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Made in us
Norn Queen






I have been thinking a lot recently about the many and various books and resources I have read over the years that have influenced the way I view DMing but also all the books I keep and use all the time regardless of the game. I thought I would share some of mine, would like to hear about some of all of yours, and maybe create a kind of compendium of resources for those without these things themselves.


Some kind of Ultimate Equipment

Right now I have the "mini" version of Pathfinders Ultimate Equipment. It's great to have a single small resource for general equipment and costs. I dig this thing out all the time to look up general guidelines for costs in goods and services. It doesn't matter what fantasy game I play ultimate equipment is always in my backpack.


Paranoia (Latest Edition) - Gamemasters Handbook

EVERYONE should find this book. Either buy the Paranoia box set to get it (its a good fun game) or find a pdf of it online. It's one of the most formative books I have had for GM style. By that I mean its one of the best books to put into words how little and how much a GM actually needs to prepare and how easy it can and should be to free style and make stuff up as you go. It has a whole 2 (small) page bit about how the GM doesn't roll dice. The game is focused on the players and the players shouldn't have their story interrupted by the GM treating NPCs as though they were the players. Obviously, you should HAVE dice. And you should roll them if for no other reason then to create the illusion that they matter. But the GM doesn't NEED them and often your better off ignoring what they say and doing whats most interesting and builds the best story. It's GM advice section includes...

The Paranoia GM's Screen - A Story

Before we get started, here's a story.

When we Famous Game Designers wre designing this game, we were throwing around ideas for the Paranoia GM screen - which you, faithful purchaser, will have no doubt sitting next to you as you read this chapter. GM screens are, by and large, just a place to stick quick-reference material - random encounters, hit locations, weapon damage, combat modifiers, difficulty ratings, you know.

But Paranoia doesn't really have any of those and we had a better idea, anyway - we would print "MAKE SOME gak UP" in foot-high letters on the GM's side of the screen and leave it at that. The concept didn't make it past the concept stage but it survived for a remarkably long time because it's the spirit of true Paranoia GMing in less than twenty characters.

Because this is Paranoia and you're in charge. Your players are playthings; they survive at your whim. Any idea you can invent will be better than anything we write here because YOU came up with it and your players got to see it for the first time; and, unlike less fun inferior game systems, you don't have to worry about Game Balance or any of that dreck. You're in charge of EVERYTHING. There are no wrong answers.

However, "MAKE SOME gak UP" isn't enough to fill out an entire GM section, no matter how many times you copy and paste it, according to our editor. In lieu of that here's some actual advice that will help you craft Alpha Complex and fill it full of terrible people doing ill advised things with the minimum amount of effort on your part whilst making it LOOK like you're actually an excellent GM.


Further advice includes:
-You are not here to be a dick,
-The inherent Masochism of roleplay,
Smile

In fact, just smile all the time! Even if you're not happy! That'll gak 'em right up. They'll have no idea what to think of you, aside from the fact that you know something that they don't. And you do - you know why you're smiling. It's because we told you to.

-The Rules are in your favor
-Say Yes
-Always make things happen
-Don't try to be funny
-Learn what your players like, then give it to them
-Burn your bridges
-People care about other people
-Change is good
-Be open with your players
-Recycle everything

Seriously. Read this book. Even if you never play Paranoia. Re-read bits of it every couple months to keep yourself grounded and your work flow smooth.


A Monster Manual

Doesn't actually matter which one. Again, I currently have the first Bestiary in soft cover mini version from Pathfinder simply because it's compact and easy to use. MMs make for good resources for ideas for monsters and encounters. Use the stats of whatever game it came from and convert them to whatever game your using. It's not important that the stat blocks are always the same every time. People are different, 2 trolls can be different too.


NPC cards from Unisystems Cinematic games

They are in Buffy, Angle, and Army of Darkness books. Basically it's a small block of stats that make it easy enough to wing all the basic interactions with players that you need to do. It includes a Brains, Muscle, and Combat score that is a rough estimate of the average total roll for them making any of those types of actions. So you don't need to roll the attacks of every mook, you can let the players roll and just use their combat score. When the players want to intimidate them, you don't need to roll them resisting, you simply use the brains.

I don't always, or often, use those things. But they are good to have. And the whole idea of the NPC card has laid the foundation for how I have been creating my NPCs since I first saw them. DnD? I make note cards for the monsters I intend for the night along with note cards for generic NPC and player classes so I have stats on hand.

