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Rizdin

PostPosted: Thu Jan 24, 2008 8:44 pm


Ok...I have been talked into running my own Vampire: The Masquerade game and...I need some help! Any advice?
PostPosted: Thu Jan 24, 2008 9:04 pm


I've never GM'd a vampire game, but I have played in a few. The only advice I can give is this - keep your players on their toes. Give them things to figure out on their own, but don't make it too complicated.

If you want some sound GM advice, talk to Dan, Ian or Brent (Lowellius) in this guild. I have had much fun in all of their games. That's the best advice I can give.

Jociegoth
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DJ Blackrock
Vice Captain

PostPosted: Thu Jan 24, 2008 10:44 pm


You doing straight up "normal" V:tM or are you doing Sabbat or Anarch? I have books you can borrow if you like.
PostPosted: Fri Jan 25, 2008 8:40 pm


I think my GM style is rather unique. I'm not a rules whore. I know them, and I only selectively apply them. Here's few tips...

1. Never let the rules interfere with the story, if a dice roll will unhinge things, don't make them roll.

2. Let your players get creative. It's their story as much as yours. Be prepared to go off the beaten path and take the mighty GM mallet and make the story fit their choices if need be.

3. I never assign health for my villains or NPC's. They die or flee only when it is dramatically appropriate to do so. Along that vein, having a villain your players love to hate really makes the game more interesting (Trance, anyone?)

Let me know if you want any more tips. That's all I can think of for now.

Lowellius
Vice Captain


DJ Blackrock
Vice Captain

PostPosted: Fri Jan 25, 2008 11:16 pm


Lowellius
Along that vein, having a villain your players love to hate really makes the game more interesting (Trance, anyone?)


He brings up a good point. Raziel is my example of this. I think you were there the first time I mentioned what Raziel looked like. I didn't mention a name, and Joce went "Oh, I'm gonna kill him!"

It takes some doing, and your first few villains will probably peter out. It took like... geez, 5 games before Raziel hit that "I hate this guy, when's he coming back" stage.

Also, the redeemed villain is always a good device to use, just don't overdo it. Case in Point: Lennox from Scion, Vegeta and Piccolo in DBZ, Stonework, Frostbite and Snutch from our Champions game.

I'll post the "So you wanna be a GM" essay in another post, it may help.
PostPosted: Fri Jan 25, 2008 11:30 pm


He told me a few characters he plans on using, no enemies though.

He's bringing back Kenji from our Vampire game! Fresh out of the Abyss.

I'm trying to decide between playing a Giovanni and Brujah(I don't have the book near me so spelling is more then likely off.)

Kaiox
Crew


DJ Blackrock
Vice Captain

PostPosted: Fri Jan 25, 2008 11:32 pm


I posted this in the Kenzerco forums a few years ago. I'll add notes in blue to give examples from games you've been in.


So, you wanna be a GM eh?
Well, sorry to say, there’s no secret society, no secret handshakes, no clandestine meetings…well, not yet anyways.
Unfortunately, that also means that most GMs are on their own when starting out. I had to learn the hard way how to GM, but that doesn’t mean you have to. Herein I’ve compiled a few guidelines, tips, and outright cheats that will help immensely.

K.I.S.S
This is perhaps one of the most important things to remember when GMing. K.I.S.S. stands for “Keep It Simple, Stupid.” I first heard about this when reading a book about camera composition. It can apply to GMing like this: Don’t wrack your brain coming up with massive complex conspiracies and webs of intrigue. If you do, chances are your players (somehow) will plow right through it and learn the innermost secrets of your plot before you’re done with your flavor text. If you keep your plot simple your players will naturally assume that things can be that simple, and complicate things on their own.
Note: sometimes, the conspiracies that your characters come up with will sound better than what you had planned. So go with it, and pretend that was what you had in mind all along. Your players will feel satisfied that they figured out a “BIG PLOT POINT” and some of the work associated with world-building gets taken off your shoulders in the process.

Case in Point: Last session. A good chunk of what I ran with, Alex talking to the neighbor, Azrael's involvement, and the hidden booze were all done off the top of my head. I had the whole "Old farmer couple stuck dealing with a strange clone producing plant creature" done, everything else was done in response to you guys. Including Smokey the dog.

Roll with the punches
To paraphrase Benjamin Disraeli, your players will jump to strange conclusions, your players will go off on completely unrelated tangents, and your players will monkey wrench your carefully laid out plot. Disraeli, as far as I know wasn’t a gamer, and he was actually talking about politics, but the basic idea is the same. Bad, or, more often, inexperienced GMs will try to muscle the players back into the plot they had laid out. Don’t…if you can avoid it. Instead, drop subtle clues, or have them encounter NPCs related to your main plot, don’t force them back, but by all means coax them. If done right, your players will think that your main plot came about due to their own devices, rather than some arbitrary deus ex machina. Players will monkey wrench you a lot in the early days, and don’t hesitate to call a bathroom or cigarette break, if only to allow yourself some time to collect your thoughts. Soon, you’ll be able to work with any curveball your players throw. Even after years of GMing, it still happens to me at times.

