Tuesday, May 29, 2012

GM Style

I recently found out about GM merit badges here, and decided to try and pin down my style of running a game. Here goes:

  • Story - The events in my games will form an interesting story. it's not pre-written, but I try to employ storytelling techniques such as three act structure, foreshadowing, and cliffhangers. Major NPCs will have unique personalities and at least cursory backgrounds.
  • Exploration - My games take place in interesting and, for the most part, unexplored, locations. Characters have little idea what they'll find when they journey past the edge of the map, and new discoveries could have far-reaching consequences.
  • Mystery - Either by intrigue or legend, the facts are usually hidden from characters in my games. It'll take effort and determination to uncover the truth.
  • Mirror - I take ideas from the players and add them to my bag of tricks. You'll never know if you guessed correctly or if I took your idea and made it happen.
  • Rule Zero - In my games, the GM is the final word on what works and what doesn't. I try not to mess with the rules willy-nilly, but I like to improvise and hate when the rules get in the way of a fun game for all. My goal is to not break any PC's abilities, however.
  • Destined for Greatness - Characters in my games represent exceptional members of society, and are a cut above the common man (or woman). Ability scores will be determined by generous methods, and characters will get opportunities to do great things, if they wish. In return, players are expected to put some effort into their characters.

I figure, even if this isn't a completely accurate representation of how I GM, it'll at least give me something to fall back on in dire straits. When I'm completely at a loss, I'll think back to these statements and pick the choice that reinforces them.

No comments: