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Chapter 9: Running the Game
GM Roles
GM as Narrator
As the narrator, the GM does a lot of describing. The GM lets players know, for example, what the landing bay within the fallen star-ship looks like, what the distant drumming sounds like, what the water around their ankles feels like, and what the environment smells like.
As the narrator, you provide feedback. After giving a short description of what the players can perceive, you will typically ask the players what actions they want to take. You must then listen to the individual players, consider what they say, and then respond. You have to decide if what they want to do would benefit from or requires a skill check. Some actions are simple: if a player says they turn around and walk back through the door, then all you need to do is let them know you heard them. Probably the best way to let a player know that you heard them and that you’re on the same page is to paraphrase back what they just said: “All right, Byron walks back through the door. I presume he is guarding the entrance, basically watching everyone’s back?” Listen again and then respond. If the action requires a skill check, pick which skill you think best fits the situation and have them roll that; after considering the result, let the player know what their character accomplishes.
If you think a particular skill is called for, but the player suggests another, do consider what they are saying. The player probably had a skill in mind when they declared what they were doing; the GM, on the other hand, has a lot going on at any given time and thus has less time to think about the appropriate skill. If however, after considering the two skills, you still think your original skill check is a better fit, have the player roll that one. As the GM, you’re in charge of the game rulings. Take up any disagreements after the game session.
The overall pattern of narrating Spellchrome is not difficult: Offer a brief explanation of what players can see along with any outstanding details, and then give them a chance to do something. Listen to what each player wants to do and, by providing feedback, move the narration along as far as the actions takes them.
A flashlight in the dark
As the GM, you know everything about a scene and setting. When narrating, you always have to withhold information that the players cannot yet perceive. At the start of an adventure, everything is obscured – only to be revealed through action or skill checks. A Player Character must be near enough to a room to see it before it can be drawn or described for them. A container needs to be opened before its contents are clearly identified. Sometimes, things are only noticed by a particularly perceptive individual. In such cases, you should have the player make a Listen and Spot check when they first walk into a room. Actively searching a space also grants a Listen and Spot check.
It can be very helpful for everyone if the GM or a player uses a grid map or a pencil and paper to draw out locations as players explore them.
When players ask for more information about a location, try to provide it – such as the objects that decorate a room. Remember that this is not just a text adventure; you can improvise . Take advantage of the flexible medium of having a live GM.
Making the game exciting
When describing anything, use strong language. Searing, sweltering, scorching or blazing is more evocative then hot. Don’t just tell them what is happening, let them feel it. If you say that it’s raining out, describe the effects of the rain: Wet clothes, loud down-pour, darkened skies, water splashing beneath feet. We all have experience to draw upon, but it may take a little bit of imagery to spark imaginations.
Give some details that let the players feel like they are really there. Consider the light, the acoustics, the temperature, the age and material of floor underfoot, air quality, smell, and size or scale of a place; then mention a detail that is either interesting or essential to the experience.
How much should be prewritten and then read to the players? It probably depends on your delivery. Prewritten description, often called Boxed Text, can sound a bit dull at times. On the other hand, not having anything written down can result in a pretty basic description and a missed opportunity. So make yourself some notes, but how closely you read them is up to you.
These adjectives may help when looking for a word to describe a space or object: ancient, broken, clean, cluttered, creepy, crowded, dark, drab, dry, dusty, echoic , empty, filthy, gigantic, glamorous, gleaming, glistening, gloomy, grotesque, gruesome, loud, massive, meek, Modern-Allterion, Modern-Eldlandrian, musty, natural, odd, old-fashioned, ordinary, quaint, shiny, silent, simplistic, slippery, smoggy, smooth, soft, solid, sophisticated, spotless, stale, strange, uneven, unkempt, unnatural, vast, wet and windy are a few.
When a player make a great roll, really put some effort into describing how well they strike or use a skill. If it helps, borrow film conventions, such as camera tracking, to describe a shot from a ranged attack.
About Perspective
Most books on the subject of writing teach that 2nd person perspective is rarely used. And they’re right. First person (I went) or third person (Luke went) is more common than second person (You went). But, it can be used in Roleplaying games when recapping and clarifying what players have done: “You climb through the window without making any noise. Inside you see...” It does not, however, give the GM the right to take control of the Player Characters.
There are exceptions to the above mentioned control. For example, the GM has the right to let players know at the start of an adventure that they are at the tavern, or other location: “You’re all eating a meal together in the common room when...” This is acceptable as long as it is serving the story and is not out of character for a PC. Once an adventure starts, the GM can’t decide for the players whether they accept a mission or not (although it might be a short adventure if they don’t). The GM can’t decide if a character breaks up a fight or watches to see who wins (although NPCs can urge them to do something). To avoid arguments, don’t tell a character that they’re coming out of a specific place when something happens. Give the player a reason to go there and then see if events trigger. Remember also, as the GM, you control the passage of time. It is acceptable to tell the players that it’s morning, and then ask them what they are doing to get ready. Then throw a surprise their way, making it mesh with whatever declarations they make.
