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	<title>Mob   &#124;   United   &#124;   Malcolm   &#124;   Sheppard &#187; GM as God</title>
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	<description>Killing Someone Else&#039;s Darlings</description>
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		<title>GM as God 4 . . . ish: More on the Land of Miracles</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/10/18/gm-as-god-4-ish-more-on-the-land-of-miracles/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/10/18/gm-as-god-4-ish-more-on-the-land-of-miracles/#comments</comments>
		<pubDate>Sun, 18 Oct 2009 23:11:56 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[GM as God]]></category>
		<category><![CDATA[RPG GMing]]></category>
		<category><![CDATA[RPG Playcraft]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=469</guid>
		<description><![CDATA[<p>As I said in the <strong><a href="../2009/09/06/gm-as-god-part-4-the-land-of-miracles-chapter-1/">last part</a></strong> of this leg of <strong><a href="../tag/gm-as-god/">GM as God</a></strong>, settings are bullshit. There are no vampires and elves. Even in grounded settings, real human beings are interested in a whole bunch of ordinary things I&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>As I said in the <strong><a href="../2009/09/06/gm-as-god-part-4-the-land-of-miracles-chapter-1/">last part</a></strong> of this leg of <strong><a href="../tag/gm-as-god/">GM as God</a></strong>, settings are bullshit. There are no vampires and elves. Even in grounded settings, real human beings are interested in a whole bunch of ordinary things I doubt you have any interest in playing.</p>
<p>I don’t just mean the love and friendship themes groups often have trouble getting comfortable with (though to be clear, I’m not excluding them – these are <em>huge</em>). I’m talking about times when what you eat or the particulars of going to the bathroom temporarily consume you. I may sound picky here, but the combined effect boots you out of any pretence of simulation (which is why the identification of “simulation” in RPG theory never worked to begin with, and is still treated as a dust heap for things people have trouble with).</p>
<p>RPG settings can’t provide a simulation of what an authentic narrative would be like in a speculative world, but that doesn’t mean they can’t feel authentic. Suspension of disbelief enters the picture here, because despite everything I’ve said, the players need to be able to commit to sincere participation. It’s your job to work with your resources and the game’s, producing an end result your friends can jump into with gusto.</p>
<p>The two basic ways to do this are by either changing the setting (and sometimes the rules, where players believe they represent game “reality” – they don’t, but this semiotic shorthand is pervasive and often even useful) or by identifying implausible points, explaining why they exist and moving on. <strong><a href="../mobworx-creator-owned-rpgs/aeternal-legends-modern-fantasy-roleplaying/">Aeternal Legends</a></strong> features the latter method in action, as we explained that the supernatural is hidden but pervasive just because that’s really cool.</p>
<p>(Let’s be clear, however, that players are expected to make a good faith commitment to getting into the game. You don’t have to constantly appease unreasonable players.)</p>
<p>Beyond suspension of disbelief, authenticity comes from setting up the rules as a point of tension <em>against</em> traditional narrative structures. We all know how traditional stories work because we’ve been educated to anticipate their structures. We expect writers to build stories with a certain rhythm and economy. Instead of looking at a rules set’s defiance of these as a flaw, we should see it as an opportunity – the opportunity that makes tabletop RPGs worth playing.</p>
<p>It’s not easy. It means that sometimes a failure is just a failure. It means that sometimes an NPC upstages the PCs. Looking at these events as RPG failure modes is a huge mistake, but an understandable one, because these are <em>hard</em> situations. They represent an encounter with the kind of anti-story situations that appear in real life. It’s the GM’s responsibility to help players make the most out of these difficult but powerful creative opportunities.</p>
<p>Emphasize that player characters are important because they get the most attention, not because of some in-world power play. There was an RPGNet thread recently where folks complained about Divis Mal being central to Aberrant. This is only true if the GM goes on an on about Divis Mal as if he’s being played at the table. It doesn’t matter if they don’t beat the bad guy or if anything procedurally interesting happens. The characters sitting and chatting is inherently more important than what some NPC is doing, no matter how impressive it is. Instead of using in-world events as a crutch to demonstrate to players that you like them and are interested in their characters, get <em>genuinely</em> interested. <strong><a href="../2009/07/20/gm-as-god-part-one-three-ways-to-use-your-omniscience/">Use your omniscience</a></strong> to ask probing questions and help them apply the results to their portrayals.</p>
