Lessons for Improv GMs

I have to admit that in my time as a GM, I probably haven’t put forth the sort of effort that many might expect. The thing is, that I think I’ve done pretty well for myself and my groups by weaving the story as we go. That said, there are things that I’ve come to learn are very important to consider when running games by the seat of your pants.

  • Take Notes
    This should go without saying, but I’ve often failed to take adequate notes. This means that in long-running games where there are extended gaps between sessions, you run the risk of losing track of important details or useful plot hooks. Continuity counts when creating a world your players can sink their teeth into. Also, it’s one of the ways your world can seem more fair than it might actually be… 😛
  • Stay Vague, Until You Can’t Anymore
    It’s long been understood that any engaged group of players regularly comes up with more dire circumstances for themselves than their GM ever had in mind. Keep this always in your thoughts as you build toward where you think you want the story to go. Listen to your players’ character dialogue, and you can transform the jump scare three encounters into the smugglers’ hideout from a randomized event into a callback to something the ranger muttered about when the party first set off into the woods.
  • Play Dirty
    I’ve often heard complaints from GMs about how their elaborate plans for their players demise were foiled by a decision to take the walking tour through town instead of the train full of cultists. When you’re making it up as you go, you by definition don’t have this problem. Let the players build the gallows, just keep the rope handy for when they step onto the platform.
  • Play to Lose
    With wha I just said in mind, remember that this isn’t a competition. Your opposition is supposed to give way, not to the players, but to the inexorable, inevitable force of the plot. Failure isn’t only not fun, it’s counterproductive. So, turn those failed die rolls into opportunities to make the story interesting. After all, who’s to say what was supposed to happen if that trap was triggered, you and only you.
  • Act Like You Didn’t
    And keeping what I just wrote in mind, don’t ever let your players think you’ve given them anything. Reward them with more challenges. They’ve just overcome the cavern mazes of the Northern Highlands: reward, the sword that makes defeating the dragon that makes its lair at the heart of the subterranean labyrinth even remotely winnable. If you can sound like you’re disappointed they got it, that’s all the better.
  • Keep the Spotlight on a Swivel
    Because you’re scenario isn’t foreordained you can easily adjust your narrative to allocate attention to whichever character has sort of been standing in the back, running things remotely. Everyone likes their time at the center of things, and keeping generic encounters for your tech guy and face in your back pocket. Waiting for the insertion of the right flavor text can do wonders for party dynamics.
  • Be Prepared to Get Very Specific (or Cinematic) at the Drop of a Hat
    Practice describing things. Look around the room you’re in right now. Is it small? Is it well lit? Is it a train carriage with three rows of four seats split lengthwise by a narrow aisle with the California countryside slipping by the windows in the early afternoon glare? Does the masked assassin take a shot to the shoulder, or does her shoulder explode in a spray of blood and bone as the vector’s slaughter accelerator fills the air with a cloud of needle-sharp projectiles. Just because your sketching in the picture as you go doesn’t mean it can be without interesting details. In fact, adding just the right details to trigger your players imaginations can make for an even more memorable scene for each of them than a long paragraph read from a published module, even if every single one is seeing something completely different.

Aser’s New Year Aspirations

As we look forward to a whole new year, I can’t help but glance back at where we’ve been and marvel at how far we’ve come. 2016 marks the third year of podcasting for The Redacted Files and RPG gaming for me. A little more than a year ago, I took my first steps into the world of GMing, and since then, well I’ve tried to keep busy. Now, with a few sessions under my belt, a new job and an impending marriage, I have to wonder what I want to accomplish this year. And here’s what I’ve come up with.

