Running the World-machine: Relaxing for Your Player’s Sake

Hey everyone, here’s the first entry in a (hopefully) weekly column, Running the World-machine, which is about gamemastering for tabletop RPGs.  This week’s entry is about staying relaxed as a GM, something that can be more than a little difficult to do:

One of the hardest things for a Game Master/GM (okay, me) to do is relax while running a game.  There’s the constant evaluation of the players’ moods, wondering if the game is lagging, wondering if they’re going to remember something, getting frustrated at side chatter—it’s a lot to keep track of.  And on top of managing the world and all of the NPCs and trying to remember the obscure rule about climbing a rope while singing that was covered in a splat published by a single person on toilet paper three years ago, that can create a lot of stress and make you tense.  And let me tell you this right now:

Tense GMs are no fun.

Okay, that’s not to say they’re NO fun.  If you’re into schadenfreude, making a tense GM explode is kind of interesting!  But that’s a complete dick move, and if you want your game to stay together, I don’t recommend taking that path as a player.

Back to the GM’s side of the screen.  The more relaxed you are, the more willing you are to listen to players, give fair rulings, and be able to improvise.  I know when I’m tense as a GM, I get really snappy at rules questions, which makes the answers I do need to give take longer and slows down the game.  I don’t think I’ve ever killed a player’s character because they’ve ticked me off (and that’s one of the most amateur hour things you can do), but let’s just say I’d totally understand if someone did, even if I don’t approve of it.

It also gets harder to improvise, and when you’re running any game that isn’t dialog options down a strictly linear railroad, you’ll be doing a lot of improvisation.  For me, improvisation is harder when I’m tense because I get nervous that my players are judging my every word.  That’s clearly ridiculous, but tension causes me to drop into that mode and so I’m overly-cautious, either sprinting through scenes because I’m worried they’re boring or even glossing over certain things entirely.  This causes me game to feel more generic, with bland characters and easily-forgotten settings, because I didn’t take the extra five seconds to add the last few sentences that would let everything really shine.

So, tension as a GM is a big problem, for me and probably for some of you out there in internet-land.  How do I deal with it? I don’t! At least, I’m still working on it and am in no way perfect yet. I’m also naturally a very nervous person.  That said, there are some things I’ve found to be incredibly helpful for reducing my stress level as a GM:

  • Open Communication With The Players — If you need a few minutes because your players just ran left when you’d only mapped out right, just tell them.  It’s better to call a time out while you stat up some new enemies or make sure that you remember what’s in each room than it is to run a rushed, sketchy mess that doesn’t make a lot of sense.
    • A subset of this is having communication at the start of the game about how you’ll handle things like rules lookups or player arguments.  I had one GM who set a strict limit on how long an out-of-character “debate” with another player about something like rules could go on.  If it ran over a minute or two, he said they would have to resolve it later outside of game, and go with a GM ruling for now.  In my case, since one of my biggest stressors is rules lookup grinding game to a halt, I’ve told my players that I much prefer to go with an off-the-cuff ruling for the moment and then look up the rule later for future reference.  The obvious exception to this one is if a player character lives or dies based off that one ruling, in which case you want to be sure you’re running it “right,” whether that means exactly by book or just to the satisfaction of everyone at the table.
  • A GM Screen — This one helps me a lot because of my particular group and foibles.  I have one player who loves the nitty gritty crunch, and usually has a very strong grasp of the math of whatever system we’re playing.  When I wasn’t using a screen, this led to me thinking (sometimes correctly) that he was checking my work as a GM for every roll.  Having the little bit of physical barrier keeps the (well-meaning) side glances at the math at bay, and I can let myself worry about running a fun game rather than triple-checking the numbers.  Plus, it theoretically gives me something to hide my terrible poker face behind, a la the lovely GMs of 2 GMs 1 Mic.
  • Remembering the Players are There to Have Fun Too — At the end of the day, the reason your players keep showing is either a) Stockholm Syndrome or b) they’re having a good time. Let’s assume the latter, for sake of being less creepy.  Basically, the people sitting around your table running through the module you’re running or the adventure you’ve created are there because they want to be.  And, like when you are at something voluntarily, you’ll gladly put up with the occasional misstep because the end result is still fun.  So remember that these people are here to have fun, too, not to critique and judge you within an inch of your GMing life.  They appreciate what you’re doing for them, just like you appreciate being able to share your world.
  • Accept mistakes and move on — Inevitably, we all make mistakes while GMing.  It’s just a fact of life.  Don’t try to go back in time and fix them.  Just accept that they happened and learn from them.  And in the case of making a mistake in running a scenario, feel free to ask for those few minutes off mentioned above and take some time to figure out what you’re going to do.  No situation is hopeless, some are just a little more challenging to write your way out of than others. 😉

