Over the years that I’ve been tabletopping I’ve met some wonderful GMs, and I’ve also met some pretty awful ones as well.
This is the first post (of hopefully many) throughout the course of this blog that will be devoted to giving advice to GMs on how to keep their players happy and enthralled on the chronicles they’ve worked so hard to create.
Tip #1: Players Want to Feel Like Bad Asses
This is a universal truth with very few exceptions (especially for the High Fantasy genre). For the most part, players want their characters to be awesome, and good GMs should facilitate this. When narrating, hype up characters based on what they do good good at; make them feel important. When the rogue Mission Impossibles his way through a situation despite all odds, don’t just say, “You make it past the guards.” A good GM should always take the opportunity to embellish in these situations. This makes the player feel awesome, and gives the rest of your players something cool to watch while they wait for their turn to do something awesome.
The same goes for players that fail miserably. There are plenty of ways that a GM can describe a dramatic failure without making characters look like buffoons. After all, the characters didn’t choose to roll poorly.
That being said, if a player insists on making stupid decisions, he should face appropriate consequences.
Tip #2: Combat can be Boring, so make it Interesting
Don’t be afraid to embellish when you’re running combat either. Combat is usually the most tedious and lengthy part of a game and players can become easily disinterested and bored during long combat scenes, especially if there’s nothing to stimulate them. If a player lands a particularly nasty blow, then reward them with an awesome scene where the Dwarf Barbarian charges into the fray, cleaving the Orc Warlord in half.
Tip #3: Let your Players make the Decisions
A GM should always be prepared for a player to come out of left field with some crazy idea. Quite often it’s something that works. It might not be what you want it to be, but nothing breaks immersion like telling your party that they can’t do something and then giving them no good reason. Always know what you want to happen, set the events in motion, and if things don’t pan out like you wanted, just adapt.