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GM Tip: Be a Nice GM

Much like religion, advice comes in two forms -- general guiding rules that help you figure things out, and very specific rules that apply to only narrow situations.  This week I want to address a key general rule for a GM:  Be a Nice GM.

We've all heard the horror stories of evil GMs just destroying characters for no reason.  We've seen the ongoing discussions of GMs figuring out how to tear down overpowered characters and punish ill-guided players.  We've probably even all played in Tomb of Horrors at least once, so we know how evil a place really can be for characters.  Unfortunately, these widespread tales really emphasize the ability of any GM to fall into the trap of being an Evil GM.

Don't do that.  Follow these few easy rules and you will be a nice GM who still can have lots of fun and kill lots of characters without generating unhappy players:

Rule 0.  Try to make sure everyone is having fun.  This may mean accommodating changes to the game to make players happy.  This may mean allowing character changes or designing future encounters to better fit what the players want to do.

Rule 1.  Characters should only permanently die for three reasons:  the player left, the player made a stupid choice, the character was being sacrificed for their greater goals.  If you limit death to these three reasons, players will be happy with deaths instead of unhappy.  They will feel like they got a fair shake.  This doesn't mean they won't be sad.  Many a player has become emotional at my table over losing a beloved character, but they want to keep playing after their character's death.  This also doesn't rule out making them role a new character to play until they can save up 5000 for a rod of resurrection.

Rule 2.  Clearly communication the rules to the players.  When players are clear about the rules then things will go smoothly.  The GM should reserve the right to review rules in detail outside the game table, if they don't know, and proceed with a standby call during game play, if needed.  They should take inputs from players on how to interpret rules.  The rules represent a contract between the GM and the players and should be respected.  GMs shouldn't break the rules.

Rule 3.  The players (and their characters) share the spotlight.  Make the game play to the abilities that the players are designing their characters for.  A trapfinder rogue that doesn't find any traps, a mage without magic, a fighter without monsters to fight, or a bard without talking, make for a bad time.

Rule 4.  Let the players lead the way on role playing.  You will encounter a mix of players.  Some will be their characters.  Some will narrate their characters.  Let this slide, as you can.  Engage the players how you want to role play.  This kind of easy-going role play attitude allows everyone to get comfortable in the environment and find their sweet spot for role playing.  This mix is good.  And generally, the players will edge towards a happy medium established by the group.

Rule 5.  Be firm but clear on conduct rules.  When you have interpersonal relationship problems in your group, be firm but clear on your expectations.  Don't let players break rule 0, but make sure you talk to them when there are issues.  Some of my best players through the years have had issues, but with a quick talk, things were resolved and the game continued better than ever.  Don't allow a single disruptive players to continue to play if they don't correct their mistakes.  It is never worth it.


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