If you’ve never played in a one-shot game, then you are in the minority. A one-shot is where you have a willing group of players, but only a limited amount of time in which to hold a game and so need something that will only last one session. I’ve seen one-shots that were actually two or three shots, but the idea behind this kind of event is for it to start and end in short order. Perhaps you have a group of old gaming friends that can only get together once in a while. Perhaps you’ve bought a book for a new game system and you just want to give it a run around the block. Perhaps your group happens to be free all on the same night and you want to game, but don’t want to play any of the games you currently have going. For whatever reason, a one-shot is what you do when you want to role-play, but don’t have the luxury of being able to schedule a regularly occurring game.Now it seems to me that building a good one-shot involves considerations that are not normally an issue for your standard weekly game. The time constraint makes keeping things moving along far more important than usual. In your standard, one four hour session per week game, allowing a player to waste one hour being bored sucks, but is really no big deal in the grand scheme of things. Let’s say that your game lasts a year with a couple missed sessions for 50 four hour sessions total. That’s 200 hours. One wasted hour is only 0.5% of your time. If you’re running a 6 hour one shot though and one of your players spends an hour being bored, that’s 16.7% of their total time down the drain. That’s a large difference and it will be one of the memories they take away from the game; “I was bored for a good portion of it.” So we have to keep things moving and keep them interesting. How do we do that? First of all, a one-shot is a good reason for the GM to have a game plan well in advance of the event in question. Know the story you’re going to tell and restrict your players’ C-Gen so that everyone makes a PC that will have no trouble being integrated into the plot. Normally I’m completely against having a plot when going into a game, but in a one-shot this is essential. In my standard games the entire first session is usually dedicated to letting the PCs meet each other and letting me figure out who my main characters are and where they will be wanting this story to go. In a one-shot, if you spend the whole time just getting to know people, your game will end right when things become interesting. Not good. Now when picking a setting for a one-shot don’t be too extravagant. Keep the environment something that all of your players are equally comfortable in and make sure that this average level of comfort is high. If you’re running in a published setting keep it as close to the book as possible because that will allow your players to make assumptions based on what they already know/have read. Being constantly told this and that assumption was wrong because your GM had a picture in their head that differed from the one you had access to can be very frustrating especially if time is limited. If you feel the need to make changes to a given setting, be as open as possible, as early as possible, about those changes. Know how long your game is going to last (about) and have out-of-game mile stones. Game start at 4pm. At 5pm the host NPC is murdered. At 6pm the power goes out. That sort of thing. This way you can have an external control on how quickly your PCs move through the story. In a standard game I’d say this is a bad idea because you should really let your PCs have more influence on how the story progresses. In a one-shot though there should be a solid schedule or you’ll never get through your story in the time allotted. Tangents come up, distractions happen, the pizza guy will be late and he will bring you the wrong order and yet the clock ticks on. Your game has to tick on as well. Finally, your one-shot should have a definite ending and resolution. Personally, I think that all games should have a definite ending and resolution, but such a thing is far easier to engineer in a standard game than in a one-shot. In a standard game, you can take weeks to climax and to sort out every loose end. In a one-shot, you only have one shot (lol) at it. The story has to make sense and the ending has to not only fit, but it also has to seem fair. No one likes working through a complicated puzzle only to find that their solution was neither right nor wrong but was instead irrelevant. Misdirection is good in a game, but when time is a factor, the misdirection should be dispensed with early enough that your PCs can cut through to the real culprit before the end. There is a difference in realizing you’ve been fooled just in time to attempt a change in direction and finding out that you’ve been fooled and there’s nothing you can do about it now. I know you know that already, but think about which one you’d chose to experience if you had the choice. Now give your PCs that one.
