January 31, 2024

Be Firm

When a player is taking too much of the spotlight move the spotlight by asking "While they are doing that, what would you like to do so-and-so?" If they are interrupted by someone trying to "offer advice" squash it politely, yet firmly by saying  "I am speaking to so-and-so. I will get back to you in a moment."

Titles Are Better Than Names

Normally we wish to describe things as specifically as possible with the least amount of words. A common exception to this is when it comes to monsters.

Few things are scarier than the unknown. You can keep your monsters scary by keeping them mysterious.

It is more efficient to say goblin, but describing instead "The short green humanoid approaches you with fangs gleaming." adds uncertainty.

Sometimes players will make wrong assumptions because of this approach, imagining additional details that deviate from what you have described. This is okay and easily corrected when it comes to your attention.

No doubt your players will quickly name these creatures themselves. Perhaps guessing their proper monster type or giving them some other nickname. Let them do this. This is them attempting to push back against fear, push back against uncertainty, to bring order and efficiency to the world. This is our natural inclination. As the gamemaster though, continue to describe rather than name.

That said, there may be situations where you as the gamemaster choose to name rather than, or in addition to, describing the monster. For example, when a name adds fear to the situation because the personage is so powerful in your game world. For example, "The dragon Smaug" will send shivers down the spine of anyone playing in a Tolkien inspired world. 

Combat encounters that are simple, mundane, and quick may benefit from using names over descriptions to stress the banality of the situation and further help speed it along. You may want to ask yourself though, why even have such an encounter.

We wish to describe things as specifically as possible with the least amount of words. To do this, when players are interacting with NPCs titles are better than names as they tell you more than a name ever could.

Furthermore, your players will have an easier time remembering a title than a name. In fact, you may already see this as your players talk about your NPCs not by name, but by what they do.

Go all in on this and let your PCs earn unique titles in your game world as rewards.


You Have Two Sentences.

After that your player's eyes will glaze over.

Use those two sentences to describe, in bullet point fashion, what is in the area and what exits there are. Lastly capture the vibe, perhaps either by mixing in a well chosen adjective or describing a sensation. 

The goal is to convey as much specificity as possible with the least amount of words, for example "Doberman" instead of "dog."

More details will become evident as players investigate and ask questions of you. Again, when answering focus on limiting yourself to two sentences when possible. This encourages exploration to be a conversation between players and gamemasters.

Bonus sentence! You may follow up these two starting sentences with a third prompting the players such as "What do you do first so-and-so?" or "What would you like to look at first so-and-so?" and feel free to add a "You have ten seconds to decide!" if there is danger.


Choices in World Maps

When choosing to go left or right in a dungeon players should have information to help decide which way to go. That choice should matter and ideally be a difficult choice.

You do this by giving choices that are not easy to compare.

This same approach should be taken when designing pathways over your world's game map (wether they be actual roads or hacking your way through the wilderness).

There are many difficult choices you can build into your map. One way is to have three paths to leading from point A to point B, the first path is safe, the second path is quick, the third path is cheap.

Signal this to the players through idle talk at taverns, the appearance of the path, signs along the roadway, or in some other way.

Your players now must weigh safety, speed and monetary cost. They may make different choices at different times depending on their situation.


A Checklist for Good Magical Items

Does not strengthen any tactic the PCs already implement. 

The Magic Sword of Lots of Damage is boring and does not change how the players act in any worthwhile or interesting ways.

Does not have an obvious use. 

At least not an obvious use for the party's objectives. Obvious is boring and does not encourage players to think.

Has the potential for many creative uses. 

A magic item should have a wide range of uses in specific situations if the players think creatively.

Does not trivialize a major component of the game's play-style. 

In a gritty survival setting for example, magic items that provide unlimited carrying space, food, ability to fly, or light may seriously undermine the game.

Magical power is simple and straightforward. 

Explained in a sentence or two. A complicated item is difficult to use.

Connects to the world's lore. 

It should not be a lengthy infodump, but instead only a few words. This makes it more likely the player will record this on their space-limited character sheet. Sometimes simply stating what legendary figure created or used the item can spark the player's imagination and imply a great deal.


Goals for 2024

My goals as a referee are as follows:

Present obstacles to my players matter of factly.

Do more listening than talking.

Do not fear pauses. Embrace pauses.

Apply time pressures to the party.

Wherever possible add things to interact with to combat encounters.

Give every NPC something that makes them memorable.

Prioritize props and player handouts.

Simplify, simplify, simplify!

My ideal gamemaster that I seek to emulate is Chris Perkins.