B. How to Play
I. No winning
Every rulebook will state at one point, that role-playing is
not about winning. In my opinion this is rubbish. The whole
life is about being better than the rest. Competition helps
a lot in the game. Your players are much more under pressure
and will try to come up with a good idea, instead of joking
around. Just image, that the party has to solve a riddle. Without
competition they will sooner or later begin to insist that they
don't know the answer. When there is a minimum of competition
everyone wants to solve the riddle first, even if just for getting
the experience points. However do not use one player against
the other(s).
What is correct is, that the competition in a role-playing game
is different from competition is other games. The players are
not playing against each other in the sense, that one wins at
the cost of defeating the rest. Instead the competition is to
be better than the rest, while not defeating them.
When I say that role-playing is about winning, I did not mean
the GM against the players. Alas there are GMs out there that
take self-esteem out of their bodycount. This is wrong. Try
to provoke competition among the players, but do not play against
them.
II. Neutrality and fairness
Probably the most important thing in game mastering is to remain
neutral and fair - on the outside. The players must have the
feeling that you do not change anything in their favour or disfavour.
This does not mean that you should not cheat or give hints.
It only means that you should not get caught while doing so.
When your players suspect that your bend the rules or even ignore
them, they no longer will take you serious. If you modify anything
to their advantage, they will eventually feel almost like superheroes
and behave accordingly. On the contrary, when the feel that
you change things to their disadvantage, they will get frustrated
and think that playing has no real sense or start cheating themselves.
When you begin to manipulate the world you will eventually experience
what is called the God-syndrome. A feeling of omniscience and
omnipotence. Of course the whole game is about manipulating
the world, you are the GM after all. What I mean by manipulation
is not to make the world as you want it to be, but to change
the outcome of rolls and the consequences just as you want them
to have. I know that your words are the final word, but do not
stick to your decisions even if a player raises a reasonable
point that they are rubbish. If you enjoy the God-syndrome,
leave role-playing and become a bureaucrat.
Anything that your players do should have consequences, but
these consequences should be reasonable. The should make sense.
Your players may not understand them, possibly because they
have an inferior knowledge of what is going on, but nevertheless
they should agree in case they do have that knowledge.
Fairness also requires that you do follow the rules. The rules,
no matter how stupid, where made to make actions and their outcome
predictable. To achieve a certain degree of predictability you
have to follow the rules. However you do not have to follow
the rules by the word. But you have to follow the basic mechanics
of the rules. When you do not like a certain rule, use your
own common sense, but within the basic mechanics. This allows
the players to follow your judgement and will make it predictable
for them. When they have no idea how you handle the result of
a roll, they will probably shun the risk. To use an analogy.
The game mechanics are like a fence around the garden and the
rules in particular are everything within the fence. You can
trim the bushes in the fence, but you should never break down
the fence and start wandering around. This causes more confusion
than relieve.
Once you have gained experience in game mastering you should
be able to come with a reasonable solution for any situation
that is not included in the rulebook. To be able to do this,
you need knowledge of the basic game mechanics.
Never hesitate to listen to your players. If you come across
a situation not covered in a rulebook and you make up your own
solution, one player may come up with a better idea or a modification
of your own solution. At least listen to it. Both you and your
players participate in the same game and you are the game master
not the game tyrant. You do have to be sensible not to let your
players run the game, but they should also not feeling as if
they speak to a wall.
III. Strictness
Every system will state at one point or the other that the GM
should not follow the rules when inappropriate. Well this is
true. If you find a loophole or an inconsistency or even something
you do not like, ignore the rule. This can only be done if it
affects a single non-basic rule. Should this situation occur
with a fundamental rule, better change the system.
In these situation replace the rule with common sense. However
common sense has to do something with sense. Your solution should
make sense. It must be plausible and reasonable, both to the
players and to the system. If, for example, you play a fairly
simple system with quick rules. You come across totally ridiculous
rules for combat situation in which the victim is crushed beneath
the hooves of a horse. You want to replace them. Fine! You should
however not make up rules that require a hundred dices and table.
This solution may be reasonable, but not reasonable in a system
streamlined for quickness and simplicity. Think about it. The
better your "feel" for the system, the more likely
that you come up with a reasonable idea for the system.
What should never be manipultes are the basic game mechanics.
If this becomes necessary think about switching the system.
The basic game mechanics help to make a situation predictable.