This message was edited 3 times. Last update was at 2018/10/27 19:57:31



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in de
Battlefield Tourist






Nuremberg

Probably the greatest single influence on my GMing in the last decade is The Alexandrian blog. The articles on Opening your Game Table, and running and re-running megadungeons especially changed how I viewed running a game and resulted in a lot more gaming and a gradual shift in my style.
www.thealexandrian.net

Apart from that, I have also grown to appreciate pre-written adventures.When I started, I used to come up with all my own stuff and some of it was pretty good. But as time went on I found my weaknesses as a GM showed more and more. I am good at NPCs, coming up with ideas on my feet and generally keeping the game moving. But I suck pretty bad at coming up with maps, names of places and interesting traps, puzzles or tactical situations. For that reason, I have grown to really appreciate having pre-made LOCATIONS. I rarely use the "plot" given to me in any adventure, but I lift locations I like and plop them into my world, with changes to make them fit whatever I feel is appropriate for my game. I find older adventures better for this, as they tend toward just being adventure locations more than anything else. The modern Wizards or Pathfinder Adventure Path stuff is interesting to read and I do loot from them, but I could not see myself running them long term (and indeed when I have tried, the results have generally been unsatisfactory). I also like to be able to look up online how other groups dealt with a famous adventure, and talk to my players afterwards about how they did.

All of my games in the last 5-6 years have also had one "megadungeon" which was totally optional for the players to interact with. I have been using Caverns of Thracia or Barrowmaze for that purpose recently, though I also made my own. The advantage of this is that it means that players always have the option of just kicking down some doors and looking for treasure if what I have presented them with is not to their taste.

I have also started developing my own "setting", which uses the Wilderlands of High Fantasy as a base, but is extensively re-written to meet my tastes. I then just plop various adventure locales which I have purchased into hexes, or make my own if the fancy takes me. I am running two games in this world at the moment and I am happier than any of the times I tried to make my own fantasy world from scratch, because I am happy with the cartography and the skeleton provided for me to put meat on.

Last of all, I love fantasy beastiaries of any kind so I like to have monster manuals and the like to hand to browse through. It doesn't matter what is in there, I will enjoy having a read and it will often spur ideas.

This message was edited 1 time. Last update was at 2018/10/29 22:01:57


   
Made in us
Norn Queen






Very neat. I am diggi g through the alexandrian now.

Adventure books are good resources. Like you, i never run the actual story. But i steal good traps, interesting encounters, city elements, etc.

A semi famous adage, "the good ones borrow, the great ones steal."

If you see something really good that would fit just right in your own story. Dont feel bad. Take it.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in au
Snord





A bit left field but for modern games I have a house catalog that I received in the mail many years ago.

It has floor plans for many different size residential houses which can easily be picked and used as a hideout, npc house, derelict location for a discrete meeting or whenever.
   
Made in us
Norn Queen






Good idea.

Floormplans are always nice. Especially if you are just using it for yourself to keep track of building sizes/shapes.



I ran the first part of a game this last weekend where my players were reaching and exploring a jungle island.

To give some insight into my minimalist dming style, i drew the map they found in a journal in the last adventure. Rivers and such were marked with the common names for the landmarks. But i also spread about 9 symbols around the map that were just made up markings by the map maker to indicate things for himself. Sort of an x marks the spot except it wasnt an x and there were many spots.

I know roughly what they are. These symbols are lizard men encampments. This is a temple ruin etc etc... But i didnt bother to assign specifc lizard men camps to specific symbols. My thought being i would pick the camp/tribe that fit thematically best when/if the players got there. The players could land anywhere and head anywhere so why bother to plan it too far ahead?

So i made npc/monster cards for lizardmen, kobolds, boars, assassin vines, a jungle cat, a wyvern, crocs etc..

And i made a little random encounter table populating it with monsters.

1 = 2 kobolds
2 = 4-6 kobolds
3 = 8-12 kobolds
4 = 3 lizardmen

Etc...

I didnt put crocs on there. I just figueed when/if they reach a river i would assign a % for crocs and roll to see. Or just put them there or not based on how long it had been since combat. Whatever fealt best.

Then, based on where they landed and where they wanted to go i guessed a number of success they would need in survival tests to get there. Any failures would deduct from successes and they would need to reorient themselves.

Every survival test i rolled a d10. On a 10 i rolled on my encounter table. Each roll that didnt have an encounter would be a +1 to the next roll. On the highest result on the table i would roll twice and add 1 to the results with the result +1 off the table being the wyvern... The biggest thing on the island.

It worked really well. In their first day they had to cross a river and avoided some crocs but then made camp unknowingly amongst 3 assassin vines. The jungle feels planned with an actual landscape and such but honestly none of it really is planned at all and im only dropping in things i like if things seem to lull.

Im going to experiment with building a dungeon this way soon.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in de
Battlefield Tourist






Nuremberg

I love random tables like that for my games. To me, randomness is an important part of the engagement for me as GM. I like not knowing exactly what is going to happen before I roll, and then using the roll as a seed for a creative interpretation.

I really should get around to making good random encounter tables for the main regions my players are travelling through, but even if I don't have it written down I have an idea in my head - "Low roll, they will encounter a goblin scouting party from the ruined dwarf hold. Low mid, a scouting party of hobgoblin warg riders. Mid, a Hill Giant sitting on the road extorting people. Mid High, a Stone Giant half hidden in the rocks. High, a Dragon Ogre Shaggoth."

   
Made in be
Courageous Beastmaster





Gna give a shoot out to the alexandrinian and most of their running a mystery series.




 
   
 
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