GM Mistakes I have made
Aug. 10th, 2007 07:39 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
There are many, many mistakes that a GM can make. I should know, I've made all of them. They can give players too little to do, or railroad them, or give them clues that the players will never get in a million years (even though their characters would get them in seconds), and a hundred other things that will kill the fun stone dead.
However the next session can be better, the GM can learn, and things can always improve. Individual sessions can always be recovered from - what you have to worry about are GM mistakes that will kill a whole campaign.
And the biggest of these, in my experience, is loss of faith in the game world and its stories. Over here
theferrett says "There's a bond of trust in telling a story - namely, that the author knows what will happen." and while RPGs aren't a truly linear form of narrative, this still holds true.
I've seen several games go from being fun to slowly losing their sense of purpose and fun because it became obvious to the players that the GM was just making things up as they went along - in some cases because the GM quite proudly told them. It didn't kill them dead - but there was a slow loss of meaning to the game, it had gone from something where the players were investigating a world and trying to solve a plot/thwart a disaster/deal with a terrible villain to being an exercise in pointlessness. After all, if anything can happen then why do anything at all?
Of course, the GM generally _is_ making up a fair bit of things as they go along - but without a core of cohesiveness, a feeling that the world you're gaming in _matters_, the connection to something that while completely real is still very real on the inside, well, it just doesn't mean anything any more.
Quentin Tarantino, when talking about Kill Bill, said that he wasn't giving us lots of details about the supporting cast - but it was important that _he_ know their backgrounds, and that we know that he knew. The illusion has to be maintained - the disbelief has to be suspended. And this is something that gets harder over time as it is, drawing attention to it will stick a dagger through its back. It might crawl on for a while, leaking blood everywhere, but it won't make it far.
However the next session can be better, the GM can learn, and things can always improve. Individual sessions can always be recovered from - what you have to worry about are GM mistakes that will kill a whole campaign.
And the biggest of these, in my experience, is loss of faith in the game world and its stories. Over here
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I've seen several games go from being fun to slowly losing their sense of purpose and fun because it became obvious to the players that the GM was just making things up as they went along - in some cases because the GM quite proudly told them. It didn't kill them dead - but there was a slow loss of meaning to the game, it had gone from something where the players were investigating a world and trying to solve a plot/thwart a disaster/deal with a terrible villain to being an exercise in pointlessness. After all, if anything can happen then why do anything at all?
Of course, the GM generally _is_ making up a fair bit of things as they go along - but without a core of cohesiveness, a feeling that the world you're gaming in _matters_, the connection to something that while completely real is still very real on the inside, well, it just doesn't mean anything any more.
Quentin Tarantino, when talking about Kill Bill, said that he wasn't giving us lots of details about the supporting cast - but it was important that _he_ know their backgrounds, and that we know that he knew. The illusion has to be maintained - the disbelief has to be suspended. And this is something that gets harder over time as it is, drawing attention to it will stick a dagger through its back. It might crawl on for a while, leaking blood everywhere, but it won't make it far.
no subject
Date: 2007-08-10 06:45 pm (UTC)I can think of several games we've both played in where this situation arose. I think you know the ones I mean. It's kind of unlikely that one was the best game I've ever played, and to be honest, am likely to play.
no subject
Date: 2007-08-10 09:17 pm (UTC)no subject
Date: 2007-08-10 09:47 pm (UTC)I remember that in WFRP first edition, we used to get a feel for how important an NPC was by asking the GM to describe them - the more important ones would have longer / more detailed descriptions and possibly an illustration. Fortunately he soon got wise to that, better at making up descriptions and characterisations on the spot, and so we stopped metagaming quite so badly.
no subject
Date: 2007-08-10 11:55 pm (UTC)no subject
Date: 2007-08-11 08:00 am (UTC)no subject
Date: 2007-08-11 10:18 pm (UTC)