IV. In-time and not
Clearly differentiate between in-time and out-time. In-time
is what is happening within the game. Out-time is the time not
in the game, but in the real world. If someone asks for the
way to the toilet, this is out-time. Unless otherwise clearly
noted, everything that a player says is in-time. This helps
a lot to discipline the players. When they begin joking around
about pulling someone's leg, they should be met with mistrusting
eyes by the inhabitants of the world. The players should of
course have the chance to discuss certain things without getting
into trouble. This can be done by crying "time-out"
or something similar. You also have to remember that a strict
execution of the above mentioned rule is likely to hinder gameplay
considerably. Give the players enough freedom to plan and plot,
but try to make the players feel as if they are in the world.
Keeping the balance between the two is challenging and difficult.
But nevertheless it is a task necessary to accomplish. It is
important that the players are aware that their discussions
may be overheard by the people around. Do not trap them.
For example if the PCs are standing on a street and plan to
break into a house, they should have given the possibility to
do so. Only when the discuss it in great detail and for a unreasonable
long time, should you interfere with sending a few interesting
looking guards.
If you are lucky with your players they will try to behave as
if they were actually present in the game world. They will try
to avoid discussing things that would bring them into trouble
in a tavern. However few are fortunate enough to be blessed
with such players, most need a reminder now and then.
One thing not necessarily fitting here, but I know of no better
place, are to avoid discussing statistics. It wastes an atmosphere
if the PC attend a royal banquet where they want to extract
some information from the prince or princess who has romantically
fallen in love with one PC and the players begin discussion
who has the highest chance, given his or her skill in seduction.
This is not the way the world works. Any characteristic an skill
should only be revealed to the GM, that is you, and of course
the player, but not the rest of the group. Try to motivate your
players to say that their character feels pretty bad, has a
bleeding wound on the head, a strained ankle and is generally
not in good shape, instead of saying: "I got seven hitpoints,
if I loose two more I get unconscious". If someone is good
at climbing, he can say so. But he should have only a vague
idea if he really is better than someone else from the party.
This helps to keep the players much more in their role. I remember
a situation in MERP. I played a Black Numenorean and had an
excellent skill in jumping and acrobatics. Far better than the
rest of the group. Unfortunately every time I had to roll, I
fumbled. In the end the rest of the party was pretty sure that
my character was merely showing off. This lead to some interesting
in-party discussion, especially since Black Numenoreans are
extremely proud.
V. Speech
Another important point: free speech. You have to be able to
talk without any "ahms" and "ohs", any "wells"
or "you knows" for at least an quarter of an hour.
Some people have problems with it, but it can be learned and
the more often you play the better you get. It helps a great
deal if you are aware of what is going on. The better your knowledge
of the adventure, the better your performance. Don't get nervous,
you are not giving a speech in from of a committee that decides
on your future. You are standing in front of your friends and
they will not make fun out of you, just because you stuttered
or went red. If they do, look for new friends.
Anything that a PC says should be delivered in active and not
passive voice. In the best of worlds a player does not say:
"I stand up.." or even worse "My character stands
up, walk to the bar and ask if the bartender has heard of someone
called Luigi". Better: "I stand up and walk to the
bar. I address the bartender: 'Do you know someone called Luigi'".
This has many advantages: First and foremost it creates atmosphere.
Secondly the players get the feeling as if the actions lead
to a more direct reaction from the environment. Thirdly they
begin to think about what they are saying, because there is
less room for reinterpretation.
Some GMs want that their players use two ways to speak. The
first for anything that the players say and the second for anything
that their character says. This can be done through a pitch
in the voice an accent or something similar. This helps a lot
to clearly differentiate between the two. However it always
runs the risk of being just ridiculous. Some people are also
pretty bad at doing this kind of thing and they provoke laughter
where the wanted attention. Discuss it with your players and
do not force it. Some, including me, feel very uneasy to do
something like this.
VI. To speak or not to speak
Another delicate issue is whether you should help the players
or not. All in all I say no. As with most "nos" there
is a big but following. In this case, you should help them by
pointing them a little bit in the right direction, but not by
giving crisp-clear answers.
Players will only enjoy gaming in the long term, if they succeed.
Success however includes work by yourself. Say for example that
you replay the lord of the rings-novel. None of your players
have read the novel, for whatever reason, probably they are
all illiterate or you live in a very exotic nation with a very
exotic language into which the book was never translated. Anyway,
the reach the eastern gates of moria. The inscription was something
like: Speak friend and enter. The solution to the riddle is
that someone has to speak the word "friend" in some
dwarven dialect. This is exactly what the inscription says.
Most players, and I speak from my own experience, tend to think
in very complex terms (just like the fellowship in the novel),
rather than start with the basic meaning of the words. You could
just say what the solution is. This is what we call bad game
mastering. A good game master would, is necessary, only point
the players in the right direction. Probably by saying that
they should think more simple (something generally very familiar
to most humans beings).
