As usual, the weekend topics for #RPGaDay give me fits, and this year is no exception. For this weekends topics, I must admit, I went to ViscountEric's Legion of Gamers (i.e. my gamer friends on Facebook) and pondered the day 10 and 11 one word guides to them.
The "winning" response to Day 10 of #RPGaDay2019 comes from my friend Dave Frye.
Sorry to not be funny, but honestly, when you mentioned focus, I immediately wanted to learn some of the techniques you have used to focus your players on the game. I had a short stint playing at/Dming with the 5e Adventure League, and was amazed and how many players had zero focus on the game unless it was their turn in combat... not just with side conversations/telling others what to do but actually playing phone/tablet games under the table. Anyway, you are one of the most seasoned DM/GM/insert title here that I know, and I for one would be interested in your take on helping focus players.
A valued and noble question, Dave!
Keeping players focused in any game is a mixture of skill and pure luck. Even the most dedicated player in a long running campaign can let their mind wander down some weird paths, so to avoid lawsuits about trademark infringement, My 3M's of Gamemastering shall be known as the Tres Emmos.
The Tres Emmos are:
Motivation: Whether it's a five page backstory or a single line of text or speech, ensuring that the player character is an integral part of your story is paramount. Yes, some (read: many) still love a good slobberknocker of a fight, with wild dice chucking, but to ensure everyone has a hook in the character's story to attract them to the scenario is most important.
Now, some thing Adventurer's Club or the old weekly RPGA games don't always present a smooth transition for every characters' hopes, dream, and motivation, so let's turn to #2...
Movement: Not moving figures on a battlemat or a game of musical chairs around the gaming table, rather making sure you're making sure to spend significant time with each player, not just the combat/social hogs in the party. Keeping each player active with the actions in hand keep them occupied at the table. Ensure that you provide more information each type of player less engaging at the table. Give recaps and/or suggestions to those players that need assistance. Just make sure they give a timely answer to your questions, follow up with a response as soon as it makes sense, and move on to the next player.
Mutual Emoluments: Yeah, emoluments is a dirty word in public conversation, and I am taking advantage of the archaic definition of "advantage." Motivation and Movement are the regular keys to a successful traditional session, but the greatest effort to make the GM-Player relationship simpatico is to create Mutually assured success. Take the cues from the player (character sheet, actions, mannerisms), and weave them into your storyline. Get player buy-in and response and you get a further developed campaign world/gaming session. Lather, rinse, and repeat over and over again, and you have engaged, focused player most of the time. This does NOT mean give the players everything they desire upfront. This does NOT mean sticking the landing each time.
A better way of saying it is, give them what they want, while still providing yourself what you wanted out of the scenario/campaign.
Oh yeah, and if people just want to hit things, just make sure the things can hit back in return.
Thanks Dave!
The "winning" response to Day 10 of #RPGaDay2019 comes from my friend Dave Frye.
Sorry to not be funny, but honestly, when you mentioned focus, I immediately wanted to learn some of the techniques you have used to focus your players on the game. I had a short stint playing at/Dming with the 5e Adventure League, and was amazed and how many players had zero focus on the game unless it was their turn in combat... not just with side conversations/telling others what to do but actually playing phone/tablet games under the table. Anyway, you are one of the most seasoned DM/GM/insert title here that I know, and I for one would be interested in your take on helping focus players.
A valued and noble question, Dave!
Keeping players focused in any game is a mixture of skill and pure luck. Even the most dedicated player in a long running campaign can let their mind wander down some weird paths, so to avoid lawsuits about trademark infringement, My 3M's of Gamemastering shall be known as the Tres Emmos.
NO, that's Tres ELMOS. A whole 'nother GM issue right there. |
Motivation: Whether it's a five page backstory or a single line of text or speech, ensuring that the player character is an integral part of your story is paramount. Yes, some (read: many) still love a good slobberknocker of a fight, with wild dice chucking, but to ensure everyone has a hook in the character's story to attract them to the scenario is most important.
Now, some thing Adventurer's Club or the old weekly RPGA games don't always present a smooth transition for every characters' hopes, dream, and motivation, so let's turn to #2...
Movement: Not moving figures on a battlemat or a game of musical chairs around the gaming table, rather making sure you're making sure to spend significant time with each player, not just the combat/social hogs in the party. Keeping each player active with the actions in hand keep them occupied at the table. Ensure that you provide more information each type of player less engaging at the table. Give recaps and/or suggestions to those players that need assistance. Just make sure they give a timely answer to your questions, follow up with a response as soon as it makes sense, and move on to the next player.
Mutual Emoluments: Yeah, emoluments is a dirty word in public conversation, and I am taking advantage of the archaic definition of "advantage." Motivation and Movement are the regular keys to a successful traditional session, but the greatest effort to make the GM-Player relationship simpatico is to create Mutually assured success. Take the cues from the player (character sheet, actions, mannerisms), and weave them into your storyline. Get player buy-in and response and you get a further developed campaign world/gaming session. Lather, rinse, and repeat over and over again, and you have engaged, focused player most of the time. This does NOT mean give the players everything they desire upfront. This does NOT mean sticking the landing each time.
A better way of saying it is, give them what they want, while still providing yourself what you wanted out of the scenario/campaign.
Oh yeah, and if people just want to hit things, just make sure the things can hit back in return.
Thanks Dave!
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