RUNNING THE GAME
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Creating a story and designing
the necessary settings and
encounters are only part
of the DM’s job. The second major
responsibility of the referee
begins when the players have all
gathered around the table
and await the start of the adventure.
The DM’s functions during
a gaming session fall into two categories:
presenting
the story in such a manner that the PCs ar drawn into it through their
own motivations,
and refereeing
the game mechanics so that they move the story along, rather than hinder
its development.
These functions, along with
some suggestions
for improving the quality
of your game, are detailed
here.
As a rule, the more time
you spend preparing for the game, the
more smoothly it will run.
Since most DMs face time constraints,
it is often necessary to
streamline game preparation.
If you do not have the time
or inclination to detail all of the
places that the PCs are
likely to visit during the game, it may be
useful to create a few lists
so that you can randomly generate
information when you need
it. A list of eight NPC names, for
example, should provide
most of the new NPCs that the players
might encounter in a gaming
session. When they meet someone,
you can either roll 1 d8
or select an appropriate name from the list.
Other lists can contain
personality traits and characteristics of
appearance. These three
lists can easily be combined to provide
you with a ready-made NPC
generation system. Since you have
created the lists, you can
expand or modify them freely, and thus
have available a tremendous
number of combinations of characters’
names, appearances, and
personalities.
Most DMs use a coded system
of notes for describing areas
and NPCs to the players.
If you do not, it is worth developing one.
Listings such as AC, HD,
hp, MV, and damage are all important
for encounters. Areas can
best be detailed through the use of
your own maps and symbols.
The fewer words you use, the better.
A useful
piece of shorthand, already known to many DMs, is
the term “THACO.” The abbreviation
stands for “To Hit Armor
Class 0” and if you record
a THACO score for each of your monsters
and NPCs, you will almost
never have to consult the combat
tables during play. To create
a THACO rating for any creature,
simply determine what roll
on ld20 the creature needs to hit an
opponent with Armor Class
0. For example, suppose an ogre with
4+ 1 Hit Dice would strike
an AC 0 opponent with a roll of 15 or
better. Once this number
is recorded in your notes, you can easily
determine what you must
roll for the ogre to hit any opponent. You
simply subtract the AC of
the foe from the ogre’s THACO rating,
and determine the number
needed to hit. A creature with AC 6,
for example, is hit by the
ogre on a roll of (15 - 6 =) 9 or better; a
character with AC -4 is
only hit on a (15 - -4 =) 19 or better.
Map
symbols are discussed in greater detail in the section on
mapping (page
114). It is worth the effort to develop symbols for
new types of locations,
because the more information you place
on your map, the better
the descriptions you can provide for the
players .
It is also a good idea for
the DM to spend at least a few minutes
thinking about unexpected
courses of action that the PCs might
take. You cannot anticipate
everything that the players might try
to do, but careful thought
can prepare you for one or two surprises
that might otherwise threaten
your entire story line. If you
can anticipate surprising
or unexpected PC actions, you can
either steer PCs back into
the story line you have created, or take
steps to allow the adventure
to expand in the direction the PCs
are taking it.
Preparation is also necessary
when placing treasure. You
should carefully consider
the amount of wealth placed and the
impact of magical items
on game balance. Also, be sure to match
the challenge that must
be overcome to the value of the treasure.
These decisions are too
important to wait until the last minute.
The DM’s role as storyteller
becomes most obvious while the
game is being played. Describing
settings to the players, running
the many NPCs that the party
encounters, and springing dramatic
surprises are all typical
storytelling activities. In a roleplaying
game, the listeners’ involvement
with the story brings this
point home even more powerfully.
Just as certain techniques
help a DM to effectively create a
story and design a setting,
so can he improve his storytelling ability
by applying a few proven
principles. Several of these are listed
and explained here, and
can easily be incorporated into any DM’s
style of gaming with no
advance preparation.
Pace affects both game mechanics
and story development.
The DM has great control
of the pace of the game. The number of
minutes required to resolve
a melee and the rate at which the
characters proceed through
the story are both functions of pace.
As it is with all aspects
of the game, variety is important regarding
pace. Ideally, there should
be moments of dramatic suspense
and intensity with fast,
furious actions and desperate challenges.
These moments should be
broken by periods of rest and security,
in which the players can
take as much time as they want to discuss
their options and make plans.
Game mechanics should be
used to help you maintain the
pace of the game at the
desired levels. If you find that certain
rules significantly slow
the pace of the game, discard those rules.
You can create your own
streamlined versions to handle situations,
or simply proceed by DM
decree. Game systems such as
Weapons vs. Armor Class
Modifications and detailed recording
of spell components can
be fun for characters who enjoy great
detail for their characters.
For players whose main interest is roleplaying,
the game may proceed smoothly
without such game systems.
The more you prepare for
a gaming session beforehand, the
greater control you can
exercise over the game’s pace. Detailed
notes about your settings
and encounters prevent you from having
to waste time thinking up
these details during the game. They
can also prevent you from
making a snap decision that destroys
the balance of your campaign.
If you review the rules relating
to particularly critical areas of
play before the relevant
situations arise, you can avoid flipping
through the rulebooks while
the players impatiently await your
decision. Of course, it
is not always practical or possible to do
this. If you are introducing
a complicated monster that you have
never used before, or if
your PCs are traveling through specific
environments, review of
the pertinent rules can help greatly. If
you have designed an adventure
with a watery environment, a
review of the swimming and
boating rules beforehand can help
keep the game moving smoothly.
Voice
is the DM’s primary tool for providing the players with
information, establishing
a mood for your adventure, and conveying
various emotional aspects
of the game such as surprise,
anger, triumph, and fear.
Your use of voice encompasses the
tone, volume, and rate at
which you speak, as well as the words
you use to tell the tale.
Tone is the most effective
means of conveying many emotions,
although it is difficult
to describe on paper. You can use the tone
of your voice to create
an aura of sadness if the PCs are exploring
an ancient ruin that was
abandoned under tragic circumstances.
Likewise, the laughter and
jolliness of a friendly inn can best be
communicated through the
tone of your voice as you describe it.
Volume is an effective tool
for conveying sudden or shocking
occurrences, as well for
conveying emotional intensity, but
beware of overdoing it.
A loud outburst or battle cry is only effective
if the players are not expecting
it.
You can develop or create
intensity by varying your rate of
speech. An effective storyteller
understands the need for an
occasional pause, either
to let the listeners fully absorb the
impact of something that
has just occurred, or to allow them to
ponder the possibilities
of something that is relatively unknown.
Choosing the right word
or phrase at any given time is a skill
that can be developed through
practice and reading. Make an
effort to be colorful in
your descriptions. Instead of, “You get the
door open,” try something
like, “The door crashes inward in a
blast of splinters!”
If you write out passages
of description for yourself or the PCs,
read them aloud before you
use them. You may find that something
that looks very good on
paper is less than effective when
spoken.
You may {wish} to develop
a variety of voices to use for NPCs.
Some relatively easy voices
to use include those of old men, old
women, children, witches,
pirates, greedy merchants, suspicious
guards, gloating villains,
and heroic leaders. In addition, add
some characteristics that
can be easily portrayed. Whining, hissing,
croaking, whispering, growling,
ingratiating, angry, or arrogant
voices can all be presented
with a minimum of practice.
Any of these voices can
be augmented by the use of facial
expressions and hand gestures.
In this way, you create wellrounded
characters for the PCs to
interact with.
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