GM PRINCIPLES

GM PRINCIPLES

GM PRINCIPLES

Be a fan of the PCs. Root for them, but put their backs to the wall so they can prove themselves. Listen to the players and they will tell you what is important to their characters. And then put that shit at risk, immediately. Push on it. Make the characters the center of the story, not your plotting.

If they say they can speak a language, ask where they learned it. If it’s in the heat of things maybe flashback a scene about how they learned enough to decipher the tome. Then weave that information back into the story later. Don’t nit pick them and don’t play gotcha.

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I’ve seen players put their characters in worse positions than I could ever devise for them. Let them. They want to be challenged and to live or die heroically.

Let everything flow from the fiction. As you play little tidbits come out. A character seduces a bartender, they slight a noble, they rob a fence. (Also – NAME THESE PEOPLE) All of these things have consequences in the world. Each of these is a little gift from the players to you. Take what they give you and return it to them two fold.

Let’s say they leave a body where no one can find it. And the player actually looks you in the eye and says “no one will miss them.” What a beautiful gift. Take them at their word. No one finds the body. No one CAN find the body. The spirit is trapped there enraged. No one misses it, no one notices it. How does that make the slowly degenerating spirit feel? Maybe it wants to be missed, recognized by the only people that might remember it…

Everything has the possibility to come apart like a loose wagon with spooked horses and a wheel missing.

Hold on lightly. The game is a conversation between a group of smart interesting people. If something doesn’t fit and feel right tap it with a hammer until the rough edges are worn off and it slides into place. Repaint your mansion. Make the carpet match the drapes. Fit everything into your galloping narrative and discard what pokes out. A rough story told well is better than an accurate one told tediously.

Address the characters. “Silver, where do you go to look for the Red Sashes?” not “Sara, where does Silver go?” This puts Silver front and center—his preferences, desires, and style. Silver comes to life as a character.

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Address the players. “Sara, how do you want to handle this?” not “How does Silver do that?” This puts Sara front and center — her preferences, desires, and style. Sara can consider what she wants, then filter it through Silver.

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(I got nothing to add to those except to note that normally PbtA games advise to just address the characters, so it is an interesting addition to Address the players as a separate note)

Paint the world with a haunted brush. There are ghosts and hollows, weird sounds, arcane energies, and strange cults everywhere. How does the haunted city manifest here?

The Duskwall setting is rife with horror. The Gates of Death no longer fulfil their function letting souls escape this world. How is this expressed? What new horror is just a commonplace thing to the world the characters are inhabiting? What else can’t escape when spiritual death is no longer on the table, but the body can still be destroyed?

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Surround them with industrial sprawl. Duskwall is crowded with factories and their choking soot clouds, buzzing electric lights, ironworks, clanking machines.

Duskwall is falling over the brink of the industrial revolution. What physical jobs are no longer necessary, leaving a class of strong violent workers unemployed and restless? What new gizmo sparks the minds and hearts of bootblack children in the streets. Is the printing press a thing yet? How is that changing life in the streets?

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Consider the risk. Think about the risks and dangers inherent in most things the scoundrels do. A risky move is the default action almost all the time. When they’ve taken great care and are building on successes, they might make controlled moves. When they have to improvise off the cuff or when they’re in over their heads, they’re probably making desperate moves. Go with your gut. Call the positions as you see them, but be open to revision.

Default to risky endevors. A motto I live by. What happens to a person whose entire life is one of risk and bravado. Tell the players the risks involved and let them make the call as to how their characters react. Offer them juicy bargains with interesting consequences, but always play with the risks as cards, face up on the table. Let the players drive informed decisions, or even inform the decision themselves.

This is perfect for a BitD session!

This is perfect for a BitD session!

This is perfect for a BitD session!

Originally shared by Tabletop Audio

As fantasy adventure tropes go, the docks district setting is almost as omnipresent as the dungeon. Looking for a man about a key? He’s in the docks district. Need to make a deal with a secret organization? You’ll find your contact in the docks district.

This ambience, Docks District should get lots of use in fantasy, and historical settings. There’s no magic in the air, just gulls, wind and rigging.

http://tabletopaudio.com

I had a player come back last session with quite a few questions that came up during play.

I had a player come back last session with quite a few questions that came up during play.

I had a player come back last session with quite a few questions that came up during play. I’ll freely admit that some of these might stem from misconceptions built from my own mistakes running the game, but I thought I’d ask anyway.

The Whisper has multiple abilities which refer to the “magnitude” of something. We couldn’t find the definition of this term.

Can the Whisper affect beings that it Summons without the Control ability?

Does the person who executes a Setup action roll for effect outside of the Follow-Through action?

After a Setup action, does the person performing a Follow-Through receive the Setup person’s exact effect dice result, or do they just add the number of their dice to their own?

Can the “on point” person only be altered through taking stress to switch or through setup? Can it be changed between scenes freely?

If you are Backup do you have to take a Backup action? Can you choose not to back up a team leader?