Don’t misunderstand me. In a lot of my posts I advocate listening to your PCs for your ques on where to take the game and that is what I believe a good GM does. However, that doesn’t mean you should do nothing but sit and listen. As the GM, it is your job to provide the options and the PCs’ job to choose the direction.Putting together a good game is a collaborative effort and putting too much of it on your PCs is just as bad as taking too much of it away from them. Also, if you contribute nothing, most PCs won’t move in any direction because they don’t know what their options are. So it is up to you to keep things moving along and be an active tour guide through the world you’re running. Here are the things I keep in mind when trying to do this: Rapid fire plot hooks. My style is to take five minutes or so with each of my Players and Q&A them on what their character’s feelings, thoughts, interests, aversions, and goals are at this moment and I don’t do it just once or every once in a while, but I try and do that at every single session. During this time I do word association with plot ideas. Whenever they tell me something about their character, I shoot out a plot hook or three, trying to get a lot in during that 5 minute conversation. Hopefully I’ll notice when one or more of the things I suggest spark some interest and note those down. Then I look at what I have from all of my PCs and try to figure out how the things they are each individually interested in could possibly be tied together Kevin Bacon Game style. You know, this event ties to that person and this interest which ties to another event and other people etc. In this way I boil down my PCs’ natural inclinations into a direction for the game to go in. Play ball. Once I’ve gotten lists of plot hooks that generated interest from my PCs I don’t stop there. Interests change from month to month and sometimes from session to session. What interested them last week may be boring this week and the very last thing I want is for my game to get boring. Try and think of the game’s focus as a ball that only one person can hold at any one time. Under optimum circumstances the ball will go from you to PC1, back to you, then to PC2, back to you, then to PC3, then back to you and so on. However, if someone becomes bored with what is going on you may find them becoming uninvolved in the ball game or you may find that a single PC has taken over all of the ball game. Maybe you’ve become fixated on a plot involving the underworld, but only one of your PCs has a solid connection to it or vested interest in that. The others showed interest early on, but since then their interest has waned. Time for more rapid fire plot hooks to ensnare them again. That may mean you have to toss out or tone down the underworld stuff, but it is your job to keep everyone involved in every session. No exceptions. Keep things moving. After session each PC should leave with two things: a sense of accomplishment and a feeling of curiosity about what’s going to happen next week. Keep a watch on them as individuals for where they see themselves as being right now and where they want to get to. It is your job to find out if they have a good idea of how to move from point A to point B or not. You may think you’ve left clues for them, but they may have missed those clues. Sure in the real world that means they flounder, but this isn’t the real world. Watch for floundering and give them a shove in the right direction to get what they want if they need it. This can be something as gentle as reminding them of the clue they got and promptly dismissed/forgot about or as blunt as blatantly telling them that they might want to call this contact or check that lead out. If your PCs have hunches and follow them, great, if they don’t, there is nothing written anywhere that says you can’t manufacture a hunch for them. Reassess reassess reassess. As I’ve said before people’s interests and their interest levels can and do change. You should constantly be talking to your PCs and gauging their interest in what is going on and modifying things as necessary. Think of each PC as an individually burning campfire over which you are cooking one part of a larger meal. Some times all the fires will be burning along nicely on their own and you should be checking the dishes that are cooking. At other times, the fires themselves will need more fuel or some adjustment or something to keep the heat where it is needed. Either way, you should always be looking for ways of interconnecting the dishes to form a more cohesive whole. However, you should also be willing at any time to toss out part of the meal if it isn’t going well and replace it with something else so whatever you do, don’t get too attached to any one component. The PCs are your primary source of momentum, but you are their source of fuel. You should never find yourself just observing the game as they play it. Even if they’re having an in-character group discussion, feel free to participate by clarifying certain misunderstandings or adding new knowledge that you think one of them should know or suggesting possible interpretations of the clues at hand. Real life has ebbs and flows, but your game should never ebb for any of your players. Be active and make sure nothing is stalling out without your knowledge.
