I'll be following this with great interest over the coming weeks. I've been roleplaying for about 6 years or so, and wargaming for nearly 15, and the only time I've ever really been on the GM side of things was running games of Inquisitor [http://en.wikipedia.org/wiki/Inquisitor_(game)] which is an interesting half-way house. Its not a skirmish level game per se, more a heroic, narrative-driven wargame. Creating campaigns and stories for that is interesting but also fundementally limited; the vast majority of what goes on in a story revolves around the battlefield. Given that most of the players are wargamers, what they're interested is the table-top conflict side of things. In comparison to a 'regular' RPG the whole thing is basically a dungeon crawl with shiny figures.
I've written a couple of rule articles for Inquisitor in my time, including both a vehicle combat/chase system, and an advanced close combat system too, so I'm on side with the 'know the rules, explain the rules, don't make your players feel like they're in a maths exam' bit, though I'll be interested to see what you have to say on the issue.
Hurr Durr Derp said:
However, the most important rule for a GM is something that isn't really an issue for a wargame's judge: Make sure everyone involves is having a good time.
QFT, the game I'm playing in at the moment generally disolves into in-game anarchy and an almost complete disregard for the plot, but everyone including the GM has a great time. Why? Because its fun; even in the face of near certain death, everything has a fun ring to it, we laugh and joke and make enough double entendres to make a hooker blush, but most of all we just enjoy ourselves. The rules we use are pretty simple, and don't require too much working out so everything runs smoothly. Except for our plans that is; our GM refers to himself as a rope merchant, not because his adventures are ropey; far from it, but because whatever he gives us, we always find enough rope to hang ourselves with!
Last week, for example, our plan to unmask a phoney witch doctor resulted in three of the party having mescaline trips, a fourth almost ODing on Opium and our witch doctor dead on the floor with no face. Whereupon we decided to murder half the New Orleans police force on our way out.
When the game was done the GM confessed that actually the witch doctor was looking for an excuse to get out, and would happily have confessed to being a fraud if only we'd asked!
One last thing before this post turns into an epic, I'm curious to hear what you have to say about Paranoia? Given that the rules are to some degree optional, and so long as everyone is having fun, there really
is a sense of 'us versus them' between the GM and Players, how does GMing a game of Paranoia differ from regular GMing? I guess the focus is on telling a compelling story and making sure that everyone gets a good game out of it, but since the game is largely spent trying to undo everyone's hard work and subvert the mission, its difficult to see how it fits in.
Any thoughts? Or perhaps tips for someone who's GMing his first game of it in a months time!