Hopefully one of those will help you figure out how to relax a little more.  Just remember, it should be fun for you, too, and you’ll enjoy your game more and your game will be better if you can relax and have fun while running it.  Anything I missed?  What do you do as a GM to try and relax while running the game?  Or, as a player, how do you help your GM ratchet down their tension level?

Posted in Running the World-machine, Tabletop RPGs | Tagged , , | Comments Off on Running the World-machine: Relaxing for Your Player’s Sake

Update Time

Sorry for the lack of updates, school ate a ton of my time and I wasn’t quite sure what to post.

Yeah, hoo-rah on that updating the blog more often thing. 😛  I’m working on it.

Anyway, some quick updates on what’s been going on out in Ianlandia:

  • Nautilus is now in version 2.0 — While still being far from complete, we’ve overhauled the character creation process, removed XP (and replaced it with FATE-milestone-like Advancements for character level advancement), and done a whole lot of other stuff to hopefully make it more simple and less like the tangled mess that is d20 Modern and Future.  We’re in the second round of playtesting, which is going fine on a mechanics front.  The plot could use some work, but we’ve only been in two sessions so far, so I have some time to turn that particular boat around.
  • Tower of Ishmal got edited! — I went back through and edited the Tower of Ishmal story, and it is now far more up to snuff.  I’m waiting on releasing it on the site for a little bit, as I want to shop it around to some magazines (some of which require that the story not be published before), but it’ll probably be available within the next month or two, if not sooner.
  • I applied to Clarion West — I wrote a new story for submission to the Sword & Mythos anthology by Innsmouth Free Press, and ended up using it to apply to Clarion West.  I dearly hope I get in, as I’m planning on moving to Seattle regardless, and it would come at the best possible point in my career (aka after college and before I have a job) to take the time off and really work on my writing.  Plus, it sounds like an absolute blast.  If you have any spare positive thoughts, sending them my way for getting accepted would be fantastic.
  • Submitted my first story for publication — I wrote a swords and sorcery story that ties into the Cthulhu Mythos for the Sword & Mythos anthology written above.  I won’t hear back from them until spring about whether my story was accepted or not, but I think it stands a decent chance.  My beta reader really liked it and I think it’s one of my strongest stories yet. Plus: Kyudo-archery-using Cthulhu cult internal investigators in medieval(ish) Japan!  What’s not to love?

So that’s all the major stuff for right now.  I’m just finishing up my second-to-last quarter of school now, and after this next quarter I’ll be packing up and moving to Seattle! I just need to keep myself from remembering that I’m going to have to act like a real adult soon oh no oh no oh no…. (Damn, looks like the thought slipped through.)  Until then, there should hopefully be much Nautilus work and fiction writing.  Full steam ahead! *engine explodes, senseless death and terror ensues*

Posted in Uncategorized | Comments Off on Update Time

Short Fiction: The Gold-Green Forest

Hey all, just wanted to post a short story I scribbled up today.  It’s not quite a flash fiction, although I’ll categorize it as such for easy finding later, but it’s about the right length.  A short fantasy story about a thief trying to steal from a god.  What could go wrong?

Small disclaimer: This is the first draft of a quick one-off story, so there may be typos and other errors, but I hope you enjoy it all the same!

Continue reading

Posted in Writing | Tagged , , | Comments Off on Short Fiction: The Gold-Green Forest

So, 2012 Happened. Onward to 2013!

On this night, as 2012 is drawing to a close, I want to take a moment and look back over the year, the things I accomplished, and figure out some of what I want to do in 2013 (in broad strokes, not specific resolutions).  It seems like a good way to close out the year, and to actively reflect and remember what happened this year instead of letting it disappear into the aether of my thoughts.