Well, I’m glad to see that you all didn’t fly away aboard the good ship Rapture with “Macho Man” Randy Savage over this weekend. If you had, who would read my blog? Oooh Yeah!Anyhow on to today’s topic. First, find a group. If this is your first game, any group will do, just get started asap. As with any endeavor there is always a reason to put it off till later and the longer you wait, the less likely you will start at all. Next, you probably shouldn’t be the GM, but if your whole group is comprised of first time gamers, someone needs to start the GM rotation and it might as well be you. If you’re going to GM, don’t do it reluctantly; jump on that shit. Get jazzed about it. The GM more than any other group member has to be into it and own it. Remember, it’s your job as the GM to keep your players interested and the story moving along. If you don’t really want to be there, it will show in your game. Pick a setting. I would recommend Pathfinder (or D&D 3.5) to start with. Avoid anything modern day or science fiction (and D&D 4th Ed which is a bored game not an RPG). We all have some kind of experience with the Fantasy setting even if it is just in the form of fairy tales so it is easy to latch on to. Also, with Fantasy your options are fairly limited at every stage of the game. This is a good thing to start with and I’d even recommend a further limiting by restricting your alignments to any Lawful and any Good. Evil is best left for later games and you’re not nearly as likely to offend any of your new players and drive them away so early in the journey. Now make a character while your players are making theirs and then throw yours away. You just want to know what they went through in this section, not to take on two roles in the group. Why no modern day games? Because we all know too much about modern day. If you run in a fantasy setting you can simply declare whether or not the king is evil or which countries are backward without the need to justify your declarations politically or rationally or historically. Also, if you’re running your game for a group of geeks, some of them will be more informed on some subjects than you are. Having your computer enthusiast friend play a hacker in your game and dictate to you what they can and can’t accomplish in your world is pretty lame especially for your first or even just an early GMing experience. Go with an entirely fictional world where science takes a back seat for your first trip out. You’ll thank me later. Don’t let the Players play themselves. For some reason (and I was as guilty of this as anyone) it is attractive to new gamers to try and imagine what their personal stats (the player’s stats) would be and then to make a PC that is them in paper’n’dice form and play that. Bad idea. Very bad idea. Think about it, if one of your friends playing themselves betrays you playing yourself. What does that say about your friendship? Besides, they get to be themselves everyday. This is role-playing. Bite the bullet and be someone else for a while. When you get right down to it, that’s kind of the point of this escapist past time. Use a table and keep the game regular. I recommend reading my earlier GM Tools post on Tables. Put simply, a table keeps people focused on what is being done at that table. This is good for new gamers. Keeping the game regular (on a certain night of the week, every week, with as few exceptions as possible) does what a table does with space except a schedule does it with time. With these two things in place you have a an easy path of focus for your group to adhere and most people take the easy path when given a choice. Trust me. It will help keep your group going. Start with a mod. A mod is a game story (with encounters, NPCs, maps, dialogue, and advice) that has been pre-written for you. They sell them where ever gaming books are sold so you shouldn’t have much trouble finding one. Or check the internet. I’m sure there are free mods available somewhere. I don’t use mods anymore, but I used to and when I did, they were a great help for a n00b GM. At the time I had no idea how to put together a story. With a mod it’s all right there for you. Use enough of them, and you should get the hang of what sort of developments need to happen at which points in a game. Once you have that down, you can take the mod training-wheels off your game and ride like a big boy. Till then, use them. That’s what they’re there for. Don’t fret if the PCs stray from the line-course of your mod. Actually, I’d say you should encourage this. As I mentioned earlier, I used to use mods and to my knowledge absolutely none of them ever turned out the way the writers said they ought to have. The mod is just a framework. It should only spark the creative juices. You and the players should supply the constant flow of it. If your players wander off to a section that has been left undefined by the mod’s author, make something up. It might be the wrong thing and it might not turn out well, but these are the risks GMs must take. Wing it often enough though and you’ll eventually learn to use those wings pretty well. Finally, don’t be too stingy with the xp and the gold (the advancement in other words) and keep the game moving along. An extremely easy combat during the first session is a good idea for any game regardless of the experience levels of the people involved and I’d say no more than one combat per session. If you’re finding that combat is taking up all of your game time, cut some of it out. I’ve seen 5 hours of gaming cover 5 rounds of combat (that’s 30 seconds of in game time) and that’s lame. All of the story development happens outside of combat so if you’re having too much combat, your story is going nowhere. Try and let your PCs level fairly often (once every couple of weeks) so they get an idea of how characters progress and so you can justify ending the game after 6 months to a year. You don’t want it going on longer than that. Why? So you can quickly move on to your next game and apply what you learned in your first game. If you never move on, you never get to apply what you’ve learned.
