bard noir

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Posts by bard noir

Effortless Motivation

As a GM you have to make sure the players always have something to do, but you don’t want the players to feel like you’re pulling them through the plot by their nose. At the same time, you’re not doing your players justice by letting them ride your coat tails while you guide them through your scripted story. The days of dungeon crawling are over, and a game should not be a system of A leads to B leads to C.

If done right, you should be able to run the same adventure three times and have three different outcomes. I, myself, have run published adventures more than once with the same group and it never ends the same way twice. If you find you’re always getting the same results then you’re railroading your players through your plots. Now don’t get me wrong, as many players would rather not think for themselves, but I personally feel this takes power from the player and that’s the purpose for this post.

For me, players are the star of the show and they should feel they are so. For those that want to find a way to empower their players, I offer some advice on motivating your players without actually doing anything on your part. All you need to do is ask yourself this questions: Is there something else the players could be doing right now? If you’re doing your job as a GM the answer should always be ‘Yes’.

I will give you an example from my own, recent, Shadowrun 4th ed. game (which you can get in PDF format from Drivethru RPG for just $15 right now!)
In the game the players were hired to kidnap someone. As they wandered around, doing next to nothing, I asked myself; Is there something else the players could be doing right now? The answer was that they could be planning the kidnapping. Obviously. So I did nothing as a GM and let the players wander around talking about doughnuts and coffee. This not only lead to some very funny player to player interaction but I took the time to make notes for the upcoming double cross (more on that later). Feeling like nothing new was going to jump out at them one of the players finally said “Okay! Seriously, we need to decide how to grab this guy.” Sure, I could have said that – but then I’m driving the story. Make it seem like the players came up with the idea, and suddenly they’re in charge of their own game.

I let them make calls, buy a van, discuss some options for where they could grab him including how and when. I let them formulate this plan and even came up with, on the spot, a concert they knew the target would be attending. And what ended up happening? They ran into the target at a coffee shop and grabbed him like a Grande Mocha Frapp and ran back to the van!

Now, obviously my plan, as a GM, was to have them go to the concert. But I was effortlessly waiting for someone else to say the words “So we’ll just wait for the concert” but that didn’t happen and one lucky roll of the dice and three phone calls later they were causing public panic. Again, had I told them we were going to jump to the concert I would have had to come up with a much more complicated scenario than a pastry counter. I waited for them to tell me when it was time to go to the concert and, funny enough, they ended up derailing their own plans while making my own job easier in the process.

Back to the story-

They go back to the safe house and instantly go into securing the perimeter. I knew what was coming, but I still asked myself; Is there something else the players could be doing right now? The answer was still a ‘Yes’ because I was about to make them fight for their lives. I’d had the NPCs specifically tell them to sit tight and the players even relaxed not knowing what was about to come next. Why? Because I don’t pull them around the plot. They, on their own, constantly hit these pockets of thinking they have nothing to do for a while or they’ve created their own space to breath. Sometimes they realize there is something they could have been doing and other times they don’t realize I was just letting them get lulled into a false sense of security.

When the attack came they were all surprised. They thought the point of the day’s adventures was the kidnapping! It helped that I wasn’t rushing them with urgency, knowing I wanted to kick the real plot off later. Now they are sitting around trying to figure out their next move. Is there something else the players could be doing right now? As a matter of fact there is, but I’m not going to tell them.

Another way to effortlessly motivate your players is to do nothing. I mean, literally do nothing. A player in a game once sent a text message to someone asking for help. I said, “okay you send the message.” and then sat there. And sat there. Aaaand sat there. Finally the player says “okay, I give it 5 minutes.” I responded “Okay.” and nodded that I understood, but I still sat there. And sat there. Frustated they said “Send another text…” and I nodded “Okay. You send the second text.” and I sat there. Finally the player looked to the others and said “We’re on our own!” to which another replied “You think!?”

I could have just as easily told them that no one calls them back. But then it’s me telling the player they need to come up with a new idea. By doing nothing I seem to give total control of the game to the player. After a while they learn that I’m not going to feed everything to them. What’s great is when a group of players does something to surprise me.

In one game I ran, the heroes are fighting their way up a tower, Game of Death style, to reach the top. Half way up one of them told the others, “Why don’t we just bring him to us?” and so they decided to take out the building from the ground floor. As a GM I could have said “No! Impossible!” and forced them up the gauntlet – but why? Because I had written out the stats of 4 more bad guys they had to fight? That’s petty. Instead I rewarded them for thinking up a creative solution. I had to get just as creative to keep the bad guys alive, but it’s nice when they make me think too! As a GM I like to be pushed to improve just as much as I push my players to improve. We really do need one another.

DriveThruRPG Sale

I just found out about this. If you don’t know, DriveThruRPG is a place that sells PDF version of role-playing books. Why is this important? Why do you want to spend money on a version of a book you can’t hold?
DriveThruRPG.com
Well First, it’s the only legal way you should have digital copy of an RPG book.

Secondly, They are often already cheaper than the regular book. For example, the new World of Darkness: Mirrors PDF is $22 versus $32. You get the same information and you shave $10.

Third, You don’t have half a dozen books on your shelf taking up space. now you, as a GM can take a laptop and a flash drive to the game session. Hate looking through a book going “I know there’s a rule about…” do search!

I have just about everything I need for Shadowrun on a 2 gig flash drive. Have you ever been on break, at work or school, and gone “If I just had my book with me…” There you go!

Now, all this can be yours with an extra 25% off.

Seriously why are you still reading this?

Did I mention they have free stuff too? This site just rocks.

And We’re Back

Growing pains… the Tavern is upgrading to WordPress 3.0 which is a lot better than WordPress 2.idonothing.1

This is a good thing, but it means a little bit of set up. Stay tuned.

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