So, without further ado…

What happened in 2012

  • Therapy — I ended up going to therapy at the end of 2011, which helped me sort through some anxiety issues and restructure how I view my life so they’re less likely to dog me, but in 2012 I entered something at my school called the Coach program.  Here they pair you with a fellow student who you meet with about once a week and they help you set goals, give advice, and assist you in taking steps to get your life sorted and building ways to help you cope with it.  I won’t go into details, except to thank Aya, my coach, who never stopped believing in me and was a wonderful help through the first six months of 2012.  It’s really helped me out in the long run, and with the new techniques and strategies we developed as well as having someone to gently push me forward has let me start gaining forward momentum towards becoming more of the person I want to be.  And that’s absolutely invaluable.
  • I wrote a novel!  On accident! — So, funny story.  Earlier this year I was trying to finish up my NaNoWriMo from 2012, a prequel novel to the novel that The Tower of Ishmal is the first few chapters of.  The last sequence kept dragging on forever, and I needed a break, so I gave myself permission to take a few weeks off and write a short story about a female elf thief named Lyra, the thieves’ guild she runs, and her druid friend Bambi.  The story just kept going, and I ended up with a novel of over 120,000 words.  WHOOPS.  It still needs some serious editing, and I need to go back and do a lot of worldbuilding (mostly giving things names and precisely nailing down the magic system and ensuring the magic in the book all conforms), but the first draft is one of the biggest projects I’ve ever finished and I’m excited to give it some serious work and see how it turns out in the end.
  • I ignored editing The Tower of Ishmal story.  I printed it out for editing on the 21st of January, 2012, decided to let it sit for a bit, and then never actually got out my red pen.  Cue today.  I sat down at my desk, got out my red pen, put on some music, and went over the whole thing.  I’m still very happy with the core of the story, but finding various grammatical mistakes, adding a few sentences here and there, and massaging word choice and several other bits of diction were all necessary steps.  Plus, I’m hoping to submit it for publication and as part of my portfolio for the Clarion West writer’s program, so editing is an essential thing.  I’m going to give it at least one more pass before it’s ready, but getting this first editing job done was a nice first step into the “oh, wait, I want to be a real writer and that means lots of self-done editing” world.
  • I also started writing 1000 words per day.  While I don’t think I actually hit 365,000, as was my goal, due to missed days, vacations, family, and the like, I definitely broke 200,000 words written this year, and that’s not too shabby at all.  I’m hoping to be more consistent next year, but I’ll still take this as a good sign.
  • I interned over at Atari for the summer as a production intern, which taught me a lot about the video games industry, both good and not-so-good.  It was an invaluable learning experience, and has helped me figure out more clearly where I want to go and life and why.  Plus, I got to learn what a perfect hell it is commuting from Orange County to LA every day!  Protip: don’t ever do that.  Although it should say something that I enjoyed the job so much I didn’t mind much.
  • And, last but not least, I ran the first playtest campaign of Nautilus.  It was still based on Buy the Numbers at this point, and didn’t have a ton of new content that wasn’t in d20 Future, but it gave me a feel for what worked and what didn’t, pointing out several glaring flaws in the system while still reassuring me that the core world is one that people will enjoy exploring.  Patrick and I have also been working hard on the next draft, and I think we’re making things a lot more intuitive and fun, and tearing out a lot of d20 base things that bog down the game.  Incidentally, this means that every player in my campaign will have to respec their characters for the next beta, but that’s a small price to pay for a system where they will have a lot more fun.

There were probably more things that happened, but those all stick out in my mind from a writing and game development perspective.