So how many people here have been associated with a game set in a borrowed universe? By that I mean any game where the contents of a story book (not a gaming book), a movie, or a television show were considered to be cannon and necessary knowledge to get by in the game? How dreadful was that? In my experience, pretty dreadful.We all love Doctor Who. However, who wants to be the local yokels staring on in wonder while the Doctor solves all the problems? I’ll tell you who: no one. We want to be the Doctor or at least one of the Doctor’s companions. However, as a GM you can’t really allow a player to be the Doctor. Too powerful, too long a history all of which happened off camera, and he’s the linchpin of his universe. The character is so central the universe (Hello? It’s named after him?) that even his secondary cast is off limits just from being so near him. Story universes like this are a bad idea because of what I like to call The Dune Effect. I’ve played a Dune RPG. It was awful. Then again, I’m not sure what I expected. If you’ve read the books you know that it is set in the future where there are three very powerful factions who control the universe. These factions have an iron grip on all that happens and no one is ever allowed to accomplish anything without their superior immediately taking the spoils of that success for their own which their superior takes from them and so on. The reason the books are neat is because they are the story of the Messiah coming to deliver humanity out of this centuries old, bureaucratic system of slavery. Without the Messiah, the universe is horrible and unpleasant unless you’re at the top. So do you edit out the Messiah and play in a universe where no advancement is possible? Do you let one of your PCs be the Messiah and edit out that central character from the story line? If so,which Player gets that PC? What about the others? Or you could try the alternative of letting the PCs be peons observing the universe changing from afar while the Messiah works his mojo. They can’t really be central to the story or the story changes because those are as set in stone as things can be (read the books and you’ll understand), but they can spend one night a week listening to you talk through the events in a book series they do have the option of simply reading on their own. Do you see where this bus is going? Same place the Doctor Who bus was heading: Lamesville. I fundamentally disagree with any game that is not drawn from a book so much as it is a carbon copy of that book. Any game of urban fantasy where you could go and meet Harry Dresden is a bad idea. Any game of high fantasy where you could find Gandelf or Frodo is a bad idea. Any science fiction game where you could go and clash with Luke or Vader is a bad idea. Period. I know we love these stories, but come on people! Do we not have better imaginations than this? Now I’m not saying that all reuse of things we’ve read is a bad thing. On the contrary, if you chose to run your game in a world that was similar to one you read about, but in which your group of PCs is the universe’s linchpin instead of the characters that were in the book, I say go for it. You just have to be careful not to reuse any important characters or plot from the book world you’re thinking of. Use the setting only. How do you tell which characters were important, you ask? Easy. Did they have any lines or walk on stage at any time? Them’s the ones. They shouldn’t even be mentioned as living in another town or something. They should be gone from the universe. Not dead, never existed. The distinction is important. What if one of the characters in the book/movie/show/whatever is a required figure for the universe to have any appeal (see Doctor Who)? Then you’re picking the wrong universe. Sorry to be so blunt, but these are the facts, people. Time to grow up a bit, flex those big imagination muscles most gamers possess in at least some amount, and think of something on your own. Oh and all of this is doubly true for D&D novels. Screw Drizzt. I mean it. Screw him till he dies from it. I hate that guy. I have never even read a book with him in it. Yet I have heard enough about him from losers mooning over evil (but not really) elves with scimitars that I can recognize Drizzt art at any con I go to for what it is. Jeez.
