Table Reflection: Finding a Style

One of the crucial steps to becoming a great GM is to figure out the style in which you operate. This will help you figure out the pathway to successful games that don’t burn you out and that allow you to create the best experiences for both yourself and your players. This style really boils down into three parts; your relationship with your players, your role at the table, and your way of storytelling.

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Table Reflection: Cheating at the Table

Cheating in games is considered one of the prime misbehaviors to occur in a roleplaying experience. As a long-time GM, I’ve seen all sorts of cheating, and there’s probably more that I didn’t see going on. However, as a GM, I’ve learned that the solution to cheating is not necessarily just going and cracking down on players who fudge stuff, but rather to make sure that you create an environment where cheating is not a naturally desirable behavior.

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Table Reflection: Dealing With Writer’s Block

One of the greatest things that I’ve seen kill campaigns is the same plight that many writers and authors face: “Writer’s Block”. It’s a major problem, especially if the GM is the central driving force in the campaign.  At a certain point, either they can’t work through the current issues they’re facing or they don’t have the willingness to continue with the campaign because they’ve lost interest.

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Table Reflection: Dealing With Indecision

One of the things that can bring a campaign to a halt is when the players are all divided on their goals and cannot make a constructive decision to handle their progress through the campaign. It’s a problem that can plague even a good game, and it frustrates everyone in the group equally. Fortunately, someone who knows what to look for can navigate their path past indecision and continue the game constructively without causing hard feelings or ruining the narrative.

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Table Reflection: Allowing for Fun

One of the important balances a GM must strike at his table is the difference between a game that follows conventions and expectations, and one that is very spontaneous. As a narrative experience, tabletop roleplaying requires a particular mindset and flexibility, even when it focuses more on numbers than on people. An important element of this is to figure out what players will enjoy, and offer them an appropriate experience; games are not fun by default, they must be made fun through the events within them.

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Table Reflection: Dealing With Frustration

As a Game Master or player, you’ll likely encounter a lot of issues when it comes to the actual roleplaying experience. Obviously, there are the times when the mechanics come out against you, but there are also times when you run directly into an issue with other players, the GM, or the story as it has unfolded. In order to promote a great table environment, there are some things you should consider that will greatly improve the gaming experience of not only yourself but also everyone around you.

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Table Reflection: Avoiding False Choices

One of the things I notice a lot of GM’s doing when they’re making a game is providing false choices. That is, they assume that they know how every character will react in a context, and they fall into the trap of intentionally leading decisions. Unfortunately, this can backfire quickly; if a player gets stuck in the middle of a situation where there is no good choice left, they make “false choices” under duress, and then the whole process is likely to continue to spiral toward an increasingly dissatisfying experience. Continue reading “Table Reflection: Avoiding False Choices”

Table Reflection: Encouraging In-Character Play

One of the number one issues I’ve seen when at the tabletop is that players don’t actually roleplay. They have no qualms with the general concept, but they don’t actually put themselves into a character’s shoes; there’s a disconnect between the player and the character, and to a certain degree this is to be expected-even roleplayers who do method acting level character development will have roles they just can’t get into. However, this becomes immediately destructive to a narrative environment when characters don’t act the way you’d hope or expect them to and stuff fizzles out, or characters take unnecessary and unbelievable risks. Continue reading “Table Reflection: Encouraging In-Character Play”

Table Reflection: Finding a System that Works

One of the things that people often take for granted when playing a tabletop game is the fact that their game mechanics are almost always engineered for a series of specific goals, and this will greatly determine the ability of a Game Master to actually create a table environment that is conducive to the sort of play that is desired. The core reason for a lot of this is simply mechanical; like a video game, if the rules don’t match the desired outcomes, the game will fail. Continue reading “Table Reflection: Finding a System that Works”

Table Reflection: Rewarding Judgment

One of the most difficult things to do as a Game Master is to make sure that you are treating players fairly; in an experience as interactive and open as tabletop roleplaying it is critical to ensure that there is still a degree of equity at the table; not necessarily of outcome but certainly of opportunity. Outcomes, however, cannot be equitable in mechanical and narrative practice all the time, because some players will make better decisions or contributions than others, and to attempt to balance the players’ standing too closely will result in a lack of reward for clever or prudent play. Continue reading “Table Reflection: Rewarding Judgment”