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The Science of GMing

Source GameMastery Guide pg. 34
Mastering the arts of narrative and group storytelling is crucial to running a good game. Yet game mastering has a practical side as well. The following pages address certain fundamental mechanics and tools that all GMs should familiarize themselves with.

Gamemastering Basics

Source GameMastery Guide pg. 34
While the heart of a roleplaying game is the story cooperatively created by the Game Master and the players, the physical tools used to play the game have an effect on the experience.

Creating Adventures

Source GameMastery Guide pg. 36
It’s the GM’s job to plan and predict the course of an adventure. Depending on you and your players’ play style, this may be an easy endeavor or require a lot of work. The basic types of adventures are linear, unrestricted, and nonlinear.

Linear: A linear adventure scenario is pretty straightforward; the PCs begin at point A, travel to point B, then C, and so on until they reach the end of the adventure. What exactly those points are, and which of them are combat encounters, roleplaying encounters, or merely places to rest and buy new equipment varies from adventure to adventure. For example, a scenario may start at a village where orcs just attacked, follow a survivor’s directions toward the orc lair, deal with the orcs in the lair, and end with the PCs returning triumphantly to the village; there isn’t much room for deviation from the expected plot. Most published adventures are linear adventures simply because a book only holds a limited amount of information—it’s impossible to account for every possible character motivation, wild goose chase, or wrong turn that the PCs may take during the course of one or more nights of play.

With linear adventures, the GM has to be ready to steer the PCs back to the task at hand; one of the easiest ways is to use a timed event to encourage the PCs to stay on track (such as a prisoner held captive in the next location who must be rescued before the monsters kill him), but some GMs fall into the trap of using brute force, such as an army of lizardfolk that coincidentally appears whenever the PCs try to go a different direction. Linear adventures are often called “railroads” because there’s only one place the PCs are supposed to go—but this isn’t always a bad thing. If you’re just running a one-shot game—say if an old friend is in town for a long weekend or the gaming group wants to play a single game with high-level characters— it’s perfectly acceptable to railroad the characters; the expectation is that everyone wants to finish the adventure, and wasting time looking for clues in the wrong place just makes it more likely the group won’t finish in the allotted time. In these situations, it’s okay for the GM to say, “you don’t think this has anything to do with the Dungeon of Bloody Death, and heading to Black Blood Mountain is clearly the way to deal with this threat.” In the same way that your group can use their imaginations to see ex-quarterback Bob as a female gnome rogue, they can accept a gentle push in the direction of the actual adventure when things get too far off track.

In an ongoing campaign, you have to be prepared for the PCs to go off the rails and stay off the rails for extended periods of time. Even if your plan is to run a linear adventure, it’s a good idea to have some mini-adventures, random encounters, or interesting locations for the PCs to visit should they detour from the plot of the adventure. With careful planning, these deviations can help steer the PCs back toward the main adventure—a random encounter with an orc raiding party that’s fresh from cooking and eating some peasants may inspire the PCs to deal with the lair; an old ranger needing help fighting a dire wolf may have a few +1 orc bane arrows he was saving for a special occasion, and so on. Of course, the best solution is to have several linear adventures planned, seeding the PCs with information about each, and letting them pursue whichever one they want—which actually works much like the next adventure type.

Unrestricted: In an unrestricted adventure, the PCs can go anywhere and do anything; they may not even be aware of your initial ideas for the first adventure. This sort of gaming is often called a “sandbox” because there are no limits to what the PCs can do, like children on a playground creating their own imaginative stories with toys. Running a sandbox game requires a GM with a lot of prepared game material or the ability to create multiple story elements on the fly. An easy way to “cheat” at running a sandbox game is to have several parallel adventures planned so if the PCs wander away from one 3rd-level dungeon, you can insert another one in the path of the PCs. Another trick is to “re-skin” one adventure with a different flavor, such as taking a fire-themed temple and changing all encounters, spells, and monsters from fire to cold as the players go through it. If you’re running a sandbox campaign and you get stuck, either because the PCs have lost track of adventure hooks or they’re heading toward something you haven’t thought much about, use the same tactics you’d use in a linear or nonlinear adventure (see below)—steer them in a new direction, tell them where they’re headed isn’t ready yet or is too powerful for them, or ask them what they expect to find there and use that to inspire what’s actually there.

The one big potential trap of a sandbox game is that because there’s so much to do, some players may split off from the main group for extended periods, leaving you to GM one group of players while the rest have to sit and wait until it’s their turn. If this happens, steer the wandering PCs back to the main group, as dividing your attention for too long leads to bored players. Sometimes it’s best to arrange a short session (or even a series of emails or messageboard posts) for just those PCs to let them deal with their plot elements and get back on track with the main plot. Sometimes the most drastic and mysterious action is best—if the wandering PCs turn up near the main group, disoriented and with no memory of the last few days except a sense of horror, you can move on with the main plot and plant seeds for what happened to that “missing time.” For more information on dealing with split parties, see pages 65–66.