Both players and the GM can use either 1st person or 3rd person when declaring actions or describing something. Using 1st person and saying, "I take off after him!" is fine. Alternatively, using third person and saying, “Byron takes off after him,” is also fine. In some situations, one may feel more natural than the other.
Recapping
Don’t be afraid to repeat yourself, especially at the start of a new game session. We all need reminders from time to time of what has happened. Even after few hours into an adventure you can have a player recap what has gone on so far, just to see if you’re on the same page. It can also help other players who might not have caught something earlier.
GM as Referee
When you’re the GM, you run the game. When a decision needs to be made about a rule or action, you make the final call. You decide whether a spell will accomplish what a player hopes it will or how to determine the results of a high-speed chase. Sometimes you decide to let the dice decide, but even then your influence decides what skill, Attribute or saving throw is used. You of course are not just making arbitrary decisions; most of what you decide will have written guidelines, found in skill descriptions, spell descriptions and rules throughout this chapter and book.
If there’s a mistake made during combat, know that you can’t go back in time – or at least not too far. If a player realizes two rounds later that their Enhanced Aiming Marker should have made their first attack hit, it’s probably too late to do anything about it. Mention that their Aiming Marker must have glitched out on them, but don’t dwell on it. If you’re feeling generous, you could have them roll damage – but the damage occurs immediately, not two rounds ago. One of your duties as GM is to keep the game moving, especially in combat. (Retroactive chain-reactions rarely help move combat forward.)
As the GM, you want to make fair rulings - players want a GM that “plays by the rules”. So be familiar with them, especially the skills and spells. If you’re not sure about something, hopefully you know where to look it up. A small pause in the game is fine, and next time you won’t have to double check. You should listen to and consider what the other players have to say, but in the end you have to decide what you think is right. Discuss any disagreements outside of the game session.
If something isn’t in the rules, make your best guess. Do what makes sense to you and is in keeping with the spirit of the rules and the game world.
Probably the most important thing to keep in mind when making rulings and interpreting the rules is to be consistent. What works one day should work the next. What is impossible one day should not suddenly become possible the next.
House Rules
Sometimes special rulings and situations become house rules. A house rule may exist to fill a void or to explicitly overturn what is clearly stated in the rules. There are two sides to house rules: on one hand, you and your friends are the ones sitting around a table. You have every right to do what makes sense for you. On the other hand, house rules can cause chaos and grief if not everyone at the table is aware of them or agrees with them. So tread lightly. It shouldn’t take an entire evening to explain to a new player what all the house rules are.
GM as Judge
As the GM you determine Difficulty Class (DC) each time one is needed. Use the Difficulty Class Ratings Table from the Skills Chapter as a guide to help you in making these decisions. Furthermore, each skill description talks about Success and Failure. There are a lot of skills, which means looking one up will often be a more likely option than memorizing each. Once you get an understanding of skill DCs and results, you can probably just go with what feels right, provided you and your players are good with that.
GM as a Player
Hopefully every GM gets a chance to play Spellchrome as a Player Character – with someone else Game Mastering. Besides being a lot of fun, it can provide useful insight into how to make a good game. As the GM, try to keep in mind the players’ perspective when creating and running adventures. Players want a chance to do exciting things. Most want to face down difficult odds, come up with clever solutions on their own and come out the victor.
Running your own PC
Some Game Masters will run their own Player Character. Their PC will start at the same level, receive experience points and rise in levels just like everyone else’s. Running your own PC as the GM has advantages and disadvantages.
Above, it was mentioned that putting in some time as a PC can give the GM insight into making the game fun and balanced for the players. Running a PC in your own game is not the same thing, but it can help. You will start to put a little more thought in the items you want to buy for your character. You’ll get a sense for whether the XP and other rewards feel about right. You also get to be part of the team, working with the other PCs (rather than only ever attacking them with antagonists).
The biggest disadvantage is that you have one more ball to juggle. Game Mastering can take a lot of organization; having one less thing to keep track of might make things that much easier. For example, you also have to keep straight what you know as the GM and what your PC has discovered and understood. It’s not that difficult, but does take a little more mental energy.
If you do decide to run your own PC, consider the following advice in order to deal with the remaining disadvantages. Make your character somewhat dim-witted. You don’t want them coming up with the plan of action too early (although it can be great to have an in-game voice for when the players are truly stuck and are looking for an idea). You might not even want them to be too outstanding at combat. It isn’t as bad as a NPC outshining other PCs at combat, but it just isn’t good GMing etiquette (don’t carry the biggest gun or sword and it will probably be fine). Do consider making them decent healers, as that can also serve to keep the game moving forward. Whatever role your GM-run PC takes, don’t step on the other player’s toes – consider what functions each of them are meeting and fill in the void.
Again remember, the end objective is fun. If it is more fun for you to run your own character and doing so isn’t slowing down the game or frustrating any of the players, then go for it.
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