Who cares? You’re the GM, you don’t need to be fair. Your job is to keep the game interesting (ie, something which holds the interest of your players) and enjoyable (ie, something that your players look forward to participating in every week), not to run a fair game. Fairness is useful and for the most part the rules should be used, but in no way are they a necessary part of a good story. Was it fair when Frodo got stuck with that damn ring? Was it fair when Harry first had his parents killed and then got to be plagued by the most evil wizard of all time for 7 straight years? Was it fair when Aurthur’s house got bulldozed out from under him to make room for a new bypass? Not remotely. All of those things were interesting though and produced enjoyable results.Here are the tricks to being enjoyably and interestingly unfair: 1. Be on the PCs side. See things from their point of view rather than placing yourself in opposition to them. That way, when you decide to be unfair about something you’ll be doing it in their best interest. This is probably the most important trick so I’d advise you to read it through a second time and keep it firmly in your head. You and the PCs are on the same side. You should be succeeding vicariously through them. You’re the GM, if you’re in opposition to them, you can win any time you want to. Uh… duh… You control the rules. Being on their side though means that when they win, you all win together. It’s a better rule of thumb to follow. 2. Don’t roll for things that make sense when you should just give them to your PCs. There was a horrible murder and eventually the PCs would have made their way to the graveyard anyway because they already know that’s where the creature’s been hiding out. So don’t make them roll a perception to see the terrifyingly misshapen, bloody footprints heading in that direction. Just pick the person with the highest score or with the most interesting way of relating info to the rest of the group or who has some kind of special ability in this direction (getting mileage out of abilities which cost XP is always a good thing) and just give them the news. Honestly. I’ve never heard of a rulebook objecting to this before. 3. If you’re going to be unfair in a way that will disappoint your PCs, compensate them. The evil genius got away in his teleporter, but on the bench next to it they see an odd device… almost like a portable readout for a tracking device… and it’s beeping… If a disappointment is immediately replaced with new hope, the comparison immediately reduces the disappointment factor and increases the hope factor. I didn’t even have to say what the device was tracking and I’m sure each of you who read that line had your brain light up with possibilities. That’s just how people work. 4. Let the PCs win more often than they lose. This may seem like a repeat of #1 but it isn’t. This a conscious recording of your PCs’ wins and losses and keeping the count solidly (but not solely) in their favor. Doing this should communicate to your Players in a tangible way that you are employing trick #1 and believe me, Players feel you’re on their side will give you the benefit of the doubt even when things seem to not be fair in their favor. Sure you may have to cheat an NPC or two out of a victory once in a while (they dropped a clue here, no roll, they just did it) but much like in #2, I’ve never heard of an NPC complaining about this sort of treatment. That’s because they’re not real people. Your Players are the real people here. Keep that in mind. Now I’m not advocating Monty Hall GMing (the giving out far too much XP, money, success, or any other kind of gain), but I honestly feel that’s a topic for another day. Short post today folks. Have a good weekend 🙂
I may be alone in this but whenever I meet a gamer who wants to tell me back-in-the-day stories about their campaign that went on for twelve years and everyone eventually ruled the world and killed every dragon and beholder in existence the only opinion I can muster is one of “Oh you poor thing.” In my experience games tend to fall into two categories. Those that go on for freaking ever because the GM or fate won’t/can’t let it die, and those that fizzle because schedules change or there’s an unsurvivable disagreement or whatever. I thought about this long and hard and realized that these two categories exist for a single reason: most GMs have no idea how to tell a cohesive story.A good story has (among other things) a beginning, a middle, and (pay attention here) an end. Most GMs can manage the first two, but have it in their head that their game shouldn’t ever end for some reason that completely escapes me. All things end. Make peace with the idea. There, now that you’ve made peace with it, plan for it. The games I run usually last around a year. Any more than that and they seem to be dragging on to me. Any less than that and they usually feel like they’ve been cut off mid sentence. That’s how I run my games and that’s also how I like to play in them. Much like when I read a book, if a game doesn’t have a definite story to it with a climax, resolution, and ending it becomes boring. Now I can hear your question already. “If you say that planning your game out in advance is