<p>It’s like being in love. You don’t make artificial demonstrations every day, but you’re interested. No word is wasted, even when the talk isn’t about poetry or storming the castle.</p>
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		<title>GM as God Part 4: The Land of Miracles, Chapter 1</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/09/06/gm-as-god-part-4-the-land-of-miracles-chapter-1/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/09/06/gm-as-god-part-4-the-land-of-miracles-chapter-1/#comments</comments>
		<pubDate>Sun, 06 Sep 2009 11:23:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[Aeternal Legends]]></category>
		<category><![CDATA[Eclipse Phase]]></category>
		<category><![CDATA[GM as God]]></category>
		<category><![CDATA[world of darkness]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=411</guid>
		<description><![CDATA[<p>Haggard morning video blogging! Couldn&#8217;t sleep! Here I talk about engaging a setting through its premises instead of rejecting it, using that to invent cool stuff, and how Libertarians in space are irrelevant.</p>
<p></p>
]]></description>
			<content:encoded><![CDATA[<p>Haggard morning video blogging! Couldn&#8217;t sleep! Here I talk about engaging a setting through its premises instead of rejecting it, using that to invent cool stuff, and how Libertarians in space are irrelevant.</p>
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		<title>GM as God Part 3: Shatner on the Mount</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/08/13/gm-as-god-part-3-shatner-on-the-mount/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/08/13/gm-as-god-part-3-shatner-on-the-mount/#comments</comments>
		<pubDate>Thu, 13 Aug 2009 08:29:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[GM as God]]></category>
		<category><![CDATA[RPG GMing]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=365</guid>
		<description><![CDATA[<p>Oh boy.</p>
<p>This one was inspired by a Youtube video. It&#8217;s extremely silly and incredibly nerdy, and I may not be able to communicate my message because of it, but what the hell: at least it&#8217;ll be good for a&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>Oh boy.</p>
<p>This one was inspired by a Youtube video. It&#8217;s extremely silly and incredibly nerdy, and I may not be able to communicate my message because of it, but what the hell: at least it&#8217;ll be good for a laugh.</p>
<p>I want you to watch a video where William Shatner talks about Star Trek V.</p>
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<p>Are you done laughing? It&#8217;s pretty funny. It&#8217;s important, too. Not Shatner&#8217;s specific thoughts, but the fact that he articulated them.</p>
<p>He was at the height of his power. V was his movie. Kirk was his character and nobody could take that away from him. So the video above probably represents the apex of self-indulgence &#8212; but think about this: William Shatner could have sleepwalked through this part (who else was going to play Kirk back then?) but he didn&#8217;t. He actually prepared a deep motivation for Kirk despite the fact that it&#8217;s a silly film with a silly character in a bizarre situation, and there were no penalties at all for not preparing. Say what you want about William Shatner&#8217;s acting chops, but you can&#8217;t accuse him of <em>laziness.</em></p>
<p>I&#8217;m not. Talking. About dramatic. Pauses. Players have very Shatneresque privileges because you need them to commit to the game. You trust them to play their characters as they see fit and for those reasons, it&#8217;s very easy for them to sleepwalk through the part instead of developing it. Fight that. <em>Raise </em>the inner Shatner on the Mount, and then <em>bind</em> it.</p>
<p><strong>Raising the Shatner:</strong> Push the players for meta-reflection on the game <em>constantly</em>. You know the off-topic punning and and crap that happens in tense scenes? That&#8217;s you and your group <em>doing it wrong</em>. You&#8217;re reflexively seeking that meta-reflective (beyond the in-world perspective &#8211; and isn&#8217;t that phrase back there a mouthful?) space to get a handle on things, but without an articulated goal you just spin your wheels. You can use humour here, by the way. Instead of Monty Python, topical political satire. Instead of puns and impressions, cultural references designed to speak to who the character is. In all cases, You have to force the players to back up for a sec and consider motivations.</p>
