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Gamemastering Made Easy1.1 - Tools of the TradeThis book is a little bit different from our other Jovian Chronicles supplements. It is not meant to be read from cover to cover (although you may want to do that anyway), but rather to be consulted as the need arises. More than a "how-to" guide to Gamemastering, it nonetheless goes over many of the basics involved in setting up and directing an adventure or a campaign. It also includes a series of tools and forms which we hope will be of use to Gamemasters in organizing and running their campaigns. With minimal bookkeeping and preparation, this booklet can help even the most inexperienced or unorganized Gamemaster run an exciting and consistent campaign. You'll also notice that this booklet is by far friendlier than most of our supplements, which tend to follow a more encyclopedic style. We figured a no-nonsense attitude would be more appropriate for this guide. While this booklet gives numerous hints on how to be a good Gamemaster and how to properly prepare a campaign, it can't do the work for you. You have to sit down, plan out scenarios, write up stats, and do all those other things that make a good campaign. The one thing this booklet can't help you with is to come to a game unprepared and hope to survive it unscathed. As a general rule, you have to spend one to two hours of preparation time for every hour of game time. Fortunately, using archetypes such as the ones provided in this book and the other Jovian Chronicles supplements can help you drastically reduce that amount. You still have to come up with plot ideas and milestone events to help advance the story during the game sessions, but if all your Non-Player Characters, vehicles and settings are already designed, that can amount to only an hour or two of preparatory work. As your campaign progresses, you may even find that you have designed enough material to last more than one session and thus take it easy for a few weeks. Your ability to improvise will also improve, but try not to rely on that too much. You may forget vital elements in the long run (unless you record everything carefully) and may end up with an inconsistent campaign. 1.1.1 - The PeopleThe first chapter of this booklet focuses on the various individuals involved in the game. This first section explains the role of the Gamemaster, his expectations and responsibilities, and prepares novice GMs for the task that lies ahead. We also included a section on Players to help Gamemasters find some and keep them interested in the campaign. While the material within may be of some use to a Player, it is really meant for use by Gamemasters, who often don't understand the needs and expectations of their Players, and fail to salvage their campaigns when they realize no one is having fun anymore. Characters, whether controlled by the Players or Gamemaster, represent the driving force behind any form of storytelling. This is particularly true in roleplaying, where Players become active participant by assuming the role of one of the characters. As a result, it is important to have interesting and believable heroes and villains. We provides a few suggestions to help create interesting personalities for the game and also expands on how many experience points to award at the end of an adventure session. This section further covers Non-Player Characters, their personalities, their motivations, their personal belongings, etc. It can give a solid boost to a Gamemaster who needs to create an NPC on the fly. 1.1.2 - The GameEven experienced Gamemasters sometimes have a hard time running an entertaining game session. There are evenings when Players just can't seem to get moving in the right direction, or there are combat scenes that are just bland and uninspired. There are also those "off" nights when the Gamemaster simply should have stayed home and taken the evening off. For just those days (or nights), this chapter offers a variety of creative tools to help boost the GM's imagination and turn him into a raving, enthusiastic maniac once more. From plot movers to a fast combat system to valuable tactics, the Gamemaster can find almost everything he needs to spontaneously turn his few ideas into a dynamic scenario. 1.1.3 - The GameThe last section of the book is composed of game tools, a series of worksheets designed to help focus your creative energies and allow you to keep track of the game's progress. This section also contains quick reference sheets that list all the formulas required to calculate the point value of either character or vehicle, sparing you the annoyance of flipping through pages after pages. 1.2 -The GamemasterThe Gamemaster (or GM for short) is analogous to the director of a movie, except that he is a director who does not know what lines the actors will come up with next. Taking on the mantle of the GM means preparing a lot of material for every game sessions and requires some level of dedication. In addition to designing the setting of an adventure, the Gamemaster is responsible for stocking the sets with an interesting cast of villains, allies and extras. These additional characters are called Non-Player Characters, or NPCs. During a game, one of the Gamemaster's primary tasks is to slip into the role of any NPCs who interact with the Players. The Gamemaster's other most important task is to guide the game's progress and arbitrate any conflicts, either between Player Characters (PCs) and NPCs, or between the PCs themselves. Few gamers readily jump at the task of Gamemastering, despite all the rewards of the job. If you happen to be a Player reading this, you should consider giving it a try. For one thing, being on the "other" side of the fence will give you a new perspective on the role of Gamemastering and will make you a better (or at least a more understanding) Player. The reverse is also true - Gamemasters should go back to the role of Player once in a while, just so they don't forget what it feels like. One of the biggest cause of GM-Player conflict is the lack of understanding of their respective responsibilities and expectations. It is not uncommon for Players to be irritated at their Gamemasters' vindictiveness, nor is it rare for Gamemasters to be frustrated by their Players' disregard for the scenario they have lovingly created. Switching seats may help remind one and all that this is a game, and everyone is there to have fun.
1.2.1 - The Job of GamemasteringThe job of Gamemaster often requires a great deal of preparatory work, on average more than what most Players put in before a gaming session. The GM has to come up with a scenario, write up NPCs (at the very least those which may be used in combat situations), prepare some opposition for the PCs and link important events together in a coherent and consistent sequence. The Players, however, have little more to do than bring their character sheet, sit down and play (in all fairness, however, some Players spend a great deal of time writing up their character). Be that as it may, there are great rewards to being a Gamemaster. Nothing compares to the feeling of seeing a story unfold according to plan, except perhaps the feeling of a story taking a sudden twist for the better because a Player did something unexpected. Later on in this book, we focus on several hints and tips which you may want to apply as you gain experience. Use them for what they are: suggestions, not expectations. It is a poor Gamemaster who tries to do everything at once. Learn the basics first, get comfortable with them, then move on to the more advanced Gamemastering techniques. Only use what works for you, at a reasonable pace. If you have never been a Gamemaster before, you may find the task daunting, perhaps even impossible. You may even think you're not suited for the job and shy away from it. It's also possible that you've tried it before and weren't very successful. Don't let that stop you. As with many other activities, practice makes perfect. No one expects you to know all the tricks of the trade right away (or they're being very unfair if they do), so give yourself a break and jump in. Do it wholeheartedly and with enthusiasm. Have fun being a GM and be playful. 1.2.2 - Referee, Opponent or God?The Gamemaster's job is really a little bit of these three elements. The Gamemaster settles disputes and handles all rules-related matters. The GM is encouraged to be reasonable and to listen to his Players, but he's the one making the final call. He's also the opponent. He breathes life into the antagonists and controls them during combat situations. The Gamemaster's job is not to pound on the Player Characters until they die, but to provide reasonable and challenging opposition for them. The job of GM is often tainted with perfume of godhood. Creating worlds and manipulating so many people and events can sometimes give that impression. If you're a Gamemaster, however, get that thought out of your head at all costs. You're no god. You're no puppet master either. Let your Non-Player Characters take a life of their own. Don't cheat them by making them do what you think is right. With time, you will find that your NPCs become more detailed and more intricate, and they will eventually surprise you by coming alive in your head. They will literally tell you what they want to do and all you become is a mouthpiece for that little corner of your mind that has become the Non-Player Character. Remember that the game doesn't serve you, you serve the game. If you become a Grim Megalomaniac (another explanation for the acronym GM), you'll soon lose all your Players. Give the delusions of grandeur a rest - just have fun and make sure everybody else does. |