, if you need players to go to a specific place, secretly plant a seed, perhaps something precious is secretly stolen from the players. When they go to look for their precious item, the instead find a note detailing where they can go to pay a ransom.
|
For example, if you need players to go to a specific place, secretly **plant a seed**, perhaps something precious is secretly stolen from the players. When they go to look for their precious item, the instead find a note detailing where they can go to pay a ransom.
|
||||||
|
|
||||||
### Cooperative story telling
|
### Cooperative story telling
|
||||||
|
|
||||||
A lot of GM's see TTRPGs as a player vs GM situation, and while many TTRPGs may focus on that in some aspect, I think its more important to be a storytelling platform.
|
A lot of **GM's** see **TTRPGs** as a **player vs GM** situation, and while many **TTRPGs** may focus on that in some aspect, I think its more important to be a **storytelling platform**.
|
||||||
|
|
||||||
The attitude that you are actively against the players hinders the cooperative atmosphere that gives players the chance to explore and come up with ideas. I try to focus less on how I can screw over my players, and more how I can challenge them and build an enjoyable story for everyone.
|
The attitude that you are actively against the players hinders the cooperative atmosphere that gives players the chance to explore and come up with ideas. I try to focus less on how I can screw over my players, and more how I can challenge them and build an enjoyable story for everyone.
|
||||||
|
|
||||||
@@ -84,6 +84,6 @@ You are not the sole storyteller, the players are there to help. If you give pla
|
|||||||
|
|
||||||
## Jump in headfirst
|
## Jump in headfirst
|
||||||
|
|
||||||
Ultimately the best way to learn to GM is to do. Find a couple friends, grab a couple pieces of paper, do some reading and start a game.
|
Ultimately the best way to learn to **GM** is to do. Find a couple friends, grab a couple pieces of paper, do some reading and start a game.
|
||||||
|
|
||||||
You can spend forever planning and trying to get every aspect ready, but what really pays off is just playing the game. Players are there to support you, and help you tell the story.
|
You can spend forever planning and trying to get every aspect ready, but what really pays off is just playing the game. Players are there to support you, and help you tell the story.
|
||||||
|
|||||||
Reference in New Issue
Block a user