bad, how do you plan out an ending?” Good question. This has to be done while the game is being played so you’ll need to have a good sense of timing. Remember, planning something before your players have told you they want it is bad. Planning around the things they’ve told you they want to happen is good as long as your plans are extremely flexible and easily junkable should they prove unnecessary. Use the beginning to figure out what stories each of your players want to adventure through and define some goals. Use Face Time to ensure that each of your Players has personal goals and progresses toward those goals and Group Time to work on group goals in the same way. All goals should come from character histories and descriptions. As few goals as possible should be simply inserted by you. Short term mile markers (little victories) should be used in the beginning to keep the game clipping along. The middle should be where you and your group learns more about what their goals actually look like, learn what is in the way of those goals, which of those goals are more important than which ones, and work toward defeating the most relevant and pertinent obstacles. By this time you should have weeded out many the lesser goals and such that you gathered in the beginning. These goals should be solved as little victories and tied in to longer term mile markers toward the end goals. Try as best you can to have most resolutions point in similar directions toward the goals that are rising to the surface for your group as the important ones. Above all else keep in mind that you should be listening to your players for which goals are more important than others because it’s the level of importance to the PC that counts. The ending should be when everything is tied off, ultimate success or failure determined, and the whole thing should be rounded off with a big Q&A session so your Players can ask you about the bits they didn’t get a chance to fully explore. If you’ve done your job up till now you’ve found ways of tying together many of the personal and group goals so that everything the PCs are concerned with is moving in largely the same direction. By now you should have been able to find something that is equally important to all of the PCs (saving-the-world-esque) so that even if they are not the most compatible of groups, they all will work together for this common goal. Having a group that splits up to follow their own tracks in mid game is not a bad thing as long as you already have an easy trigger to bring them all back together again. Then all you need is a big finale. A two-parter is usually a good idea because it makes the whole experience all the more memorable. Success shouldn’t be guaranteed, but keep in mind that your players are at the same time the readers of your story and the main characters. A resounding failure will probably not make anyone happy so if you help them plan for success, they will be able to succeed and still feel that it was their planning that did it and not you just letting them win. It’s a fine line to walk, but after a year of playing this game, you should have the benefit of the doubt from your players. Then when everything is finished don’t forget to explain all ambiguousness that might be left over and it is okay at this point to tell your Players when there was something you had no idea what to do with. Full disclosure in the end is best, in my humble opinion. So, beginning, middle and end. Then switch GMs, jump systems, or if you’re all in the mood for more of the same, start over with new characters and new goals and whatnot. The end of a good story is always a little sad, but if none of them ended, we’d only ever get to experience one in our lifetimes…
The big point here that I’d like you to walk away with is this: don’t be afraid to make it big. How many books have you enjoyed where nothing but trivialities happened in them? If you’re like me the answer is “none.” Every game doesn’t necessarily have to revolve around the end of the world, but it should revolve around something equally as important from the PCs’ points of view. That is to say, if it doesn’t focus on the world ending, then it should focus on the world ending for the PCs. Death, enslavement, the destruction of those things/people they hold dear, etc.No one wants to read a book about someone planning a birthday party unless we’re talking about one hell of a birthday party, at least from the protagonist’s point of view. Upon the success of this party hinges our hero’s ability to win/wed the person they love? Maybe the party is a culmination of this person’s image of self-worth? Regardless of how you come to it, if your story points are not vital and the costs to achieve them dire as well as the costs should they fail, then your game won’t be interesting. If you’re thinking about introducing something that the PCs could ignore with no ill, relatively immediate (this session or next), side-effects, don’t bother. Not worth anyone’s time. A good thing to keep in mind when trying to do this is to listen to your PCs (that’s a phrase you’re going to hear a lot in my blog) for what they want out of life. Failing that, go ahead and ask your Players for this information point blank. If you