Advice to Game Masters
To master a game isn't to decide everything within it. If you want to tell all parts of a story, write a novel instead. To master the game means to enable your players and make it easy and fun for them to contribute. The more your players tell the story, the more fun both you and them are likely to have. There are some more things you might want to think of, both in terms of preparation, what to do during the game, what to do after, and how to find inspiration.
Preparation
- Know your material. Anything the players might encounter that is important to your story, you should know. This doesn't mean you're expected to know everything, nor does it mean that you can't look things up during play. But you should at least know where to look. If your story takes place in London, you shouldn't be confused about there being an Underground. You don't need to memorise the tube map, but it might be a good idea to have one at hand.
- Don't over-prepare. It is tempting to go overboard with the above and never actually get around to playing or to spend so much time preparing that you're unable to handle actual play. Figure out the details you actually need to tell the story. The rest you can either look up or better yet, improvise at the spot. Learn to take plenty of notes during play instead and make things you come up with be the true version of your world. After all, the setting that is Thorns isn't exactly like our world.
- Prepare to improvise. Your players will talk to characters you hadn't thought of, look into items you didn't plan, and visit locations you didn't prepare. The trick is to be prepared for not being prepared. Create a list of names that correspond to the various cultures that might be relevant. Create another list with personality traits, positive and negative. Add a list of descriptors. Now you can choose a couple of descriptors, a couple of traits, and a name - and that's a character. Cross out the name as having been used and note the [tooltop:non-player character]NPC[/tooltip] and their description on a paper. You can create similar tables for objects and locations. Whatever it is that stresses you out during play, make lists of it.
- Establish limits. Thorns can deal with some mature or uncomfortable topics. But while characters might suffer, players should have a good time. Thus, it is important to talk to your players about what they don't want as part of the game for whatever reason, what they are ok with, and what themes they would actually like to explore. You might want to talk to players one-on-one so that what you say to all players can be somewhat anonymous. Always, ALWAYS, respect these limits.
- Be a fan of the player characters. Your players are excited about their characters and have come up with things they like about them. For them to have the most fun, you should try to see the same interesting possibilities those characters have. Use them. If the characters have some dark secret or desire, use that especially.
- Know the Rules. You are the final arbiter of any rules during play. This means you should know them to the best of your ability. But no one is perfect - don't panic.
After the Game
- Collect your notes. If you at all have the time or energy, write a summary of what happened and attach information on relevant NPCs and locations. At the very least, write down what secrets were uncovered so that you don't accidentally reveal something later. Gather these notes so that you can read them before the next session.
- Check in with the Players. You will want to know what they liked and what they might want more or less of in the future. Checking in with players is extra important after a session with especially dark themes.
During play
- Different players want different things. To some, roleplaying is a chance to indulge in introspection, while for others it's about telling a story, to solve strange puzzles, to do their character's signature move, or just to hang out with friends. None of these reasons are wrong. Try to see what makes each of your players happy and focus on that rather than what you think should make them have a good time.
- Improv theatre is a great teacher. In fact, roleplay is mostly improvisational theatre around a table. If you have the chance to do some of it, that's great. Books like Play Unsafe by Graham Walmsley can also be a good inspiration for this.
- Encourage players to create. If a player describes things in their surroundings or makes up a person or detail on the spot - allow them. Sometimes, you can rework your story into including the character they just described themselves as knowing, which is great. If the thing they came up with really doesn't work, then try modifying it rather than dismissing it, if you can. If one of them mention they should go see this powerful arcanist they know, but you need them to not actually have access to such an individual, try modifying it. Maybe you can add 'well, you know they most think of themselves as powerful, but they're really not.' Or maybe the person has been killed by your big bad, giving the characters another reason to go after them.
- Fun for everyone. In nearly every group, there is someone who talks more and takes up more space. There is also someone who rarely speaks and might be forgotten. In some cases, the quiet person is that way because it's their play style and they really have nothing more to say. However, quite often it's a matter of some players being used to talking a lot and some players not daring to take space. Part of your job is to make sure that everyone gets to feel involved. You can do this by often asking the more quiet ones specifically what they are up to or if they have anything to add. And make sure that talkative players don't interrupt when you are focusing on others. Be aware that there is specifically a trend for gender here. Female players tend to hold back more, and male players are often not aware that they, or perceived as, talking much more than others.
- Notes! It's ok to take small pauses if you need them - but you absolutely have to keep notes on what's happening in the story. Note who the player characters meet and how that interaction went. Note where they've been and what they did there. Make notes of any plot points happening. Jot down any ideas you have during play.
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