<p>Funny thing: You will effectively end up breaking in-world narrative progress all the time by asking players about character feelings and stances, or riffing off OOC moments to dig deeper. But post-session players will often report that they felt <em>more</em> immersed and in <em>more</em> of a flow state. As I said, Raising the Shatner works best when we piggyback off of cyclical micro-retreats from focus that naturally occur in the game. Open these up into a new, free space for exploring the game, where you prepare like an actor <em>in the moment</em>, instead of doing the heavy lifting before play. You want them to feel as free to elaborate on their roles and as unsself-conscious as Shatner himself.</p>
<p><strong>Binding the Shatner:</strong> You may want players to use their power to feel free like Shatner does, to wax poetic even about being an elf, which on another level is Trek-silly, but you don&#8217;t want them to go too far and be <em>Star Trek V silly</em>. That&#8217;s the danger. Don&#8217;t just veto or name-call stupid ideas. Challenge, challenge, challenge. Your job is to turn even crap characters into gold be assailing them with condistions under which they must evolve into something better. Challenges can either come from within the world or from the metagame level.</p>
<p>Give brooding loners brothers. Tell people with Mary Sue concepts to justify their combination of competence and lack of formal social power (Mary Sues are awesome, but usually not in charge). Does Mary Sue have an enemy? Is she incredibly unpleasant in a couple of key situations (and not just by being annoyingly awesome, since you want to <em>fix that</em>). Toss out life-changing ordeals, strange, fictional social mores. Bind the Shatner.</p>
<p>Find a balance. Tell players to take charge of the Shatner within &#8211; but carefully, carefully now.</p>
<p style="text-align: right;"><strong>A Free Modern Fantasy RPG From Us<br />
</strong></p>
<p style="text-align: right;">I’m offering the PDF of <a onclick="javascript:pageTracker._trackPageview('/outbound/article/www.rpgnow.com');" href="http://www.rpgnow.com/product_info.php?products_id=63865"><strong><strong>Aeternal Legends</strong> for FREE</strong></a><strong> </strong>(click the link) until the end of Gen Con — and if you download it you can get the book at 11 bucks off the print version ($15.95 instead of $26.95). This offer <strong>ends</strong> when Gen Con does. Details at the link.</p>
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		<title>GM as God, Part 2.5: Bang!</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/08/06/gm-as-god-part-2-5-bang/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/08/06/gm-as-god-part-2-5-bang/#comments</comments>
		<pubDate>Fri, 07 Aug 2009 00:51:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[GM as God]]></category>
		<category><![CDATA[Mage: The Ascension]]></category>
		<category><![CDATA[RPG GMing]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=359</guid>
		<description><![CDATA[<p>My <a href="http://www.mobunited.com/mobunitedmedia/2009/07/27/gm-as-god-part-two-information-and-revelations/"><strong>last post</strong></a> in the <a href="http://www.mobunited.com/mobunitedmedia/tag/gm-as-god/"><strong>GM as God</strong></a> series was a little too abstract so I want to elaborate a little by talking about an example of it succeeding in one of my own games. So:</p>
<p style="text-align:<p>&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>My <a href="http://www.mobunited.com/mobunitedmedia/2009/07/27/gm-as-god-part-two-information-and-revelations/"><strong>last post</strong></a> in the <a href="http://www.mobunited.com/mobunitedmedia/tag/gm-as-god/"><strong>GM as God</strong></a> series was a little too abstract so I want to elaborate a little by talking about an example of it succeeding in one of my own games. So:</p>
<p style="text-align: center;"><em>Bang!</em></p>
<p style="text-align: left;">I said this one word in 2002 to depict a critical event in one of my <strong>Mage: The Ascension</strong> sessions (one of the ones that playtested the adventure in <a href="http://www.rpgnow.com/product_info.php?products_id=202&amp;it=1&amp;filters=0_2140_1800"><strong>Manifesto</strong></a>, &#8220;Alien Avatar&#8221;). No description happens in isolation, but this one&#8217;s notable because of its brevity and pivotal impact on the session. <em>Bang! </em>marked the point where everything went straight to hell, in a good way. It worked because of two elements:</p>
<p style="text-align: left;"><strong>The Plan&#8217;s the Thing</strong></p>
<p style="text-align: left;">The cabal (the players&#8217; group of mages) was given the task of infiltrating a Technocracy base at <a href="http://en.wikipedia.org/wiki/CFS_Alert"><strong>Alert</strong></a>. They knew the Canadian Forces installation was a cover for a research facility guarded by dozens of Sleeper troops. The PCs wanted to minimize Sleeper (normal person) casualties. They cabal needed a plan, and that gave me an opportunity to elicit detailed information about what mattered to them about the site and opposition.</p>
<p style="text-align: left;">Getting the players to stop and plan is a double-edged sword because it can disrupt story momentum, but it&#8217;s a great way for GMs to gather information. I typically leave much of the adventure loosely designed to harness the information that comes out of in and out of character discussion.</p>