decide to resort to this (I often do) be sure that the conversation happens away from the ears of the other Players. Developing a PC’s interest into a quest is much easier when the decision is a selfish one, ie not involving the opinions of the other Players. And for god’s sake remember to take notes and use them. There’s no point in asking these questions if you’re just going to forget the answers in the week between sessions or ignore the quest you’ve worked to help create. Every session should see some kind of development for every PC. No one gets skipped even just one time. Not ever. Now here’s a tricky task. See if you can accomplish it. Once you have some over all goals (and more than one from each PC is preferable) try to weave a two or three of them into a common direction and the rest into another direction, but set up both hurdles to require the whole group’s involvement. See what this creates? You have two directions that the group wants to go in first without the option of separating down the line of preference. Now they will have to converse and negotiate the help of their fellow PCs to get what they want or they’ll have to deal with NPCs (who should be untrustworthy in most games to force PC unity). It’s a way of keeping the group group oriented with out forcing them in one direction by GM fiat. They will negotiate/convince/cajole each other into one direction or the other and any animosity one Player may feel for being forced away from their PC’s goal will be directed in-character toward another PC/game device instead of out-of-character toward you for being a heavy handed/unfair GM and that’s just role-playing; its what you’re all here for. Just beware of loud players who refuse budge. One player shouldn’t always get their way at the expense of the others. Another good idea to keep in mind is that it’s okay to let the PCs win, but always make gain cost something. I’m not talking about XP either. We’re talking purely about story here. You can get that appointment to whatever position your PC wants, but you’ll have to burn a contact to get it. Your army marching on city X is walking into a trap to the west, but an assassin is stalking your brother to the east. You can avert either event, but only one of them. Now lots of GMs make use of this, but what the successful ones do that the unsuccessful ones do not is make the cost evident at the outset. If the cost comes as a surprise later on, the Player will feel cheated by the GM. If the cost is shown up front and the Player makes the decision of their own free will, then the PC (not the Player) will feel cheated by life. The difference is that your friend and fellow gamer will not be thinking of you as an unfair or cruel GM. They knew the cost walking in even if their PC might not have. It hurts nothing about the game to share this kind of info with the Players. You are, after all, on their side, not on the side of the game. The game doesn’t care about fairness or winning. Neither do NPCs. Neither of them will cry one single tear if you short change them in favor of giving one of the PCs a bit of glory or giving the Player a little piece of mind. The game isn’t about fairness. It’s about everyone having fun and only you and your Players are capable of having fun. Keep that in mind. If your fun, though, must come at the expense of your Players’ fun/success or through competition with your players, I don’t really know what to tell you. You’re a bad GM and probably should give the reigns to someone else before you kill your group. The last bit I’m going to squeeze into this post is on changing your mind. Many times I have presented my players with a scenario for which I see a single solution. The army to the west and assassin to the east was an example of this. Now just because I could only think of one solution does not mean that there only exists a single solution. That much is easy to understand, you say, and you are correct. The hard part is understainding that just because I could only think of this one scenario, doesn’t mean I’ve thought of the best scenario. In the above example the player took the information I’d given them and thought of a completely different and far more creative way of interpreting that information than what I’d come up with. So I junked my idea on the spot, declared (in my own mind) the Player’s scenario to be better than mine, and made that one reality instead. I do this all the time when listening to my players discuss what might be going on. Why shouldn’t I when the four or so most creative people I know are sitting in the room with me offering up their thoughts on my game free of charge? For those of you who are curious, in my mind the assassin and the trap for the army were the end results of two different events. My player, however, conceived of how they could be connected; a trap not just for the army, but for him as well, laid by a single brilliant enemy. Then through this identification of the guilty party, he was able to think of a way to strike at a third location (to the north) and defeat both the trap to the west and the assassin to the east in one go. It was awesome and, if you’re reading this (you know who you are), thanks muchly 😉 And you thought I was so brilliant….