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Game Master Best Practices

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Presentation on theme: "Game Master Best Practices"— Presentation transcript:

1 Game Master Best Practices
How to be the best

2 Why we Role-Play

3 Game Master Best Practices
Organization World Development /Atmosphere Player Trust Character Development Inspiration Audience Questions But before we start, please understand . . .

4 IT’S NOT ABOUT YOU!

5 Organization – Know the Rules
Do you know the combat system? – Do you know it well? Do you have a feel for the genre? How do non-combat skills work? What kind of dice do you need? How many of them do you need? How do you reward experience? How do you monitor character development?

6 Organization – Have your Materials Ready!
Things I bring to every game Calculator Sticky Note pad/Note cards 3-5 sharpened pencils Extra Dice Copy of Rule Book Page protectors Dry erase Markers

7 Organization - Have your Fodder Ready

8 Organization – Know your Villain
What Makes them tick? Why are they Villainous? Complex Villains are the best! Is there a basic need not met in their life? (Security, Love, Respect) What are their weaknesses? (Lust, Pride, Rage, Vanity, etc) Is your villain noble? (Given the right circumstances, would he/she fight with your heros?)

9 Organization – The power Matrix

10 Organization – Power Matrix Examples
Forgotten Realms, AD&D Champions Game

11 World Development & Atmosphere
Let genre come out in the descriptions. If your game is a moody, horror game than describe the fog, the darkness, the shadows If your game is high fantasy, describe the epic landscape. What makes your city interesting? Make memorable Non-Player Characters Give them their own manner of speaking Ticks, physical features, scars, NPC’s should have high morals, no morals, really smart, really stupid, extremes

12 World Development & Atmosphere - Make Memorable Villains!
Villains should . . . . . . have flaws & emotional scars . . . have an air of flamboyance/arrogance/pride . . . be physically memorable (7 ft. tall, in a wheelchair, beautiful, ugly, missing a leg, etc.) . . . be able to get under the players skin somehow . . . be very dangerous to your heroes. . . . have a little sympathy . . . occasionally be redeemable

13 Player Trust – Player Types
The Actor The Explorer The Investigator Power Gamer Slayer Storyteller Thinker Watcher

14 Player Trust Give Players the Benefit of the Doubt
Respect their Concern for the Rules Act like a judge, not a partisan Create pyric victories to end sessions during a story arc. Reward characters for being true to the genre, the story, & their character arc. (Extra XP, special items, fulfilling character story, great soliloquies) Never say no to a players idea!

15 Character Development
Ask for short character backstories – use them in interesting & unsuspecting ways. Ask players what they want – They will surprise you! Weave relationships throughout your game. Relationships with . . . Other characters Non-player characters (either from their backstory or ones you introduce) Villains! Bestow character agency Reward creativity and loyalty to the story, the genre, & the characters arc.

16 Inspiration Literature (Game of Thrones, Shakespeare, Hunger Games, Star Wars Novels) Comic Books (Avengers, The Walking Dead, Hellboy, 300, etc) Television & Cinema (The possibilities are legion!) History & Archeology Liberate in the Name of the Republic! (Steal liberally, mix & match ideas)

17 Audience Questions

18 Just Remember to . . . Slides will be at Jason-evans.net
The material on the Game Matrix, as well as other material can be found in: Currently $19.99 on Amazon. (I get no proceeds) Go to Brett’s Webpage! brettbaker.ws Follow him on


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