Engaging from the start…

I ran my first session of D&D 5e this week and despite my issues with the d20 system in general I think my response on twitter summed up the experience:

Why did it feel so good to get back to the role of GM? Partially because I have always preferred it to being a player. I like the role of setting up scenes and watching them play out. I like having to gauge the impact of PC actions on the bigger picture. Most of all I like seeing the response of players as they realise what is going on or come up with a solution I couldn’t have foreseen (as the Happyjacks hosts are fond of saying the GM should create problems, not solutions).

The other reason it felt so good was that I went in with a plan to engage the players and I feel like it worked. I was GMing in what is best described as a community campaign akin to the Adventurers League. There’s a pool of players and GMs but each session will see a different combination of them come together. The big difference though is that there are no parallel sessions of the same adventure. Every session is a unique and self-contained standalone adventure set within the wider campaign world. The starting point for any adventure is the players, they state what their character is investigating or up to and then put a group together.

It’s not the easiest way of doing things. Individual sessions can be a little disjointed with only loose tie-ins to those that came before. For this, my first session, I had to prep an adventure based on brief summaries from one player and the previous GM. Not the easiest of asks, even for an experienced GM. It also had to engage the players in such a way that they would want to follow up on it, to generate enough interest in the events that it could become a plot in its own right.

This meant having a plan – introducing a new faction that could make an immediate impact and that had the potential for being a long-term threat. So in came a heretical cult within the ranks of Lathander that place particular importance on the divide between day and night, for the sun can only rise if it has first set. To establish their importance I put the party in position to witness (and ultimately disrupt) a ritual that had taken place hundreds of years before. It explained why nobody had ever heard of the cult and presented a clear threat to the established status quo in the present.

For me, as the GM, it also presented a way to engage long term with the wider setting as I’ll be able to build up the details of the threat over multiple sessions if and when the players engage with it. Given one of them is already planning a follow-up I’d count it as a success.

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RPGaDay August 25th

25th) What is the best way to thank your GM?

Beyond just saying ‘hey I’m really enjoying the game, thanks for running it’ I can think of a few ways. But that really is the best approach.

So what are those other ways?

Well the biggest is simply to be engaged. I can’t speak for other GMs but personally I spent a lot of time on games outside of sessions. Prepping characters, going over notes, working out where the plot might be going (especially as I find I need to regularly adjust my expectations based on player actions). Some of this will be actual hands on, dedicated time while some of it will be idle speculation during odd moments of free time. All together it adds up, I’d estimate that each hour of game time will correspond to an hour of prep. At a minimum.

That’s a lot of engagement with the game, far more than I’d ever ask of the players. What I do appreciate though are players that engage during the session, it makes me feel like all that time was worth it and is appreciated. There are lots of ways you can engage with the game, for example:

Actively engage with the plot, give me an idea of where you want it to go.
Set aside the time to game. If you’re regularly flaking out at the last minute then you’re wasting my time. Flakey gamers are something that really pisses me off. Gaming is an important part of my mental health so it matters to me when you disrupt that.
Make an effort to learn the rules. I don’t expect mastery but I appreciate not having to explain the basic mechanics for the umpteenth time.
Know what your character is capable of. As the GM I’ve got to keep track of a lot of aspects, if you know your PCs abilities it’s one less thing I have to keep in my head.