Ok, here's an article that my one reader, Dave,
shouldn't read (get out of my
mind!). We'll see if this works or if he gets mad and holds this
article against
me forever, like he is known to do (it's that ball of hate thing).
Otherwise I
have to keep on self-editing myself too much. In general what I write I
don't
care if other people take wrong. I do care if Dave takes it wrong, so
hence the
previous warning.
So, I was reading the Red Prison adventure that Dave has been running
for the
last three GURPS sessions. Now Dave is proud that he has made this
adventure
extend for those three or four sessions. But I read the adventure and I
can't
help thinking that this is a one session adventure. It's only about
eight pages
long, two pages being two maps (a rather abstract area map and a map of
the
main villain's hideout), and most of the rest filled with stats for the
various
monsters and villains. There is only about one page of plot!
Dave does have a lot of notes. It's amazing how much backstory and
thought he
put into fleshing out the monsters and politics, especially considering
that
he had no familiarity with the AD&D monsters in the adventure (it's
some
sort of Planescape adventure). So that's great. But considering how
much he
kept going back to the adventure to read up some bit or other, it just
seems
like he should have had all this memorized. It's only one page of plot!
Let's critique Dave's GMing style. HIs excuse is that this is supposed
to be a
tempory campaign until Eric gets his next Erzoquest campaign up and
running. But
that is no excuse for the seeming lack of preparation and readiness on
his part
every week. Considering he wasn't working (sure he was doing odd jobs
around
the boat, but we're still talking about two months of no regular job),
I would
have hoped that he'd have a good command of the rules, even the GURPS
Lite
rules, and the scenarios.
Here's what Dave needs to do. First is be the sole arbitrer of the
rules. Take
the rule books away from the rest of us. Every rule decision is the
GM's. He
has a bad tendency to defer to the rule for say lighting a fire and
looking it
up in the rule book rather than just making a spot decision and keeping
the
game flowing. Tell us that his rules are final and he doesn't want any
backtalk
from us.
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Second is he's got to stop trying to use the correct
rule in every single case.
If he doesn't know the rules, don't try to use them all. There is only
like one
page of essential GURPS mechanics, plus a lot of pages for skills and
weapons,
but that's just stats. There are only three GURPS mechanics: success
rolls,
reaction rolls and damage rolls (as said in the GURPS rule book, though
only
the first is really important). Make up reasonable skill rolls, or do
what I
do and just say it works except during combat.
Third is he should stop trying to run every scenario exactly as
written. Too
many times (just about every week) he has to stop play and look up some
small
tidbit: get the right name, the right fact, whatever from the
prepublished
scenario. It's jarring when the GM does this and breaks up the flow.
When he's
running, he does just fine but if something unexpected happens he
doesn't deal
with it well and stops. I try to have one sheet of names and stats and
another
sheet or two of plot and encounters. He doesn't need to do this but he
needs to
have a way of having the facts on hand so he only needs to glance at
them.
This is actually more important in combat light campaigns. When people
are
actually role-playing, there is rarely time to stop and look at the
rules.
During combat there is usually a bit of time before each round as the
players
organize themselves, so the GM can stay ahead. But during role-playing,
unless
the players start talking to themselves or argue the next course of
action, a
GM doesn't have that time to take a few minutes to read up on the next
plot
point.
I'm probably being too hard on Dave. This is his first campaign in
years, and
the only one that's lasted more than two weeks. Probably he should have
done
something simpler. Forget the back story and just do the adventures,
don't try
to keep everything together with a time travel plot line. Probably
would have
helped to use something besides GURPS, which is so deadly that there
aren't
that many long fights. Sure, there are fights, but they're over quickly
(or
they should be if Dave knew the rules better and ran the combat
smoother). Too
much role-playing for a beginning GM.
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