And now, looking on towards the future, here’s the plan for 2013.  I might post actual new year’s resolutions tomorrow, but these are the broad strokes of what I hope happens, resolutions or not:

Plans for 2013

  • Write more.  Especially since NaNoWriMo, I haven’t done much writing due to the December perfect storm of travel, finals, and holidays.  I realize these are weak excuses!  Another big piece of it was finally giving myself permission to leave behind my 2012 NaNoWriMo novel until I can go back and do some significant worldbuilding, and possibly an outline for the rest of the plot (and rewrite what I’ve done so far).  I liked the core ideas, but the execution was leaving a lot to be desired and bailing out a sinking ship while rowing it just doesn’t seem worth it compared to bringing it back to dry dock and working on it for a while on the side before reattempting the voyage.  I’ll instead be focusing on finishing other novels (editing the Lyra story, finishing up the prequel to The Tower of Ishmal and possibly the novel Ishmal is a part of) and writing short stories for submissions to magazines.  I will definitely be writing more substantial short stories after that prequel novel is done, both for my Clarion portfolio and to try and get several stories out for submission to various magazines at once.  I feel that publication in short story magazines (like Asimov’s or Fireside, although Fireside isn’t taking more submissions for a while) will help cement me as a writer, both in my brain and out there in the larger world.  Plus it would be nice to have other people see my work.  (And, more selfishly, to get paid for something I’ve written.)  I will also be attempting to actually hit that 1,000 words of fiction per day (on average, aka I can write 0 words one day if I write 2000 the next), with my good start this last year bolstering my confidence that I can get it done this year.
  • Finish Nautilus — I realize that Nautilus may not get a chance to hit book form by the end of the year, but I’d love for it to be text-complete by the summer, or close to it.  It’s a big, important project to me, but I want to be able to see it out there for people to play and enjoy and give feedback on.  And that means passing out beta PDFs, running it at conventions, and (hopefully!) getting it ready for publication with art, layout, etc.  I don’t want this to turn into one of those projects that ends up in development hell, being dilly-dallied on for years.  Better for things to get finished than to rot forever on the back burner.
  • Develop a more active internet presence — This is one of those things I’ve always meant to do but haven’t had any luck with.  I’m naturally an introverted person, so I tend not to share my opinions or think that people will bother to respond to me.  But this is the internet!  I figure it’s better to speak my mind and hope for the best than sit in silence and disappear.  Plus I’d like to help out people whose work I like where I can, be it by leaving reviews, spreading the word about their projects, etc (inspired by Fred Hicks’s excellent “No Silent Fan” post).  I figure if I keep talking, I’ll eventually meet some like-minded people and hopefully this will develop into opportunities for friendship and collaboration.
  • Figure out an exercise routine that works a little better for me.  I already am fairly consistent with working out, but there’s a few things that need to be tweaked (I need to find a strength training routine that I both enjoy and gets the results I would like, for example.)
  • Put more work out there — My greatest weakness is not showing more things as I’m working on them, or posting content that I’ve done that’s smaller in scope.  So I figure by posting more short stories, blog posts, Nautilus development work, and other things, I can give you all a reason to come back and talk and get myself to finish more things to the point they’re ready for public consumption.  Win-win.
  • Last, sticking to more of my plans.  It’s a general human weakness that we fall away from plans, especially those that require constant effort over the long term, but having a plan and sticking to it (with some inbuilt flexibility, but no falling off the wagon, so to speak) has helped me to improve my life quite a bit and get more done.  So I’m going to aim to plan out more things and stick to the deadlines I set, whether it’s just a to-do list every day in the morning to get my thoughts and tasks for the day together or longer-term goals like those in this post.

Oh dear, I appear to have rambled on a bit.  Sorry about that!  I hope at least someone found this interesting.  How about you?  What happened in 2012, good and bad, and what are your plans for 2013?  Do share!  I’d love to hear from you.

Posted in Nautilus, Personal, Writing | Comments Off on So, 2012 Happened. Onward to 2013!

Flash Fiction: War on Christmas in the Streets

Time for the results of another flash-fiction challenge!  This one clocked in at 999 words, and was based of Chuck Wendig’s challenge that we take the War on Christmas literally.    Link here: http://terribleminds.com/ramble/2012/12/14/flash-fiction-challenge-the-war-on-christmas/

I’m not sure how happy I am with the results, but I haven’t written fiction since NaNoWriMo (just a lot of things for Nautilus), so it felt great to get back in the saddle.  I hope you enjoy! Continue reading

Posted in Writing | Tagged , | Comments Off on Flash Fiction: War on Christmas in the Streets

Knee Deep in NaNoWriMo

Hey all! Glad to see no one around here’s rotted and died of disappointment without me.

*Tumbleweed blows through.*

Right then. So right now I’m in the middle of NaNoWriMo. It’s going well, even though I’m a few thousand behind, but it also means no more new flash fiction for the rest of the month unless I happen to get a good free day or two.

