[ECC] GM Advice

2 posts ยท Mar 2 2005 to Mar 2 2005

From: Laserlight <laserlight@q...>

Date: Tue, 1 Mar 2005 22:13:09 -0500

Subject: [ECC] GM Advice

I've been in games where the GM obviously knew what he was doing, and I've
instigated a few events myself, so I'm going to polish up my hubris and offer
unsolicited advice to people who might be thinking about running an event for
next year, particularly SG2 or FMAS. In no particular order, here are some
suggestions:

a. Find out how big the table is. Allow a space at one end for reinforcements,
and fill the rest. A 48 x 48 set up on a 60 x 120 table isn't a good show. A
72 x 144 set up on a 60 x 120 table is generally not a good idea.

b. Bear in mind that players don't usually seem to make it more than
halfway across a table, so don't put their objective too far away--two
or three turn's movement, max, and less if they also have a base they have to
defend.

c. Give players specific missions. They will often ignore them, but they'll be
happy.

d. On a related note, make different types of missions available. Some people
will be content with orders to "grind forward and destroy the enemy" but
others will want to be clever, or stealthy, or whatever. I often try to get
through a scenario without firing a
shot--I have more fun either commanding or negotiating than I do
shooting.

e. Give players other ways than shooting to affect each other. It might be
negotiations, or it might be things like the special cards Adrian used in con
Queso and I used in FMASheep. The cards in Sheep were usually ridiculous, but
a more serious game could have things like "out of ammo", "lost", "extra arty
on call", "possible
blue-on-blue, heck fire, check fire!" or "civilians in the way".
Consider making cards that say "must play immediately" and benefit cards that
are "play on anyone except yourself".

f. Make sure each player has a balance of units--or more accurately,
of actions per turn. If Player A has a single unit and Player B has nine, it's
okay... as long as A's unit is an Ogre or something else that can take
multiple actions per turn. If not, A is going to be bored for 90% of the time.

g. Be prepared to balance things on the fly. If you're running a pure military
action with straightforward ROE and objectives, you can
playtest in advance.  If you're running a game where the role-playing
element is more heavily emphasized, playtesting may not help as much. Either
way

h. Make sure players don't get killed off until the end of the game.
Keep reinforcements / replacements available, and keep feeding them
in. For FMA Sheep, I had a few extra characters to spare (such as Sister
Agatha, plus others who didn't get called to the stage), and I
also had various healing / resurrection cards available.

i. Drama! Excitement! Big explosions! Special effects! I tossed crepe paper
"lava" down the length of my table and I guarantee it got the players'
attention. If you have a small nuke or an orbital strike on your SG table, you
ought to have some craters and huge smoke clouds to go along with them.

j. You get into a story better when you can identify with a
character, so treat all games are role-playing games.  Your players
shouldn't be "First Platoon, Green 1" and "Second Squad, Blue 3" if you can
make them "2LT Jones, who has political ambitions and needs to make a name for
himself" and "SSGT Smith, who has a newborn daughter at home and he's rotating
out of theater in two weeks."

k. People are going to be spending a lot of time looking at your terrain. Make
it worthwhile.

From: Laserlight <laserlight@q...>

Date: Tue, 1 Mar 2005 22:23:24 -0500

Subject: Re: [ECC] GM Advice

> g. Be prepared to balance things on the fly. If you're running a

Isn't "cut & paste" fun? That last bit should be "Either way, you should have
some equalizers in mind in case one side is getting crushed. It may be as
simple as reinforcements for the crushee, or a call from Higher to the crusher
to withdraw some units for use elsewhere."