Keep it small
It may seem like fun to run a game with a lot of Player Characters…the possible plot hooks are nearly endless, right? Well, yes, but big groups are for GMs who’ve been at it a while. Big groups are very hard to manage, and any battles the players get involved in will take forever to judiciate, and you will become tired of it. Try to keep your group around 3-5 players, so, 6, including yourself. With those numbers, the opposition usually won’t overwhelm your players, and it also provides a challenge to them. For you, the combats won’t take nearly as long, and you can advance to more interesting things quickly.

This is an example of me not practicing what I preach. I can't turn people away, what do you want from me?

Combat isn’t everything
Combat can be fun, don’t forget that, but try to make sure the characters know that every time they get into a fight, there’s a chance they may not make it out. Don’t throw them up against Werewolves or Gods every single combat, unless that’s the game your in, then hey, go for it, but don’t make them pushovers either. A good game is one in which the players can honestly say that the story is far more interesting than the fighting. This sounds simple, but it can actually be very difficult to do. Try to strike a balance between fighting and problem solving (and no, not every problem can be solved with a bullet or a mighty blow, contrary to what some players may think).

Stick to the rules
Let me preface this by saying “Don’t be a d**k about it either.” Now, making up house rules and tweaking things here and there are all well and good, but a beginning GM has his/her plate full already, trying to juggle a bunch of house rules in addition to the book can get very confusing, very quickly. (Example: Changing the initiative rule, so that it makes more sense to you is fine, but changing the essential function of a critical stat like willpower or Arete is just asking for trouble.)
Also, don’t let your players be too powerful. I run “slightly stronger” games, by allowing more starting points, or increasing freebies, or any number of other things. I’ve also been a GM for almost a decade. You can save yourself a lot of headaches in the long run by sticking to the published character creation rules. It truly is amazing what low powered characters can do, especially if they have to think to do it.
Also, fudging it can fall under this heading. What’s fudging? Okay, let’s say that some thug with a shotgun gets the drop on the characters, and, through an amazing roll, could take out the main fighting force before they can blink. Not really all that fun, huh? Fudge it. Allow the player to react, instead of just eating the damage. Saying that a die roll “didn’t happen” is okay, in moderation. Don’t do it often, or else you will earn the distinction of being known as “soft”.

Maintain control
Spontaneous digression is going to happen, there is no avoiding it. A little here and there is okay, but don’t let it get out of hand. Simply clearing your throat and saying “Can we get back to the game now?” works for smaller groups. You may feel bad saying it, you may feel as if your coming off as a jerk if you do. Don’t worry about that, because saying that is usually the bite in the a** most players need to calm down and get back in character. Another way to maintain control is to seat those players who are either soft-spoken or shy near you, so they don’t have to participate in the shouting match to be heard. Also, placing those truly interested in the game near you works wonders.
Okay, so you’ve tried that, but there’s one monkey who just will not calm down, who won’t shut up, or who refuses to do what the rest of the group is doing. Sometimes, going silent and glaring at the offender works. Asking for their character sheet, whistling to yourself while rolling dice and pretending to write something down works too. Declaring that any stupid thing they do in Real Life will be taken as In Character can get a bad player to get in line quick. If everything you’ve tried does not work, ignore them, chances are pretty good that they aren’t an integral part of the game anyway.

Yeah, yeah, I know, practice what I preach.

Get over it.
Okay, so lets say that you have a really cool plot idea, but it bears certain similarities to a movie or book that you’ve seen or read. Other players may have seen it too, and chances are good, once they recognize it, they will call you on it. Don’t be embarrassed, cuz chances are good that they’ll start laughing too. Instead, congratulate them on figuring it out, then throw them a curveball by veering sharply away from what they expect. It’s good to get ideas from TV, Movies, Books, Other games or any other number of things, but try to give it your own spin, don’t make a carbon copy of what inspired you.
“But it worked so well on TV!” you might say. True, it did…but that doesn’t mean it’ll work that well for you too.
Don’t copy something, but do let it inspire you.

Last session's critter, appearance, and it's cloning ability, were copied almost pixel for pixel from the Thorian from Mass Effect. There, I said it.

Accept criticism.
Perhaps one of the hardest things anyone can do. You’ve written this amazing plot, and it’s going to be so cool, right? You sit down for the first few sessions, and one or more players seem to not be enjoying themselves. You ask them what’s wrong, and they launch on a massive diatribe about your game and every single thing they find wrong with it. It hurts. Not that they have a problem with you, but that they don’t like what you wrote.
Sounds like it sucks, huh? It does. I’ve been through it. It never gets any easier. It’s enough to make you wanna quit gaming altogether.
There is a way around it however. At the end of the night, end the game a little early, say, 15-20 minutes before people have to leave, and ask everyone what they liked about the game.
That’s the easy part.
Next, ask them what they didn’t like. It will feel awkward, on both sides of the GM screen, but in time, it feels less so, and eventually, you won’t even need to ask, people will come up and tell you.
The thing to remember is, don’t take the criticism personally. Take it as suggestions. You don’t have to obey the whims of every single player, but if more than one person doesn’t like something, don’t be afraid to change it. I’ve known GMs who were convinced that their plot was the most perfect thing put to paper, and any criticism was met with an angry glare and an exp smack. The most memorable games, at least that I’ve been in, have been the ones where the GM listened to his/her players, and adjusted things here and there to make it a more enjoyable experience for all.
It’s a game. You play games to have fun. You GM in order to share your vision with others. However, with RPGs, that vision you had can and will mutate. You may be resistant to this, but RPGs are a way to tell a story as a group, and, combined, the stories that can come out of a group who truly gets along are easily the most memorable, and, in some cases, moving of them all.