<p style="text-align: left;">But it&#8217;s not just about learning what they want to know &#8211; you have to invent answers, share <em>some </em>of them to provide feedback on the plan, and keep the rest to unveil over the course of the story. In the last article I said that planning often slows down because players are unsure of the world. Counter this by providing clear information that&#8217;s not only about the issue at hand, but about things common to other situations.</p>
<p style="text-align: left;">For example, I let them know exactly how the Traditions view killing Sleepers in the course of operations (excusable, not the first choice, some radicals don&#8217;t care and said radicals may interfere if things go south &#8211; so their cabal better get it right to save those ignorant soldiers). They wanted to know about the usual countermeasures Technocrats use (Correspondence bans and advanced materials science, among other things).</p>
<p style="text-align: left;">This is why the gajillion books in a traditional RPG are theoretically useful, but why many of them don&#8217;t get it right. They describe facts, not expectations and norms. <strong>Vampire</strong> succeeds across multiple media (online, tabletop, LARP) because it generates these expectations. Individual characters may go &#8220;screw the Traditions/Camarilla/Invictus/Jedi Council&#8221; but they can&#8217;t navigate a social milieu even to rebel effectively without those customs.</p>
<p style="text-align: left;">The players wanted to know who the soldiers were (to use magic to impersonate them) what their patrol habits were and what the weather was like. All of these provided fuel for the <em>Bang!</em> moment. They decided they would use Life magic to impersonate some soldiers and slip in between snowmobile patrols.</p>
<p style="text-align: left;"><strong>The Guns<br />
</strong></p>
<p style="text-align: left;">Steve&#8217;s character Phil Marlowe (I know, but that&#8217;s Hermetic Shadow Names for you) was a Thig technomancer. Long before the cabal set out on this mission he decided to make some <a href="http://new-coventry.livejournal.com/2848.html"><strong>guns that shot <em>really</em> well</strong></a>. One of the great things about <strong>Ascension</strong> is that you spend a lot of time hashing out the process of magic. Phil had enough Spirit magic to awaken the spirits of his guns, but not enough to bind them. He cast the sigil and created guns that <em>like</em> to shoot. When Phil wasn&#8217;t thinking about it and holding his guns, they would shift over in the direction of human targets. Steve and I discussed the potential pitfalls in depth &#8211; but having 3 extra Firearms dice was very, very appealing.</p>
<p style="text-align: left;">So Steve (and Phil) knew his guns were dangerous. Better yet, Steve effectively <em>assented</em> to this fact. If he wasn&#8217;t okay with it he could have changed his mine and gone with a different method.</p>
<p style="text-align: left;"><strong>It All Falls Together</strong></p>
<p style="text-align: left;">The cabal teleported a few kilometers from Alert, avoiding possible sensor nets and bans. They trudged in, but suffered a delay when a local spirit &#8211; a god of snow &#8211; demanded their attention. They managed to turn the encounter to their advantage because the spirit wasn&#8217;t too pleased with the base and its warped spiritual presence. They asked it to hit Alert with a storm; it agreed.</p>
<p style="text-align: left;">Unfortunately, the delay also put them in the way of a snowmobile patrol. Their impersonation gambit wasn&#8217;t going well (they had the look, but not the attitude &#8211; only the Akashic had altered his own mind to babble military slang) and the temptation to just kill them was on the table &#8211; approved, though not encouraged by the ragged remnants of the Council of Nine.</p>
<p style="text-align: left;">They hid the soldiers&#8217; bullet ridden bodies in the snow and took their vehicle in. They kept their parka hoods on, though they figured that as they&#8217;d used Life magic to change their appearances to those of troops serving on-base they&#8217;d be able to slip past casual attention.</p>
<p style="text-align: left;">I&#8217;d mapped and defined several buildings &#8211; less secure areas the characters knew about. The cabal decided to get their bearings by heading to the mess hall first &#8211; but the building&#8217;s guard had Phil&#8217;s face, as it was the guy he was doubling. Phil pistol-whipped him and dragged him with the cabal into the mess&#8217; kitchen. Other soldiers noticed their absent comrade and followed the cabal in.</p>
<p style="text-align: left;">Phil spun the guard around to hold him hostage as six elite soldiers, half-unknowing servants of the Technocracy, took position with their weapons. He jammed a gun into the guard&#8217;s throat, and Steve mimed this action.</p>
<p style="text-align: left;">&#8220;Okay,&#8221; he said, &#8220;Let&#8217;s just calm down and &#8211;</p>
