There is a certain style to gamemastering a game, and it
differs
from gamemaster to gamemaster. My particular style has been
influenced, for good or ill, by the gamemasters with whom I have
played. In one sentence, I'd say that my gamemastering vision is
"a dramatically appropriate universe that focuses on the characters
as pivotal to their local area". I'll try to explain that.
Eric, who is our most versatile and frequent gamemaster, tries to
run a realistic campaign. In his campaigns, if the characters are
not present, you have the feeling that the world would go on just
fine. We stumble across plots and situations, they don't seem set
up for us. And this may be just how brilliant he is at disguising
what he does to subtly manipulate us and the universe.
But because of his particular style, I've tried to flavor my
campaign in a different style. The challenges are appropriate for
the characters, there is rarely something too easy or too hard.
Eric will let us go up against a challenge we have no hope in
defeating or one that is ridiculously easy. I don't do that. My
adventures tend to adapt on the fly. If the going has been too
easy or too hard I adjust, and the key skill I have to develop is
being able to adjust the adventure without making it look too
obvious.
My philosophy is that characters should win 95% of the time given
good but not necessarily stellar play. The only reason they should
lose is if they play their hands really badly. Degree of victory
is where I make distinctions. Just winning gives them some amount
of rewards, with the exceptional rewards coming from exceptional
play. Within those bounds, I try to keep things challenging. Gauge
the players' reactions and adjust accordingly, if they feel the
danger or the difficulty then you've done your job, otherwise make
it a little harder.
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Another point is that I don't try to focus on every
character. At
best the subplots for the night are only for one or two characters,
rarely for everyone. And in general the campaign's main plot thread
centers around a character or two. This gives me a way to tie the
adventures together without the burden of developing lots of little
threads for everyone.
Things tend to happen for a reason in my campaign. Significant
events are introduced so I can make a point. "Dramatically appro-
priate" means that your jumpship breaks down right at the time you
need it most or because I'm trying to keep you there, rather than
on some random roll during a routine transfer. Making the characters
"pivotal to their local area" means that the characters' actions do
affect the universe around them, but only to a certain extent. I
want the players to be able to say "I saved the ship" or "I stopped
a war", but not "I saved the Federation" or "I saved the Universe".
They should be significant but not legendary, that's about the
level that I feel comfortable with.
As I've written, the key skill is to make it all seem like it's
the players' actions that make the difference. If they feel like
you're manipulating the universe to make it easier or harder, it
tends to leave a sour taste. And that's a skill I'll have to keep
in mind when I'm running, because I do tend to blab too much about
why I'm doing something.
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