Nonlinear: If an unrestricted adventure is a blank page, a nonlinear adventure is a flow chart, as when the PCs have multiple options for engaging a storyline, they feel more in control, and the adventure starts to look more like a flow chart or series of crossroads than a straight railroad—this is the core of a nonlinear adventure. In many cases you’re able to bend or add to the developments of a linear adventure based on the actions and desires of the PCs, turning it into a nonlinear adventure.

For example, in the aftermath of an orc raid on a village, the PCs may decide that tracking the orcs back to their lair is too difficult without a ranger and decide their abilities are better suited to building defenses for the town and waiting until the orcs come back. Instead of the PCs dealing with the monsters room by room, you can use those area-based monster encounters to attack the town in waves, or (if you think the PCs are up for it) to attack from two different directions. The PCs don’t need to know that the encounter with the orc monster tamer and his worg pet was supposed to be area 4 of the orc lair, and perhaps the increased mobility of an open area brings an interesting twist to what may have been an otherwise routine encounter.

Nonlinear adventures require you to plan ahead for what the PCs may do, and think on your feet in case they come up with something you weren’t expecting. For example, if the PCs are intimidated by your description of the damage from the orc raid and ask about finding better weapons to help deal with the orcs, you may be momentarily caught offguard because this sort of action wasn’t in the original idea of the lair-based adventure. However, developing a stable of secondary characters and side treks lets you quickly insert an appropriate NPC for this purpose, such as the aforementioned old ranger with the +1 orc bane arrows—who no longer needs help with a dire wolf, and is now willing to trade the arrows for a favor to be named later (which you can use as a plot hook for the next adventure). If you’re stuck for ideas when the PCs make an unexpected shift, don’t be afraid to ask the players what their characters are looking for; if they ask about orc bane arrows, that may inspire you about a hermit ranger, but if they ask for potions or scrolls, it may inspire the idea of a lonely, half-mad cleric living at a ruined shrine, and the players don’t need to know that their suggestion as to what they’re looking for helped define the course of the adventure.

Running Smooth Combats

Source GameMastery Guide pg. 39
Combat is the slowest and most complex part of the game, with issues of timing, multiple creatures acting at once, and many, many dice rolls. Here are some tips for speeding up combat—things you can do and things your players can do to help.

Be Prepared: This sounds like a no-brainer, but the greatest source of combat slowdowns is not knowing what a creature can do or how its special ability functions. It’s hard enough for the players to keep track of what their PCs can do, but as a GM you’re usually running multiple creatures at once and have to keep in mind how the results of this combat affect other events in the session. Read over the stat blocks for all creatures you’re using that session; if any of them have special abilities or use a universal monster rule, be sure you’re familiar with those as well. If a creature has a complex spell or spelllike ability, note its page number or print out the ability to save time referencing it.

Display the Combat Order: See page 35 for descriptions of initiative trackers such as Paizo’s GameMastery Combat Pad and initiative cards. If a PC knows what the current tick of the initiative clock is and knows when the participants get to act, he knows when his turn is coming up and can plan for what he wants to do. This means instead of hemming and hawing for a minute at the start of his turn, he can hem and haw during the previous player’s turn and be ready when it’s his turn. It also lets the PCs coordinate their actions together—while stingy GMs may see this as cheating or metagaming, remember that the turn-based initiative system is just a tool to simulate real-time combat in a way that doesn’t take forever, and in a real combat, people on the same side wouldn’t be locked into only acting in a specific order without awareness of each others’ intent.

Five Second Rule: If the players can see who’s up next in the initiative order, they have no excuse for not knowing what’s going on or what their characters want to do. If a PC’s turn comes up and the player takes more than a few seconds to announce his character’s action, skip him as if he had chosen to delay his action and move on to the next creature’s turn—after all, combat is hectic, and sometimes in the thick of battle you need a second or two to focus. This doesn’t cost the PC any actions, so they’re only penalized their position in the initiative, and it hopefully encourages them to pay more attention to what’s happening. Note that speeding up combat in general means players get to act more often and are less likely to get distracted between their turns, so the rest of these tips should make this one less necessary. Note also that you should let players know in advance that you’re going to do this, as springing it on them unexpectedly can seem vindictive.

Plan and Combine Dice Rolls: Rolling attacks and damage separately takes twice as long as rolling them all together. Save time by coordinating your attack roll dice with your damage roll dice so you can roll them at the same time, and encourage players to do the same. For example, if the PCs are fighting four orcs, each with a falchion, get four different-colored d20s and a pair of matching d4s for each orc, then roll all 12 dice at the same time; if the red d20 and green d20 are hits, you know to look at the red d4s and the green d4s and ignore the blue d4s and purple d4s. If the PCs are fighting a dire lion, you can color-coordinate the bite’s d8 die with one d20 and two claw d6 dice with two other d20s, and roll all the dice at once.

Be aware, however, that while rolling attack and damage at the same time is always a good idea, rolling all your attacks at once can be problematic if you (or your players) want to split the attacks between multiple opponents—if you don’t carefully assign each attack before you roll, it’s tempting to say that two of those three attacks which would have missed the main villain were actually directed at his weaker henchmen, whether or not that was your original intention.