<p style="text-align: center;"><em>Bang!</em></p>
<p style="text-align: left;">I didn&#8217;t need to say anything else. Steve knew Phil&#8217;s gun had just blown his hostage&#8217;s head off.</p>
<p style="text-align: left;"><em>Punctum.</em></p>
<p style="text-align: left;"><em><br />
</em></p>
<p style="text-align: right;"><strong>. . . and Now a Word from the Sponsor: Free Modern Fantasy Game!</strong></p>
<p style="text-align: right;">I&#8217;m offering the PDF of <a href="http://www.rpgnow.com/product_info.php?products_id=63865"><strong><strong>Aeternal Legends</strong> for FREE</strong></a><strong> </strong>(click the link) until the end of Gen Con &#8212; and if you download it you can get the book at 11 bucks off the print version ($15.95 instead of $26.95). This offer <strong>ends</strong> when Gen Con does. Details at the link.</p>
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		<title>GM as God, Part Two: Information and Revelations</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/07/27/gm-as-god-part-two-information-and-revelations/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/07/27/gm-as-god-part-two-information-and-revelations/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 18:16:11 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[GM as God]]></category>
		<category><![CDATA[RPG GMing]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=336</guid>
		<description><![CDATA[<p>One of the most difficult tasks for any GM is to fully integrate the players&#8217; character portrayals with the world. This can be a deeply hidden problem because groups tend to get right to how everyone gets along instead of&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>One of the most difficult tasks for any GM is to fully integrate the players&#8217; character portrayals with the world. This can be a deeply hidden problem because groups tend to get right to how everyone gets along instead of exploring root issues. It might generate animosity. We might end up talking about &#8220;dysfunctional relationships&#8221; or even abandoning the unique virtues of tabletop gaming when we can just sit back, look at the techniques driving the game and refine them.</p>
<p>Poor integration causes a lot of frustration &#8211; so much that groups could fall apart without ever understanding why. The stereotypical antisocial character is often born of a player with so little trust in the world that deviant, amoral behaviour is the rational fall back. Being a bastard elicits information, because everybody has to deal with the bastard and reveal their tactics and resources thereby.</p>
<p>(This works both ways. Bastard GMs are often this way because they don&#8217;t know the players&#8217; interests, so they poke, prod and slap to get that information.)</p>
<p>In a traditional RPG the goal is an immediate, deep experience, akin to actually being there. Literary critic Roland Barthes described a state he called <em>punctum</em> (with connotations of puncturing &#8211; wounding) in his book <em>Camera Lucida</em>, where the barriers between a sign and what it signifies (in Barthes case, photographs and their subjects) break down, so that (for example) you see a picture as a person. Game procedures tend to be very good at creating a sense of being in the world, but portraying the world on the fly is a challenge. If we had a real &#8220;picture&#8221; we&#8217;d get right to punctum, but RPGs give us ethereal worlds in our heads.</p>
<p>It doesn&#8217;t matter whether the game world is very much like our own or an odd fantasy setting. The critical difficulty is that it&#8217;s incomplete. There are plenty of commonsense things about the world that don&#8217;t come into focus until somebody asks. Look out the window and you know who&#8217;s walking down your block now; you don&#8217;t always know that in the game without the cumbersome process of &#8220;declaring&#8221; that you&#8217;re looking.</p>
<p>Think of heist scenarios. These involve milking setting information for advantages. The guards will be <em>here</em>. The festival crowd will move down the avenue <em>there</em>. They sound cool in theory but in practice, in-character heist plans often lead to confused, circular discussions. Players just don&#8217;t have enough information to take confident ownership of the scheme. They don&#8217;t know if they can get lost in the crowd of the festival. They don&#8217;t have an accurate picture of the rooftops they want to leap over.</p>
<p>&#8220;You know&#8221; is a powerful pair of words. Be prepared to fill in gaps in player knowledge by telling them what you consider to be common knowledge and common sense. Don&#8217;t both with game systems on anything the players need to know to authentically function in the world. By the way, this is why licenses and genres are so popular. They provide big, ready made sets of signs and assumptions: basic &#8220;navigation tools.&#8221;</p>