  1. Spend More Time in the GM Chair
    Megan and I like to trade off GM responsibilities pretty regularly, but lately I’ve been slacking as Beyond the Threshold and Not so Strange have struggled with scheduling issues. This year, I hope to start a new campaign with a new game (open to suggestions on which) and trying some new systems out. It’s not just a matter of sharing the load. In the next year, I hope to stretch my legs a bit and push my boundaries in the sorts of games I run and what moods I can work with.
  2. Read More Games 
    I have (the opposite of) loads of free time. But I think in the new year, I want to read more games. This helps build an understanding of new ways to do things and can even prompt thoughts on how old ways of doing things really work well for you after all.
  3. Go to Gencon
    Megan and I have had a long-standing desire to go to Gencon. This is for a number of reasons, ranging from it being a chance to meet a lot of friends from around the Internet to seeing the hobby and industry we’ve invested so much time and passion into in its most tangible manifestation. We currently have plans to attend and even run games this August, so stay tuned.
  4. Produce a Scenario Worthy of Publication 
    Let’s not get ahead of ourselves. I’m not looking to have anything in a major sourcebook or anything. I do think though that Megan and I have managed to come up with a few good stories in our hundreds of hours of actual plays. So I want to put forward the effort to produce something concrete from all that free form creativity. We’ll see what you can accomplish with a budget of almost nothing. 😛

So those are my aspirations for this year. I won’t go so far as to call them resolutions. Let’s meet back here in a year and see how I did.

TRF’s Twelve Days of Christmas: Day 12, Call of Cthulhu

On the Twelfth Day of Christmas
My GM gave to me,
Twelve Cthulhu’s calling,
Eleven Strange cyphers,
Ten Sandpoints pillaged,
Nine scary monsters,
Eight prior worlds,
Seven heroes slashing,
Six Fiascos foiled,
Five TPKS!
Four ships still flying,
Three Green Boxes,
Two Draculas,
and a Final Girl fleeing to safety.

A man tries to shoot himself in the head as a shoggoth tries to grab him

Well, how can you have a podcast about mythos horror gaming without playing Call of Cthulhu? You can’t: so here it is. We’ve played 6E and 7E now, with Horror on the Orient Express stretching past 12+ episodes already.

This granddaddy of investigative horror gameplay has made a huge contribution to the history of gaming and continues to offer the same promise of thrilling child and appalling botches that has made it a hit across generations.

Listen to our Call of Cthulhu Episodes
TRF’s Twelve Days of Christmas

TRF’s Twelve Days of Christmas: Day 11, The Strange

On the Eleventh Day of Christmas
My GM gave to me,
Eleven Strange cyphers,
Ten Sandpoints pillaged,
Nine scary monsters,
Eight prior worlds,
Seven heroes slashing,
Six Fiascos foiled,
Five TPKS!
Four ships still flying,
Three Green Boxes,
Two Draculas,
and a Final Girl fleeing to safety.

A view of the Strange with pieces of different recursions peeking into it

We have had a lot of fun putting our own little twist on The Strange. This weird setting of infinite possibility has served as the playground for some of our favorite characters and whacky situations. Whatever happens, we’ll always have Prague.

The great thing about The Strange is that it can take you anywhere you want to go, so naturally we crammed Cthulhu in it. He felt right at home.

Listen to our Strange Episodes
TRF’s Twelve Days of Christmas

TRF’s Twelve Days of Christmas: Day 10, Pathfinder

On the Tenth Day of Christmas
My GM gave to me,
Ten Sandpoints pillaged,
Nine scary monsters,
Eight prior worlds,
Seven heroes slashing,
Six Fiascos foiled,
Five TPKS!
Four ships still flying,
Three Green Boxes,
Two Draculas,
and a Final Girl fleeing to safety.

A fighter stands confidentally while in the background a group of goblins run through Sandpoint

Who would’ve thought it’d come to this: we played Pathfinder. After a year of staying away, we dared to run Rise of the Runelords, and we had fun doing it. We’re still doing it, and may well be doing so for the rest of our lives. Well, maybe not. We have to get back to 7th Sea at some point…

Pathfinder is popular for a reason, and we’ve had fun delving into that power fantasy as our heroes smash their way through goblin hordes and giant tribes.

Listen to our Pathfinder Episodes
TRF’s Twelve Days of Christmas

What’s Cool on Kickstarter

There’s many interesting items to be found on Kickstarter, but these are the coolest ones this week.

The Ninth World: A Skillbuilding Game
Numenera is one of my favorite games to run and to play, and now there’s a card game to go along with it. Made by Lone Shark Games, The Ninth World is a skill building game set in the world of Numenera. It looks like a ton of fun, and a great new way to explore one of my favorite places.