Tokens: There are dozens of conditions in the game that can affect a creature’s behavior, possible actions, or combat stats, and it’s easy to lose track of them during gameplay. One way to help with this is using tokens next to or underneath a creature on the battlefield or the displayed initiative tracker. The simplest tokens are torn pieces of paper with the condition written on them. Alternatively, you can use glass beads, colored plastic disks (possibly even magnetic ones for easy stacking), flat wooden squares, or even fancier tools. Several companies make variants of these, allowing you to customize them to your needs, such as a yellow marker for panicked, green for nauseated, red for enraged, and so on. Tokens also let you single out unusual creatures when unique miniatures are unavailable (“the orc with the purple marker has tentacles instead of arms”) and help the players identify targets in combat without having to ask which opponent is which (“I attack the panicked orc before he runs away and alerts anyone to our presence”).

Building Encounters

Source GameMastery Guide pg. 40
One of the ironies of being a GM is that it’s not your job to create a fair fight between the PCs and monsters—if it were a fair fight, the PCs would lose half the time, and that makes for a very short adventuring career. Consider a “fair” fight between four 6th-level PCs and four 6th-level NPCs; the NPCs are a CR 9 encounter, which has a good chance of killing one of the PCs, but the PCs are likely to kill all the NPCs. This is how it should be—your job is to create encounters that are challenging, which means the PCs are expected to win, but should have to work for it. The following section gives advice on building encounters that are challenging, memorable, effective, and interesting.

Unusual Campaigns

Source GameMastery Guide pg. 43
Most GMs eventually toy with the idea of running a theme campaign, such as an all-dwarf or all-elf campaign. While most of these have no game effect, below are several variant campaigns that require special consideration when building encounters.

Variant Play Experiences

Source GameMastery Guide pg. 44
Not every game session involves half a dozen people sitting around a table, with dice and character sheets in hand. Other popular play experiences include solo campaigns, convention play, and online games.

Fixing a 'Broken' Game

Source GameMastery Guide pg. 45
Roleplaying games require flexibility and must be open to interpretation. Sometimes this means one element of a campaign can overshadow the rest of it, or a simple mistake can grow over time until it’s too big to ignore. Fortunately, there are ways to fix these problems and get your game back on track. Remember that while this section is about things you can to do fix a broken game, you and the players are partners in the storytelling, and talking to the players about the problem can give you solutions you may not have thought of yourself.

Too Much Treasure: This trap is the easiest for a GM to fall into, but fortunately is also the easiest to correct. A few too many encounters with treasure-rich opponents such as NPCs with classes can mean that the PCs end up with significantly more wealth than the suggested value for their level. Too much wealth means they can afford to buy or craft multiple magic items to enhance their characters beyond the expected power level, allowing them to more easily defeat other opponents and collect even more treasure. See Chapter 5: Rewards for more information on how to solve this problem.

Gamebreaker Element: Maybe the druid’s spell-enhanced animal companion is more deadly than the party fighter, or the wizard’s new staff allows the PCs to easily bypass or decimate encounters. Maybe the bard’s new feat is letting him use his astronomical Diplomacy score to talk NPCs and enemies into almost anything. This sort of thing can either make the game boring because there’s no challenge, or else make it too risky for other PCs because you have to make encounters engaging for the most powerful character. For tips on how to handle this, see Overpowered PCs on pages 50–51.

No Motivation to Adventure: If the PCs all have good alignments, it’s easy to motivate them to go on an adventure; just dangle an evil overlord, undead army, or threatened village in front of them and let nature take its course. However, without altruistic motivations, sometimes PCs have to be prodded into action. Greed is always a powerful motivator; the lure of incredible wealth is a draw for many PCs, and throwing out a few plot hooks relating to a fabulous treasure should get them started. Other PCs want power; a frontier castle that’s been taken over by monsters, a strange cult, or an enemy nation is a nice prize, especially if the local ruler is willing to grant land and title to those who reclaim it. Other PCs want fame; give them the opportunity to slay a fell beast that has been murdering folk for generations, or break the back of the thieves’ guild. Look to history, fiction, television, and movies for other motivations—love, jealousy, vengeance, and fear are all common story elements that drive characters to their destinies. If you’re not sure what would motivate the PCs, ask the players what their characters want and find a way to incorporate that into the campaign.

When PCs Miss a Clue: Any time you leave the course of an adventure to a die roll, you risk PCs—and thus players—missing something important, whether it’s a secret door, a hidden panel in a treasure chest, or a failed Knowledge roll. Fortunately, you control the entire game world, and it’s easy to point the PCs at the clue again. If the PCs missed a secret door, let them find a rough treasure map of the dungeon with the door clearly marked (on the back of a scroll they found earlier is a nice trick), or they can hear about it from another group of adventurers. Cohorts are good for spotting overlooked secret compartments in treasure chests, as is a sharpeyed town merchant. A forgotten reference to an ancient king, priest, or wizard can turn up in an old prayer book or during spell research. While the PCs may be the focus of the campaign world, there are countless secondary characters and events that can put them back on the right track if they get lost.