<p>&#8220;What do you need to know?&#8221; is this technique&#8217;s companion. Step in and ask a version of this question whenever players reach an implausible in-character sticking point (<em>plausible</em> sticking points are another matter &#8211; it&#8217;s not your job to constantly undermine tension). But don&#8217;t <em>rely</em> on the players asking common knowledge questions and don&#8217;t treat common knowledge like an asset to bargain for. You should use multiple methods to volunteer information about both the particular scene and the world as a whole.</p>
<p>Barthes talked about punctum, but also <em>studium</em>, which is a more analytical relationship. Punctum relies on not only a global perception of the sign, but a detail that&#8217;s placed in a powerful enough context to hit hard. A great GM loads the players with information to permit analysis, but in such a way that the action of the scene resolves it all into those telling details &#8211; &#8220;punctures&#8221; between the player/character divide. When you do it right, you can drive an emotional, memorable experience.</p>
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		<title>GM As God, Part One: Three Ways to Use Your Omniscience</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/07/20/gm-as-god-part-one-three-ways-to-use-your-omniscience/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/07/20/gm-as-god-part-one-three-ways-to-use-your-omniscience/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 12:44:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[GM as God]]></category>
		<category><![CDATA[RPG Culture]]></category>
		<category><![CDATA[RPG GMing]]></category>
		<category><![CDATA[RPG Playcraft]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=310</guid>
		<description><![CDATA[<p>So, here&#8217;s part one of the <a href="http://www.mobunited.com/mobunitedmedia/tag/gm-as-god/"><strong>GM as God</strong></a> series. This article is pragmatic and tip-filled. I&#8217;m going to jump around between straightforward business and the Art, though.</p>
<p>Let&#8217;s get started.</p>
<p>Though the forceful GM looms large in the&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>So, here&#8217;s part one of the <a href="http://www.mobunited.com/mobunitedmedia/tag/gm-as-god/"><strong>GM as God</strong></a> series. This article is pragmatic and tip-filled. I&#8217;m going to jump around between straightforward business and the Art, though.</p>
<p>Let&#8217;s get started.</p>
<p>Though the forceful GM looms large in the imagination like a petulant god, the truth is that many GMs don&#8217;t use force <em>wisely</em>. GMs have access to more force in the game system, have more information about the game system and are part of a social setup where you have to listen to them &#8211; but they often miss the opportunity to <em>learn what the players are thinking</em>.</p>
<p>It reminds me of playing at Tai Chi push hands. Push hands is an exercise where you try to maintain constant contact with the other person with the end goal of staying balanced while knocking the other person of balance. It&#8217;s easy for larger guys like me (I&#8217;m 6&#8217;5&#8243;) to use physical strength to just blow through your partner, but there&#8217;s <em>always</em> a bigger or more skillful guy. You can&#8217;t improve without learning to sense pressure as well.</p>
<p>But this isn&#8217;t about &#8220;Yielding to get your way, Maaaan.&#8221; Tai Chi players sometimes fall into dysfunctional ideas about power. You need to push, too. You need to learn from that response. Otherwise you have two weak people barely making contact and falling into fixed patterns.</p>
<p>Yeah, so it is with GMing. You have incredible power, but you need to use it to draw out information. Here are three examples, techniques, whatever &#8211; just read &#8216;em:</p>
<p><strong>What&#8217;s Your Intention?</strong></p>
<p>One of the most common destructive patterns in game play happens when players treat their characters&#8217; inner lives as a secret from the GM. That&#8217;s when you get a surprising &#8220;I stab Ally McBuddy in the back!&#8221; and grumbling that quiets down as soon as you look at the player in question. Get in there and <em>ask</em> the player what her character is thinking, what her hopes and dreams are &#8211; they should have <em>no secrets from you</em>. If the player wants to keep it a secret, stick to email or private conversations.</p>
<p>Stop thinking of yourself as the World and NPC Guy alone. Your dominion goes right into the characters&#8217; heads. This also helps players by getting them to better define their characters.</p>
<p><strong>Opinion Polls</strong></p>
<p>I figure that about half of your mistakes are going to <em>feel</em> like they&#8217;re going to be a screwup before you even do anything. You have the power to stop at that point and get player feedback. This is especially handy when it comes to difficult bits of the rules that intersect with very subjective aspects of play. For instance, I almost always do this before pushing a Morality check in <strong>World of Darkness</strong> games, because the system really does rely on a community standard of what&#8217;s right, wrong and psychologically taxing.</p>