When a character takes trauma, how long is there character considered “out?” For the scene, score, or session?

Outside of the Hound’s ability that gives a boost against people who have been scouted, there does not seem to be any mechanical advantage in doing a “planning” phase. Since every “job” requires a certain number of encounter wheels with appropriate challenge, finding out more information about your target ahead of time seems to serve only narrative purposes.

If you fail a roll during a wheel challenge which currently has no threat of complication, since you can’t retry the exact same thing again, is the only way to continue the challenge to invent a complication so that a new skill can be used? For example, failing a roll to load stolen goods onto a transport after knocking out all nearby guards and disarming alarms. Since only one skill makes any sense for loading stolen goods, do the players now have to create a new problem with the goods just so they can use a different skill to try and fill in the last slice of pie? This seems counter-intuitive.

I needed to find some references for whaling and distressing as it may be I found this image so evocative for Blades.

I needed to find some references for whaling and distressing as it may be I found this image so evocative for Blades.

I needed to find some references for whaling and distressing as it may be I found this image so evocative for Blades. 

Still, its so very poignant and a sombre reminder of how industry and greed can decimate any living thing. Leviathan or otherwise.

http://www.onearth.org/sites/default/files/uploaded-files/whaling_getty_eyeopener.jpg

Some advice to people new to Apocalypse World games.

Some advice to people new to Apocalypse World games.

Some advice to people new to Apocalypse World games.

The GM: Goals, Principles, & Actions section of the rules isn’t some “How to GM” fluff piece. It isn’t sage advice from an old time runner. It is actually the rules that you follow as the GM. I’m going to go over them quick because they are important. The GM is not some crazy mastermind with shrouded secrets, you are just another player at the table, with different responsibilities.

GM GOALS

Play to find out what happens. AS GM play with an open heart and at most a rough sketch of a plan. You are here to discover the world as much as the players are. Character generation is enough prep for your first session. Your previous session is enough prep for every session after that. Advance clocks face up on the table and if you don’t know what something means, ask another player.

Bring Duskwall to Life. Your job is to paint the backdrops and provide the sticky reality of the world. Set your table with skulls and dice that look like jewels. Lay thick context everywhere.

Convey the fictional world honestly Don’t be stingy with information. It isn’t you against them, it is you collaborating with the other players to tell the story of THEIR characters in YOUR SHARED fiction.

Joe Banner is AWESOME. Just sayin’.

Joe Banner is AWESOME. Just sayin’.

Joe Banner is AWESOME. Just sayin’.

‘GM! Remember…

~Everything is broken.

~There’s not enough to go around.

~Everyone has a price.

When your players provide the opportunity…

~Set off an ambush.

~Further a rival’s grand scheme.

~A (electroplasmic) construct goes rampant.

~Highlight the downsides of being poor.

~Something vital is overlooked.

~A rival acts directly right NOW.

~A neglected part of the city crumbles/sinks/spreads.

Hi all

Hi all

Hi all,

tomorrow is my second game of BitD as GM and (unplanned but now  kind of inevitable – §$&% you, real life) it will be a *1-on-1 session* with only 1 player.

In a game focused on a gang of people I wonder if this can work at all. Any tips, ideas thoughts? I’d love to have some guidance or inspiration…

(First session with 3 players went fine overall (the troubles I had I already read a lot about here – like one task-two rolls etc). I’m confident I can improve my job here.)

I’ve been thinking about narcotics in Duskwall (legal ones!), as part of fleshing out the world for and with my…

I’ve been thinking about narcotics in Duskwall (legal ones!), as part of fleshing out the world for and with my…

I’ve been thinking about narcotics in Duskwall (legal ones!), as part of fleshing out the world for and with my group. I wrote a longer-length blog post about it, here:

(Blades was on my mind when I made the blog… thus the silly title.)

Tl;dr version: 1) cigarettes and pipe smoking stuff made from seashells and fish eggs; 2) Brewery wars; 3) addictive perfume made from leviathan ambergris.

https://blogofblades.wordpress.com/2015/04/28/hello-world/

Some questions after a session with #theMalkavs :

Some questions after a session with #theMalkavs :

Some questions after a session with #theMalkavs :

Since Vice is an effect roll, can they add item die to their downtime vice roll?

The thieves crew took Chosen by Blood ability from the kickstarter Cultists example crew sheet. This sample is from before the resist/effect differentiation does the bonus die applies to both effect and resist rolls now?

I was curious about the probabilities and have an unhealthy fascination with spreadsheets, so I committed this.

I was curious about the probabilities and have an unhealthy fascination with spreadsheets, so I committed this.

I was curious about the probabilities and have an unhealthy fascination with spreadsheets, so I committed this. https://docs.google.com/spreadsheets/d/1C_TK-gNLCzmJ5vQ__FKmhE_751Phx4GtSxePJuaTRKQ/edit?usp=sharing

(Apologies if this info was posted before and I overlooked it.)