The unwilling GM

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GuiltBlade

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Nov 6, 2009
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Having spent a large portion of the summer rejoining the RPG world over skype, I have seen first hand examples of masterful gaming and fear inspiring screw ups.
With the big 'Campaign cancelled' reshuffle I found myself now occupying the seat I would never have chosen for myself, that of the GM.

I have a bit of a history with GMing, the last time I did it was about 6 years ago, and I hated it, I ran a home brewed system and a home brewed world. And of course it all fell to pieces within 3 sessions. Ever since I kept myself to forum roleplays and those too left a sour taste in my mouth.

So picture my horror of having just logged onto skype, being invited to join a call with my fellow PC's and being informed that I was to be Game Mastering their next adventure.
Having learnt from my previous experience, this game is based around a self modified version of 'Fate' and has a fully fleshed out world. Within the weak I had things planned and ideas for what to run my fellows through.
But what I could not prepare myself for were the PCs themselves.

Now I reach out to the Escapist community and request the advice of those with greater experience than I.
My strengths as a GM lie in ingenuity, adaptation and world building. With a little bit of improvisation thrown in.
But it's harder than you would think to manage 3+ players, especially when they all have their own unique way of trying to add to this world.

My problems lie in keeping a tight leash on my players additions to this world (to the point that one continually tries to rewrite the magic system), maintaining a consistent theme and also ensuring that things don't get bogged down. It also doesn't help when you have 3 completely incompatible characters, all with their own stories and backgrounds that need to be woven into the world without that cheap BS of 'It was a conspiracy all along and everything that has happened was planned from the start, MWHAHAHAHA'.

Save me escapist forums, for you are my only hope.
 

Megalodon

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May 14, 2010
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Keeping players on a tight leash is reasonably easily, you are the final authourity on wether something is allowed, tell them no (especially the one trying to rewrite the magic system).
I forget if it is on this site or twenty sided, but Shamus Young has come up with some damn useful GMing tips.
 

imaloony

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Nov 19, 2009
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I've only been into RPGs for 1-2 years, and I've never DMed/GMed. I always thought it was a bit complicated and required more work than I was willing to do.

Really, it's just a matter of constructing a compelling story and transporting the characters from point A to point B while putting a decent challenge in their way and a large obstacle to overcome in the end. I wouldn't know though, as I have yet to finish a campaign.