<p>A word of caution: Don&#8217;t provide an easy channel for player gratification here. People do not always want the same thing in the long term as they do in the short term, and sometimes suffering is <em>necessary</em> for a meaningful session. Save this one for when you&#8217;re genuinely stumped. Also, this is <em>not a vote</em>. You can&#8217;t use democracy. As GM, it&#8217;s your job to build participatory consensus. Note that I said &#8220;participatory.&#8221; That means that nobody &#8220;stands aside.&#8221; They <em>all</em> get on board.</p>
<p><strong>Post-Game Notes</strong></p>
<p>Many groups automatically fall into a post-game bull session about what worked and what didn&#8217;t. Add some structure and detail to this. Elicit opinions and manage the spotlight so that everyone has room to provide detailed feedback. It&#8217;s a good idea to jot questions down before the session or while it&#8217;s happening, but once the session&#8217;s over use these as an inspiration, not a list. Otherwise, the post-game chat feels like tedious work, when it really should be an extension of normal socializing.</p>
<p>In a troubled group this kind of thing can generate recriminations. I have to admit I can&#8217;t tell you much about what to do here since I haven&#8217;t experienced this since I was a teenager. The best solution, I think is never to leave any feedback hanging without a constructive solution that draws upon the responsible party&#8217;s strengths. It&#8217;s your job to observe and suggest those. Players are often not aware of their own merits.</p>
<p>You are the godlike GM. You are omniscient, but sometimes you talk <em>before</em> you can listen. That&#8217;s your duty and privilege. Take the role of a benevolent inquisitor and get to it.</p>
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		<title>GM as God, Part Zero: Introduction</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/07/13/gm-as-god-part-zero-introduction/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/07/13/gm-as-god-part-zero-introduction/#comments</comments>
		<pubDate>Mon, 13 Jul 2009 14:03:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[GM as God]]></category>
		<category><![CDATA[RPG GMing]]></category>
		<category><![CDATA[RPG Playcraft]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=298</guid>
		<description><![CDATA[<p>It’s easy to hate the GM. It’s a cheap and easy way to look clever – has been for the history of the hobby. One of the first things any would-be game design revolutionary does is alter or eliminate the&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>It’s easy to hate the GM. It’s a cheap and easy way to look clever – has been for the history of the hobby. One of the first things any would-be game design revolutionary does is alter or eliminate the job. These are shallow, reflexive reactions, but they’re also understandable. A really bad GM breaks a game for everyone, so why not take the guy down a peg or two?</p>
<p>We write rules that limit his (or her, but I’m going to say “his” from now on because the stereotype is patriarchal). We limit the idea of roleplaying to one model, and develop rules for each process within it to get him off the table completely. We want to chain or kill this incompetent, wrathful god.</p>
<p>Every solution creates new problems. GM-constrained or GM-less games make the game the ultimate authority, and it’s even <em>less</em> suited to particular group because no text can replace empathy and a shared history. Anti-GM games tend to have a narrow scope and rigid structure – without those, they can’t really take over the dead god’s reins. This doesn’t mean they’re <em>bad</em> fixes for the GM problem, but they highlight the fact that a good GM is an asset, not just a necessary evil.</p>
<p>Tabletop RPGs have failed to teach people how to be good GMs. I’ve personally failed because I’ve written numerous GMing sections and they’ve rarely had any impact. As time went on I learned to impart better advice, strike a balance between the practical and idealistic, but in professional work you always have to stick to the context of one game or supplement.</p>
<p>This blog is different. I don’t have to talk about any game in particular, so I’ve got the freedom to really get the essence of great GMing. Let’s talk about it in a series of posts, starting now. I’ll avoid repeating a lot of common advice and take a different direction than Robin Laws, the king of procedural GMing advice. Good GMing is one of the things that set tabletop RPGs apart from other forms of roleplaying. It may even help the hobby to survive as electronic games get better and better at replicating (or improve on) the rest of the tabletop experience.</p>
<p>This is called “GM as God” because it’ll talk about the traditional GM: the guy with unlimited power, the potential game breaker. Let’s get started.</p>
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