A sample character card for Nlixa, a learned nano who rides the lightning

“The Ninth World is a competitive card game for 2 to 5 players, designed by Paul Peterson, Boyan Radakovich, and me, with graphics by Shane Tyree and the artists of Numenera. The team at Monte Cook Games is also deeply involved in making this game what it is today.

Our game is set in the Numenera universe, where heroes explore the nine kingdoms of The Steadfast, each a very different place to adventure. They discover strange relics of the past, trying to discern which are powerful cyphers and which are just weird oddities. And they fight creatures of all shapes, sizes, and limb arrangements. Outside of the Steadfast is The Beyond, a wild and remote realm. And there are even places beyond The Beyond, awaiting your discovery.”

Continue reading What’s Cool on Kickstarter

TRF’s Twelve Days of Christmas: Day 9, Fear Itself

On the Ninth Day of Christmas
My GM gave to me,
Nine scary monsters,
Eight prior worlds,
Seven heroes slashing,
Six Fiascos foiled,
Five TPKS!
Four ships still flying,
Three Green Boxes,
Two Draculas,
and a Final Girl fleeing to safety.

An eye peeks through a hole in a door and is full of fear

While not the first Gumshoe game we tried, Fear Itself may very well be the scariest. We’re not hardened wet work artists or seasoned investigators of the unnatural for this outing: we’re regular people with ordinary lives. So basically, we’re screwed.

When you throw in the Book of Unremitting horror, and Megan’s love of tormenting Aser in one-on-one games, Fear Itself has quickly become a TRF favorite.

Listen to our Fear Itself Episodes
TRF’s Twelve Days of Christmas

TRF’s Twelve Days of Christmas: Day 8, Numenèra

On the Eighth Day of Christmas
My GM gave to me,
Eight prior worlds,
Seven heroes slashing,
Six Fiascos foiled,
Five TPKS!
Four ships still flying,
Three Green Boxes,
Two Draculas,
and a Final Girl fleeing to safety.

A view of the Obelisk of the Water God with much of the landscape showing

The first game we decided to play after the podcast started, Numenèra has been one of our favorite systems since we created our first characters. We’ve run a whole campaign in the Ninth World since then, transitioning from a published adventure to a story of Megan’s own creation. In a real sense, our growth as a podcast can be tracked through this one line of episodes: from a single-track recording of our play through of Devil’s Spine through a multi-track recording of Megan’s own dungeons.

Finding the sort of sweet spot between rules light story gaming and tactical-focused adventuring that we find particularly appealing, Numenèra has brought us a world that is easy to dive into and provides wonderfully strange landscapes and technologies to explore at every turn.

List of our Numenèra Episodes
TRF’s Twelve Days of Christmas

TRF’s Twelve Days of Christmas: Day 7, 7th Sea

On the Seventh Day of Christmas
My GM gave to me,
Seven heroes slashing,
Six Fiascos foiled,
Five TPKS!
Four ships still flying,
Three Green Boxes,
Two Draculas,
and a Final Girl fleeing to safety.

An image of Avalon with the queen and two men near the sea

The best part about growing the podcast has been discovering new people to play with and the interests they bring to our little assembly line of madness. When Patrick from our Tuesday night gaming group brought up the possibility of running 7th Sea for us, we couldn’t say yes fast enough.

A game that feels very much ahead of its time, 7th Sea entertained us with its focus on dramatic action beats and story. It’s a setting we’ll be returning to in the future, count on it.

Listen to our 7th Sea Episodes
TRF’s Twelve Days of Christmas

TRF’s Twelve Days of Christmas: Day 6, Fiasco

On the Sixth Day of Christmas
My GM gave to me,
Six Fiascos foiled,
Five TPKS!
Four ships still flying,
Three Green Boxes,
Two Draculas,
and a Final Girl fleeing to safety.

Text reads

Ah Fiasco, what can we say about you? It’s the game that introduced us to a lot of TRF’s first additions to the cast, in games that are sadly lost to history. Perhaps equally important, it emphasized to us the ability for rules-light, GM-less games to create colorful stories that are simultaneously absurd and yet oddly memorable.

We’ve played a couple mythos-related play sets through the history of the podcast, and are always interested in finding more that might generate an episode or two in the future.

Listen to our Fiasco episodes
TRF’s Twelve Days of Christmas