I’m also caught up in several large school projects which have been taking up rather a lot of my time, so work on Nautilus has slowed to a crawl while I finish those up. Patrick and I have done a good bit of discussion on the setting, though, and hopefully I can start doing some sample location write-ups over on the Nautilus website soon, to give everyone a sense of the setting.

Going to keep this brief, since I need to be in bed soon so I can wake up extremely early tomorrow and spend all non-previously-committed time tomorrow working on my pile of to-dos. See you around soon, everybody.

Posted in Uncategorized | Tagged , | Comments Off on Knee Deep in NaNoWriMo

Halloween Flash Fiction: Somewhere, Beneath the Sea

Another flash fiction challenge courtesy of the wonderful Chuck Wendig.  Check out the original challenge here.  It’s another game of aspects, this time with a horror twist.  Consider this your Halloween present, everyone.  I hope you enjoy it. Continue reading

Posted in Writing | Tagged , , , | Comments Off on Halloween Flash Fiction: Somewhere, Beneath the Sea

Nautilus RPG Site is Live!

I’m running out the door to an evening obligation, but I wanted to drop in to let everyone know that the reason that things have been so quiet on this front is that I’ve been putting up the finishing touches on the Nautilus RPG website!  It’s still a little rough around the edges, but the main page and first blog post is up, and you should definitely check it out to get an idea of what’s going on in Nautilus-land.  Most Nautilus-specific updates will post over there, although I’ll still post game design thoughts and more general game ramblings over here, too, which might dive into Nautilus design experiences.

The site is here: http://www.nautilusrpg.com.  Check it out!  Tell your friends!

Posted in Uncategorized | Comments Off on Nautilus RPG Site is Live!

Another Quick Update

So I didn’t take very long to fall of the bandwagon there, did I?  School combined with social obligations swamped me a little bit this last week and kept me away from the blog, although I’m finally getting some traction and free time.  I also didn’t have any flash fiction of a high enough quality to show.

Anyway, quick Nautilus update: we’ve (we = Patrick and me) put together a dev wiki and a release schedule, and we’re aiming to have a fully functioning beta of the rules by the end of the year.  We’ll begin small group testing shortly after that, and then later move onto public testing.  We’re tentatively aiming to have our first general-public game at February’s Strategicon, and hopefully at that point we’ll be close to done refining the rules.

We’re unsure yet what we want to do about publication.  While the optimist in me would love to think a publisher would take a look at our game, I’m not sure a d20-based Sci-fi game is going to be really setting off any alarms unless we get some great word of mouth going on.  Even then, a lot of the big publishers publish primarily only things they develop in-house.  Kickstarter is another tempting option, but we’d need a lot more people knowing and excited about the game than there are now.  Another project for the coming months!

The website for Nautilus has been in stasis due to a lack of web-design time on my part.  It should be up soon, at which point a lot of these announcement-type posts will be created on the blog there.

Other than all that, everything is going well.  I’m working on a new short story that I hope to finish the first draft of soon, and I’ve been writing consistently the past week, give or take, which is a marked improvement after falling off the writing horse for the earlier part of November.  Right now I’m just letting my writing wander in topic, but keeping the length down to prepare myself for NaNoWriMo next month.  It’s going to be intense!  But I am very excited for it.

I also turn 23 tomorrow.  Huh, how did that happen? Barely seems like a year’s gone past yet.

That’s all for now.  Catch you all soon!

Posted in Nautilus, Personal | Comments Off on Another Quick Update

Flash Fiction: The Wolf and the Girl

Hey everyone, here’s another flash fiction based off of Chuck Wendig’s Friday Flash challenge prompts.  This one was The Epic Game of Aspects Redux.  I rolled 19 – Twisted Fairytale, 12 – A Quest for Something, and 13 – The Restless Dead.  I guess this entry can be considered a technical failure, both because it’s 63 words too long and I didn’t realize there was a “quest for someone” category, which means that having the main character quest after an entity is probably incorrect.  But I had a good time writing it and I like the end result, so I hope you enjoy it anyway!  Read on:

Continue reading

Posted in Writing | Tagged , | 3 Comments