2009 was a hard time for me, but pictured are handouts and music for a dnd session |
It's been a while since then and I know that I have better skills as a DM/Referee/Storyteller. I wouldn't go as far as to call myself a good storyteller. In my opinion I am better than a lot of the people I have encountered as a player, but I think that's a unrealistic perspective. I know that there is a great difference between an educated group and a non-educated group. As of 2009, 16% of the USA belongs to a gym (IHRSA). Now lets assume that about half of those people actually go to the gym and about half of those people lift weights. That means about 1 in 25 people has familiarity/education in lifting. That 1 in 25 will have radically different views on strength and lifting compared to the other 24. Further within the 4% of people who are lifting, Only a percentage of them is doing so correctly/ enjoys success in it. Their mental schema of benching 225 would be very different from a person's who is not familiar/educated in lifting. I know that the ability to compare oneself to the elites in strength sports, especially with social media, skews one's perception of self. The same way that every model being skinny and tall or every male in porn seemingly having a 10+ inch penis constructs a skewed assessment of what a "normal person" looks like, exposure to the elites skews one's understanding of what a baseline is.
I know among the people I train with whatever your current PR is, its not enough. Everyone has this sense of unworthiness which disallows them to stagnate. I think that all greatness is derived from this same source, but exposure to the elites/ those better than you serves to impart a need to be better yourself. The phrases "Iron sharpens Iron" and "if you're ever the smartest person in the room, you're in the wrong room" come to mind.
Maybe I'm a great DM, but it benefits me much more If i believe that I'm garbage and need to improve in all regards. Not only me, but it benefits my players, and I think it betters the tabletop rpg experience. I know the single most beneficial change I have ever done is to have a "Roses and Thorns" session after each play session. I stole this from my boy-scout troop, where the scoutmasters used as a way to receive feedback from us scouts. The only other time i have seen player-DM conversations about how the DM runs the game is when the player brings it up to express his dissatisfaction. I think by getting feedback after every session I don't let the situation get that far. More importantly, it has let me learn a great deal about the effectiveness of my DMing techniques. I think lifting is a unique hobby because results are so incredibly evident. You lift a weight many times and then you get stronger. Further the effectiveness of what you do is so visible with how much weight you can lift, in contrast to cooking where you may not be able to gage how effective a new method is. We have yet to quantify taste profiles.
This brings me to another pyramid of futility, this one for DMing/running a game.
Figure 1.
______
Worldbuilding
__________
Uniqueness
_____________
Worrying about player agency/railroading, Game "Balance" innate to the system
___________________
Reinforcing the mood via Lighting/Music/Handouts
______________________
Adjectives
_________________________
Quality NPCs/Dungeons
____________________________
Meaningful adventures
_______________________________
Consistent Rules/Theme, Informed Players
__________________________________
Consistent playtime, System-Tone alignment
_____________________________________
Players and DM agreeing to tone/theme/mood, Efficient usage of game time
________________________________________
Players playing with consistency, being able to effectively communicate with the players, the goal of having a pleasurable experience as a group
___________________________________________
Uniqueness: Whether or not your elves are unique is not going to make or break whether someone has fun at your table. After I ran a super generic plot, my skills as a DM greatly improved, it allowed em to focus on other things below which I believe made it much tighter.
Worldbuilding
__________
Uniqueness
_____________
Worrying about player agency/railroading, Game "Balance" innate to the system
___________________
Reinforcing the mood via Lighting/Music/Handouts
______________________
Adjectives
_________________________
Quality NPCs/Dungeons
____________________________
Meaningful adventures
_______________________________
Consistent Rules/Theme, Informed Players
__________________________________
Consistent playtime, System-Tone alignment
_____________________________________
Players and DM agreeing to tone/theme/mood, Efficient usage of game time
________________________________________
Players playing with consistency, being able to effectively communicate with the players, the goal of having a pleasurable experience as a group
___________________________________________
I will not try to explain what I mean by each level of the pyramid
the goal of having a pleasurable experience as a group: People shouldn't do things if they are unpleasant, this is the core philosophy of why you guys are at a table
being able to effectively communicate with the players: If your players cannot understand what you are saying y'all wont be on the same page and this conflicts will emerge
Players playing with consistency: If people don't show up they 1. make problems with keeping their character in the narrative, and 2. miss stuff, which harms their enjoyment of the game
Efficient usage of game time: If you spend 3 hours of your 4 hour session dealing with a single player who wants to harass the wait staff and everyone else wants to go in a dungeon, there will be issues
Players and DM agreeing to tone/theme/mood: Its a collaborative game. The DM is essentially the conductor of an orchestra. Agreeing on what music you play beforehand not only puts everyone on the same page, it also allows players to prepare how to roleplay. Don't be the guy playing free-form jazz while everyone else struggles through the Scythian Suite.
System-Tone alignment: The tone of the game needs to be congruent with the narrative. Using pathfinder for a horror campaign is likely to cause issues simply because how pathfinder's mechanics don't reflect high lethality and rewards those who play the character building minigame. (Sidenote,- IMO Pathfinder is only good for a superhero campaign)
Consistent playtime: If you only meet for one session it better be a fantastic session.
Informed Players: If your players don't know what their character's can do then there will be an inconsistency in the challenges you can put in front of them and the challenges they can solve. If you know that your players can fly and they don't then it generally won't end well if you drop them off a cliff.
Consistent Rules/Theme: If one session is grim horror, the next is three stooges slapstick, and the third is guns blazing akimbo your players will probably not know what to expect and will likely end up confused/ their suspension of disbelief will end.
Meaningful adventures: I think a really important concept is that the world reacts to the players, otherwise why give the players the ability to take an action. So they can just waste time?
Quality NPCs/Dungeons: These two components are how you directly interact with the players. The better these are the more fulfilling it will be for players to interact with them.
Adjectives: The more you describe things, the more accurately you put into the player's mind what is in yours. If anything this is just a very specific case of effective communication.
Reinforcing the mood via Lighting/Music/Handouts: This is fairly self explanatory, thought I think you can screw this up more ways than correctly do it.
Game "Balance" innate to the system: Okay lets be real, like .1% of people actually play by the rules as written, and that's not getting into rules as intended. Sincerely almost all of "game balance" issues are not actually playing the game as it was supposed to be run. Even then, if the game systen supports the theme, then you shouldn't be having that many issues.
Worrying about player agency/railroading: Its a game of pretend with your friends as evaluated by dice. I think worrying about illusionism and false choices in a game beyond not real is tantamount of trying to police how people play pretend.
Source: Flintstones Comic |
Uniqueness: Whether or not your elves are unique is not going to make or break whether someone has fun at your table. After I ran a super generic plot, my skills as a DM greatly improved, it allowed em to focus on other things below which I believe made it much tighter.
Worldbuilding: Don't do this. There is literally no purpose. Especially don't write long back stories for your entire setting. All you do is delay actually working on things which make your DMing better. Now, this doesn't mean don't have names for anything, but if the players don't interact with it, its of no use.
In summary, DMing is an art. Fundamentally one makes "good" art by demonstrating their mastery over the medium. Once they achieve this mastery it allows them to express themselves effectively. No artist got good at evoking sadness by practicing evoking sadness, they got good at evoking sadness by getting good at making their art. Its the same for you, you get good at creating an atmosphere of dread and fear in your tabletop RPG game by getting god at running tabletop RPG games.
1. The album in question was Carnal Reprecussions by Salt the Wound. I still think it's a really good album. (their label Rotten Records has purged Youtube many times so the link was the only one I could find online)
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