THE GOLDEN RULE
Have fun. That’s it. Plain and simple. No hidden messages. No reverse talking. Is your group having fun? If you can honestly answer “yes” then you’re doing it right.
However, fun can be subjective. A player who says they hate politics, may find that it’s not so bad when filtered through D&D or V:tm.
Or, maybe politics isn’t your cup of tea…or mustard and crackers. Maybe you want to run a game about exploding ninjas and vicious were-bunnies. If your group is having fun, then go with it.
Hmm…exploding ninjas and wererabbits. That has so many possibilities…

So, there you go, hope it helped.  
PostPosted: Fri Jan 25, 2008 11:34 pm


Kaiox
He told me a few characters he plans on using, no enemies though.

He's bringing back Kenji from our Vampire game! Fresh out of the Abyss.

I'm trying to decide between playing a Giovanni and Brujah(I don't have the book near me so spelling is more then likely off.)


spelling is actually spot on. I have both clanbooks. The Giovanni are a lot deeper than people expect.

DJ Blackrock
Vice Captain


Rizdin

PostPosted: Sat Jan 26, 2008 10:15 am


Well, right now I have 5 maybe 6 players and I have a bit of a starting plot. It may take awhile to get the game up and going due to the KCACTFs and all the other theatre stuff, but its slowly comeing together. So far, the group has a female Malkavian, a male Tremere, and a male Brujah or Giovanni (Corys character). And as Cory has stated, Im bring Kenji, my old Vampire character from Dans game, back into the picture. He wont be just like he was due to the abyss, but he will be kinda like the Lennex(sp?) of the game. Thanks for the advice guys, and keep them coming! mrgreen
PostPosted: Thu Jan 31, 2008 10:06 pm


Lennox. But close.

Lennox was kind of a happy accident. I'm not sure what it was, but everyone just latched onto him, in any game I ran. First it was Joce, Pedro and Dark Mark, then it was all of you guys.

DJ Blackrock
Vice Captain


Rizdin

PostPosted: Sat Feb 09, 2008 12:27 pm


Ok..my first game is coming up soon, and this is what I have to deal with so far lol.

Male Brujah
Female Malkavian
Male Ravnos
Female Tremere

and 2 unknown characters (people who have yet to make a character)

This is going to be interesting...
PostPosted: Sun Feb 10, 2008 11:10 am


Depending on where you play, a soundtrack can add a lot to a game.

Here's a few things I've found that make me think of certain clans.

Brujah- Rage Against The Machine "Renegades of Funk", The Mission UK "Last Beat of Your Heart", Drowning Pool "Bodies"

Malkavian- Carfax Abbey "Soul to Bleed", Linkin Park "Papercut", The Rolling Stones "Paint it Black"

Ravnos- The Cruxshadows "Deception", Jane's Addicition "Been Caught Stealin'"

Ghouls in General- Type O Negative "Love You To Death"

The Camarilla- Tool "Schism"

The Beast- Nine Inch Nails "Burn"

That's all I can think of at the moment. I'll post more later.

DJ Blackrock
Vice Captain


Coldmiser
Crew

PostPosted: Sun Feb 10, 2008 5:16 pm


When I ran my first D&D session, I spent days preparing a plot, deriving a story, creating the atmosphere, and even putting little side adventures to do during the campaign. I quickly found out that I did too much because the players did very little of what I expected them to do. When I expected them to go north, they went east. When I wanted them to go into the cave, they bypassed it completely. When I wanted them to beat up an old lady in the middle of the street, they gave her gold and went on their marry way. The thing I found most helpful is the understanding that no matter how much you put into your campaign, your players are going to more then likely do the exact opposite. Get the overview of what you want to accomplish and practice impromptu development. You're going to run into situations where you have to think on your feet to keep your world, universe or multiverse running seamlessly.
PostPosted: Wed Feb 27, 2008 9:06 pm


This kinda sucks....I haven't been able to get a session 2 going. sad Looking at what is going on right now in my life, im not so sure if I am going to be able to continue the game crying . Im trying, but sometimes life really justs gets in the way, im going to try to keep it running, but who knows what is going to happen.

Rizdin


Rizdin

PostPosted: Sat Mar 29, 2008 9:44 am


Update! I decided that I want to try out Scion over Vampire (1 book over like 12 for a new DM I think works better lol) some have created characters and so far we have Scions of:
(PCs)
Poseidon
Bastet
Baron Samedi
(NPCs)
Hermes
Ogoun

Im still not sure if I am going to use the people in the book like Kane or Eric, but I have a lot of thinking ahead of me for villains(sp?) and stuff.
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The New 'N' Team

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