Whether you want to give hints or not, never ever give them
right away. Only give them when you have the feeling that the
party is really stuck. They should torment their grey cells
before you help them. And give vague hints. When fighting an
almost invincible enemy do not say that they need to hit him
real hard under the knee-cap, rather say that they should observe
the enemy more closely and then give a hint that he walks very
sluggish or tries to keep his knee-caps out of the fight. Common
sense is important here.
When players directly address you and ask for
hints ignore them. Even when they offer sexual attention to
you it is generally better not to consent. You have done it
right, when the players have the feeling as if they have triumphed
over the problem themselves and not only through your help.
VII. Ways to game
There are hundreds of possible ways to game and it is your decision
on which you choose. What however is important is that the players
are aware of your style. I remember a session when we introduced
a new member. He had only gamed AD&D before. Unfortunately
we were playing Harnmaster. The - pretty quick - result was
that he hurled himself in a rather unnecessary battle and was
killed by an ordinary city guard, something that had never happened
to him in AD&D.
It is a common misunderstanding that the system predetermines
the way of gaming. When someone wants to play high fantasy he
will choose AD&D, if he wants realism the Rolemaster book
is taken from the shelf. This is wrong. If you want to play
in a high fantasy environment, you can choose whatever fantasy
game system you like. You and your players are responsible for
gaming and not the system.
I want to name a few possible ways of style. The list is far
from being complete and there are many forms between those mentioned
below. It is not meant to tell you what style is better or not,
however I will try to work out some of the advantages and disadvantages
of each style.
The first style I want to mention cinematic. This is a very
imprecise term, but the best I could come up with. Cinematic
styles always, in one way or the other, put the PCs in very
singular positions. They are the heroes. Defender of man-kind,
saviour of the world. They are the knights in shiny armour sitting
atop their white steeds in the morning sun. The PCs are special
and even in their first level able to defeat the ordinary people
of the world. The peasants and farmers are no match for them
and even the city watch is nothing but easy prey. Another characteristic
of the cinematic style is that the heroes will eventually safe
the world by the glimpse of the second. James Bond and Indiana
Jones are examples of cinematic heroes. The plotline of adventures
almost always evolve around big things: saving the world, defeating
a god, finding a powerful artefact. No matter what it is, it
has to be big. One advantage for the players is, that this style
is actually entertaining. These are stories with great drama
and lots of black and white. They are nice to remember, at least
nicer than struggling three hours to crawl out of a swamp hole
in a forest at night (something that actually happens). The
main disadvantage is that some of your players may feel bored
over the time. How often can you safe the world without getting
boring. Also the range of possible adventures often shows certain
parallels and a lot can be anticipated after a while. Don't
get me wrong I like this style of gaming, especially as a player,
it is just that it tends to come in big packages and may begin
to be boring.
The opposite of a cinematic play is a realistic. This is not
necessary a world without heroes, they difference is more that
the game does not put the emphasis on the big things, but more
on the details. The PCs may or may not be heroes, in any way
there is an elaborated sociological system behind it. Harnmaster
and Pendragon can be said to be realistic. Realistic games often
have great conspiracies and the style is often less battle-oriented.
Big dramas are the exceptions, but they do occur. The downside
of this style is obviously that the players do not want to replay
their own life. Realistic style has the tendency to be tiring
over the time. The advantage however is that the players are
often, but not always, more tied into the game. There is no
stopping of a bomb one second before explosion.
The other pair I want to mention is serious and comical style
of play. To begin with serious style, this involves that the
world presented is generally hostile. Warhammer FRP and Call
of Cthulhu can be used as an example. Any combat is deadly and
their are enough people to cross in every village. Serious-style
games tend to be low on combat, although it does occur. The
PCs are often not heroes and there are more shades of grey than
you can think of. Such a style is good for detective kind of
adventures. The disadvantage however is, that it is hard to
keep a constant atmosphere of hostility. This feeling wears
down much too easily and when you have reached this point the
players are likely not to take the whole world serious anymore,
something that ruins every adventure. Probably the best way
to avoid it, is to differentiate between the world in general
and the current actions in particular. The two often overlap
and influence each other. However a single adventure or encounter
can release much of the "pressure" and the players
will be more involved in the world later.
The opposite of this is of course a comical-style. This does
not have to be like Paranoia or Tales of the Travelling Vagabond.
It is more that the play allows the players much freedom to
joke around. Pressure is almost unknown. This style is, with
the exception of the aforementioned games, very rare. The main
reason is that it is extremely hard to keep up a comic atmosphere
all the time. Just as a hazardous feeling wears of, so does
a comical.

